From 496043829bb9be98f69da1ef9e41a371c3f6f5d4 Mon Sep 17 00:00:00 2001 From: Samual Lenks Date: Mon, 1 Jul 2013 05:02:54 -0400 Subject: [PATCH] Move tracing methods into their own file --- qcsrc/server/weapons/common.qc | 553 ------------------------ qcsrc/server/weapons/tracing.qc | 745 ++++++++++++++++++++++++++++++++ 2 files changed, 745 insertions(+), 553 deletions(-) create mode 100644 qcsrc/server/weapons/tracing.qc diff --git a/qcsrc/server/weapons/common.qc b/qcsrc/server/weapons/common.qc index 486673d4f..936b954ca 100644 --- a/qcsrc/server/weapons/common.qc +++ b/qcsrc/server/weapons/common.qc @@ -17,559 +17,6 @@ void W_GiveWeapon (entity e, float wep) self = oldself; } -.float railgundistance; -.vector railgunforce; -void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype) -{ - vector hitloc, force, endpoint, dir; - entity ent, endent; - float endq3surfaceflags; - float totaldmg; - entity o; - - float length; - vector beampos; - string snd; - entity pseudoprojectile; - float f, ffs; - - pseudoprojectile = world; - - railgun_start = start; - railgun_end = end; - - dir = normalize(end - start); - length = vlen(end - start); - force = dir * bforce; - - // go a little bit into the wall because we need to hit this wall later - end = end + dir; - - totaldmg = 0; - - // trace multiple times until we hit a wall, each obstacle will be made - // non-solid so we can hit the next, while doing this we spawn effects and - // note down which entities were hit so we can damage them later - o = self; - while (1) - { - if(self.antilag_debug) - WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug); - else - WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self)); - if(o && WarpZone_trace_firstzone) - { - o = world; - continue; - } - - if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX) - Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self); - - // if it is world we can't hurt it so stop now - if (trace_ent == world || trace_fraction == 1) - break; - - // make the entity non-solid so we can hit the next one - trace_ent.railgunhit = TRUE; - trace_ent.railgunhitloc = end; - trace_ent.railgunhitsolidbackup = trace_ent.solid; - trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start); - trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force); - - // stop if this is a wall - if (trace_ent.solid == SOLID_BSP) - break; - - // make the entity non-solid - trace_ent.solid = SOLID_NOT; - } - - endpoint = trace_endpos; - endent = trace_ent; - endq3surfaceflags = trace_dphitq3surfaceflags; - - // find all the entities the railgun hit and restore their solid state - ent = findfloat(world, railgunhit, TRUE); - while (ent) - { - // restore their solid type - ent.solid = ent.railgunhitsolidbackup; - ent = findfloat(ent, railgunhit, TRUE); - } - - // spawn a temporary explosion entity for RadiusDamage calls - //explosion = spawn(); - - // Find all non-hit players the beam passed close by - if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX) - { - FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(IS_SPEC(msg_entity) && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too - { - // nearest point on the beam - beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); - - f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); - if(f <= 0) - continue; - - snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav"); - - if(!pseudoprojectile) - pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume - soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE); - } - - if(pseudoprojectile) - remove(pseudoprojectile); - } - - // find all the entities the railgun hit and hurt them - ent = findfloat(world, railgunhit, TRUE); - while (ent) - { - // get the details we need to call the damage function - hitloc = ent.railgunhitloc; - - f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance); - ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance); - - if(accuracy_isgooddamage(self.realowner, ent)) - totaldmg += bdamage * f; - - // apply the damage - if (ent.takedamage) - Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs); - - // create a small explosion to throw gibs around (if applicable) - //setorigin (explosion, hitloc); - //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype); - - ent.railgunhitloc = '0 0 0'; - ent.railgunhitsolidbackup = SOLID_NOT; - ent.railgunhit = FALSE; - ent.railgundistance = 0; - - // advance to the next entity - ent = findfloat(ent, railgunhit, TRUE); - } - - // calculate hits and fired shots for hitscan - accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg)); - - trace_endpos = endpoint; - trace_ent = endent; - trace_dphitq3surfaceflags = endq3surfaceflags; -} - -.float dmg_force; -.float dmg_radius; -.float dmg_total; -//.float last_yoda; -void W_BallisticBullet_Hit (void) -{ - float f, q, g; - - f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier - q = 1 + self.dmg_edge / self.dmg; - - if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX) - Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self); - - if(other && other != self.enemy) - { - endzcurveparticles(); - - yoda = 0; - railgun_start = self.origin - 2 * frametime * self.velocity; - railgun_end = self.origin + 2 * frametime * self.velocity; - g = accuracy_isgooddamage(self.realowner, other); - Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f); - - /*if(yoda && (time > (self.last_yoda + 5))) - { - Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); - self.last_yoda = time; - }*/ - - // calculate hits for ballistic weapons - if(g) - { - // do not exceed 100% - q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total; - self.dmg_total += f * self.dmg; - accuracy_add(self.realowner, self.realowner.weapon, 0, q); - } - } - - self.enemy = other; // don't hit the same player twice with the same bullet -} - -.void(void) W_BallisticBullet_LeaveSolid_think_save; -.float W_BallisticBullet_LeaveSolid_nextthink_save; -.vector W_BallisticBullet_LeaveSolid_origin; -.vector W_BallisticBullet_LeaveSolid_velocity; - -void W_BallisticBullet_LeaveSolid_think() -{ - setorigin(self, self.W_BallisticBullet_LeaveSolid_origin); - self.velocity = self.W_BallisticBullet_LeaveSolid_velocity; - - self.think = self.W_BallisticBullet_LeaveSolid_think_save; - self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save); - self.W_BallisticBullet_LeaveSolid_think_save = func_null; - - self.flags &~= FL_ONGROUND; - - if(self.enemy.solid == SOLID_BSP) - { - float f; - f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier - Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self); - } - - UpdateCSQCProjectile(self); -} - -float W_BallisticBullet_LeaveSolid(float eff) -{ - // move the entity along its velocity until it's out of solid, then let it resume - vector vel = self.velocity; - float dt, dst, velfactor, v0, vs; - float maxdist; - float E0_m, Es_m; - float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1); - - // outside the world? forget it - if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z) - return 0; - - // special case for zero density and zero bullet constant: - - if(self.dmg_radius == 0) - { - if(other.ballistics_density < 0) - constant = 0; // infinite travel distance - else - return 0; // no penetration - } - else - { - if(other.ballistics_density < 0) - constant = 0; // infinite travel distance - else if(other.ballistics_density == 0) - constant = self.dmg_radius; - else - constant = self.dmg_radius * other.ballistics_density; - } - - // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass - v0 = vlen(vel); - - E0_m = 0.5 * v0 * v0; - - if(constant) - { - maxdist = E0_m / constant; - // maxdist = 0.5 * v0 * v0 / constant - // dprint("max dist = ", ftos(maxdist), "\n"); - - if(maxdist <= autocvar_g_ballistics_mindistance) - return 0; - } - else - { - maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity - } - - traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE); - if(trace_fraction == 1) // 1: we never got out of solid - return 0; - - self.W_BallisticBullet_LeaveSolid_origin = trace_endpos; - - dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin)); - // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass - Es_m = E0_m - constant * dst; - if(Es_m <= 0) - { - // roundoff errors got us - return 0; - } - vs = sqrt(2 * Es_m); - velfactor = vs / v0; - - dt = dst / (0.5 * (v0 + vs)); - // this is not correct, but the differential equations have no analytic - // solution - and these times are very small anyway - //print("dt = ", ftos(dt), "\n"); - - self.W_BallisticBullet_LeaveSolid_think_save = self.think; - self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink; - self.think = W_BallisticBullet_LeaveSolid_think; - self.nextthink = time + dt; - - vel = vel * velfactor; - - self.velocity = '0 0 0'; - self.flags |= FL_ONGROUND; // prevent moving - self.W_BallisticBullet_LeaveSolid_velocity = vel; - - if(eff >= 0) - if(vlen(trace_endpos - self.origin) > 4) - { - endzcurveparticles(); - trailparticles(self, eff, self.origin, trace_endpos); - } - - return 1; -} - -void W_BallisticBullet_Touch (void) -{ - //float density; - - if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this! - return; - - PROJECTILE_TOUCH; - W_BallisticBullet_Hit (); - - if(self.dmg_radius < 0) // these NEVER penetrate solid - { - remove(self); - return; - } - - // if we hit "weapclip", bail out - // - // rationale of this check: - // - // any shader that is solid, nodraw AND trans is meant to clip weapon - // shots and players, but has no other effect! - // - // if it is not trans, it is caulk and should not have this side effect - // - // matching shaders: - // common/weapclip (intended) - // common/noimpact (is supposed to eat projectiles, but is erased farther above) - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) - if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID) - if not(trace_dphitcontents & DPCONTENTS_OPAQUE) - { - remove(self); - return; - } - - // go through solid! - if(!W_BallisticBullet_LeaveSolid(-1)) - { - remove(self); - return; - } - - self.projectiledeathtype |= HITTYPE_BOUNCE; -} - -void endFireBallisticBullet() -{ - endzcurveparticles(); -} - -entity fireBallisticBullet_trace_callback_ent; -float fireBallisticBullet_trace_callback_eff; -void fireBallisticBullet_trace_callback(vector start, vector hit, vector end) -{ - if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16) - zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity); - WarpZone_trace_forent = world; - self.owner = world; -} - -void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant) -{ - float lag, dt, savetime; //, density; - entity pl, oldself; - float antilagging; - - antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets)); - - entity proj; - proj = spawn(); - proj.classname = "bullet"; - proj.owner = proj.realowner = self; - PROJECTILE_MAKETRIGGER(proj); - if(gravityfactor > 0) - { - proj.movetype = MOVETYPE_TOSS; - proj.gravity = gravityfactor; - } - else - proj.movetype = MOVETYPE_FLY; - proj.think = SUB_Remove; - proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed); - W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging); - proj.angles = vectoangles(proj.velocity); - if(bulletconstant > 0) - proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant; - else if(bulletconstant == 0) - proj.dmg_radius = 0; - else - proj.dmg_radius = -1; - // so: bulletconstant = bullet mass / area of bullet circle - setorigin(proj, start); - proj.flags = FL_PROJECTILE; - - proj.touch = W_BallisticBullet_Touch; - proj.dmg = damage; - proj.dmg_force = force; - proj.projectiledeathtype = dtype; - - proj.oldvelocity = proj.velocity; - - other = proj; MUTATOR_CALLHOOK(EditProjectile); - - if(antilagging) - { - float eff; - - if(tracereffects & EF_RED) - eff = particleeffectnum("tr_rifle"); - else if(tracereffects & EF_BLUE) - eff = particleeffectnum("tr_rifle_weak"); - else - eff = particleeffectnum("tr_bullet"); - - // NOTE: this may severely throw off weapon balance - lag = ANTILAG_LATENCY(self); - if(lag < 0.001) - lag = 0; - if not(IS_REAL_CLIENT(self)) - lag = 0; - if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag) - lag = 0; // only do hitscan, but no antilag - - if(lag) - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_takeback(pl, time - lag); - - oldself = self; - self = proj; - - savetime = frametime; - frametime = 0.05; - - for(;;) - { - // DP tracetoss is stupid and always traces in 0.05s - // ticks. This makes it trace in 0.05*0.125s ticks - // instead. - vector v0; - float g0; - v0 = self.velocity; - g0 = self.gravity; - self.velocity = self.velocity * 0.125; - self.gravity *= 0.125 * 0.125; - trace_fraction = 0; - fireBallisticBullet_trace_callback_ent = self; - fireBallisticBullet_trace_callback_eff = eff; - WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback); - self.velocity = v0; - self.gravity = g0; - - if(trace_fraction == 1) - break; - // won't hit anything anytime soon (DP's - // tracetoss does 200 tics of, here, - // 0.05*0.125s, that is, 1.25 seconds - - other = trace_ent; - dt = WarpZone_tracetoss_time * 0.125; // this is only approximate! - setorigin(self, trace_endpos); - self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125); - - if(!SUB_OwnerCheck()) - { - if(SUB_NoImpactCheck()) - break; - - // hit the player - W_BallisticBullet_Hit(); - } - - if(proj.dmg_radius < 0) // these NEVER penetrate solid - break; - - // if we hit "weapclip", bail out - // - // rationale of this check: - // - // any shader that is solid, nodraw AND trans is meant to clip weapon - // shots and players, but has no other effect! - // - // if it is not trans, it is caulk and should not have this side effect - // - // matching shaders: - // common/weapclip (intended) - // common/noimpact (is supposed to eat projectiles, but is erased farther above) - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) - if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID) - if not(trace_dphitcontents & DPCONTENTS_OPAQUE) - break; - - // go through solid! - if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1)) - break; - - W_BallisticBullet_LeaveSolid_think(); - - self.projectiledeathtype |= HITTYPE_BOUNCE; - } - frametime = savetime; - self = oldself; - - if(lag) - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_restore(pl); - - remove(proj); - - return; - } - - if(tracereffects & EF_RED) - CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE); - else if(tracereffects & EF_BLUE) - CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE); - else - CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE); -} - -void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer) -{ - vector end; - - dir = normalize(dir + randomvec() * spread); - end = start + dir * MAX_SHOT_DISTANCE; - if(self.antilag_debug) - traceline_antilag (self, start, end, FALSE, self, self.antilag_debug); - else - traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self)); - - end = trace_endpos; - - if (pointcontents (trace_endpos) != CONTENT_SKY) - { - if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) - Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self); - - Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force); - } - trace_endpos = end; -} - float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception) { float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA); diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc new file mode 100644 index 000000000..e946636c4 --- /dev/null +++ b/qcsrc/server/weapons/tracing.qc @@ -0,0 +1,745 @@ +.float antilag_debug; + +vector w_shotorg; +vector w_shotdir; +vector w_shotend; + +// this function calculates w_shotorg and w_shotdir based on the weapon model +// offset, trueaim and antilag, and won't put w_shotorg inside a wall. +// make sure you call makevectors first (FIXME?) +void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range) +{ + float nudge = 1; // added to traceline target and subtracted from result + float oldsolid; + vector vecs, dv; + oldsolid = ent.dphitcontentsmask; + if(ent.weapon == WEP_RIFLE) + ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; + else + ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; + if(antilag) + WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); + // passing world, because we do NOT want it to touch dphitcontentsmask + else + WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent); + ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; + + vector vf, vr, vu; + vf = v_forward; + vr = v_right; + vu = v_up; + w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support + v_forward = vf; + v_right = vr; + v_up = vu; + + // un-adjust trueaim if shotend is too close + if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange) + w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange; + + // track max damage + if(accuracy_canbegooddamage(ent)) + accuracy_add(ent, ent.weapon, maxdamage, 0); + + W_HitPlotAnalysis(ent, v_forward, v_right, v_up); + + if(ent.weaponentity.movedir_x > 0) + vecs = ent.weaponentity.movedir; + else + vecs = '0 0 0'; + + dv = v_right * -vecs_y + v_up * vecs_z; + w_shotorg = ent.origin + ent.view_ofs + dv; + + // now move the shotorg forward as much as requested if possible + if(antilag) + { + if(ent.antilag_debug) + tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug); + else + tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); + } + else + tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent); + w_shotorg = trace_endpos - v_forward * nudge; + // calculate the shotdir from the chosen shotorg + w_shotdir = normalize(w_shotend - w_shotorg); + + if (antilag) + if (!ent.cvar_cl_noantilag) + { + if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original + { + traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent); + if (!trace_ent.takedamage) + { + traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); + if (trace_ent.takedamage && IS_PLAYER(trace_ent)) + { + entity e; + e = trace_ent; + traceline(w_shotorg, e.origin, MOVE_NORMAL, ent); + if(trace_ent == e) + w_shotdir = normalize(trace_ent.origin - w_shotorg); + } + } + } + else if(autocvar_g_antilag == 3) // client side hitscan + { + // this part MUST use prydon cursor + if (ent.cursor_trace_ent) // client was aiming at someone + if (ent.cursor_trace_ent != ent) // just to make sure + if (ent.cursor_trace_ent.takedamage) // and that person is killable + if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player + { + // verify that the shot would miss without antilag + // (avoids an issue where guns would always shoot at their origin) + traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent); + if (!trace_ent.takedamage) + { + // verify that the shot would hit if altered + traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent); + if (trace_ent == ent.cursor_trace_ent) + w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg); + else + print("antilag fail\n"); + } + } + } + } + + ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX) + + if (!g_norecoil) + ent.punchangle_x = recoil * -1; + + if (snd != "") + { + sound (ent, chan, snd, VOL_BASE, ATTN_NORM); + W_PlayStrengthSound(ent); + } + + // nudge w_shotend so a trace to w_shotend hits + w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge; +} + +#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE) +#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage) +#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage) +#define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage) +#define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range) + +vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute) +{ + vector mdirection; + float mspeed; + vector outvelocity; + + mvelocity = mvelocity * g_weaponspeedfactor; + + mdirection = normalize(mvelocity); + mspeed = vlen(mvelocity); + + outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor); + + return outvelocity; +} + +#if 0 +float mspercallsum; +float mspercallsstyle; +float mspercallcount; +#endif +void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute) +{ + if(missile.owner == world) + error("Unowned missile"); + + dir = dir + upDir * (pUpSpeed / pSpeed); + dir_z += pZSpeed / pSpeed; + pSpeed *= vlen(dir); + dir = normalize(dir); + +#if 0 + if(autocvar_g_projectiles_spread_style != mspercallsstyle) + { + mspercallsum = mspercallcount = 0; + mspercallsstyle = autocvar_g_projectiles_spread_style; + } + mspercallsum -= gettime(GETTIME_HIRES); +#endif + dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style); +#if 0 + mspercallsum += gettime(GETTIME_HIRES); + mspercallcount += 1; + print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n"); +#endif + + missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute); +} + +void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread) +{ + W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE); +} + +#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE) +#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE) + + +// ==================== +// Ballistics Tracing +// ==================== + +.float railgundistance; +.vector railgunforce; +void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype) +{ + vector hitloc, force, endpoint, dir; + entity ent, endent; + float endq3surfaceflags; + float totaldmg; + entity o; + + float length; + vector beampos; + string snd; + entity pseudoprojectile; + float f, ffs; + + pseudoprojectile = world; + + railgun_start = start; + railgun_end = end; + + dir = normalize(end - start); + length = vlen(end - start); + force = dir * bforce; + + // go a little bit into the wall because we need to hit this wall later + end = end + dir; + + totaldmg = 0; + + // trace multiple times until we hit a wall, each obstacle will be made + // non-solid so we can hit the next, while doing this we spawn effects and + // note down which entities were hit so we can damage them later + o = self; + while (1) + { + if(self.antilag_debug) + WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug); + else + WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self)); + if(o && WarpZone_trace_firstzone) + { + o = world; + continue; + } + + if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX) + Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self); + + // if it is world we can't hurt it so stop now + if (trace_ent == world || trace_fraction == 1) + break; + + // make the entity non-solid so we can hit the next one + trace_ent.railgunhit = TRUE; + trace_ent.railgunhitloc = end; + trace_ent.railgunhitsolidbackup = trace_ent.solid; + trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start); + trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force); + + // stop if this is a wall + if (trace_ent.solid == SOLID_BSP) + break; + + // make the entity non-solid + trace_ent.solid = SOLID_NOT; + } + + endpoint = trace_endpos; + endent = trace_ent; + endq3surfaceflags = trace_dphitq3surfaceflags; + + // find all the entities the railgun hit and restore their solid state + ent = findfloat(world, railgunhit, TRUE); + while (ent) + { + // restore their solid type + ent.solid = ent.railgunhitsolidbackup; + ent = findfloat(ent, railgunhit, TRUE); + } + + // spawn a temporary explosion entity for RadiusDamage calls + //explosion = spawn(); + + // Find all non-hit players the beam passed close by + if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX) + { + FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(IS_SPEC(msg_entity) && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too + { + // nearest point on the beam + beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); + + f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); + if(f <= 0) + continue; + + snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav"); + + if(!pseudoprojectile) + pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume + soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE); + } + + if(pseudoprojectile) + remove(pseudoprojectile); + } + + // find all the entities the railgun hit and hurt them + ent = findfloat(world, railgunhit, TRUE); + while (ent) + { + // get the details we need to call the damage function + hitloc = ent.railgunhitloc; + + f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance); + ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance); + + if(accuracy_isgooddamage(self.realowner, ent)) + totaldmg += bdamage * f; + + // apply the damage + if (ent.takedamage) + Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs); + + // create a small explosion to throw gibs around (if applicable) + //setorigin (explosion, hitloc); + //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype); + + ent.railgunhitloc = '0 0 0'; + ent.railgunhitsolidbackup = SOLID_NOT; + ent.railgunhit = FALSE; + ent.railgundistance = 0; + + // advance to the next entity + ent = findfloat(ent, railgunhit, TRUE); + } + + // calculate hits and fired shots for hitscan + accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg)); + + trace_endpos = endpoint; + trace_ent = endent; + trace_dphitq3surfaceflags = endq3surfaceflags; +} + +.float dmg_force; +.float dmg_radius; +.float dmg_total; +//.float last_yoda; +void W_BallisticBullet_Hit (void) +{ + float f, q, g; + + f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier + q = 1 + self.dmg_edge / self.dmg; + + if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX) + Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self); + + if(other && other != self.enemy) + { + endzcurveparticles(); + + yoda = 0; + railgun_start = self.origin - 2 * frametime * self.velocity; + railgun_end = self.origin + 2 * frametime * self.velocity; + g = accuracy_isgooddamage(self.realowner, other); + Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f); + + /*if(yoda && (time > (self.last_yoda + 5))) + { + Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); + self.last_yoda = time; + }*/ + + // calculate hits for ballistic weapons + if(g) + { + // do not exceed 100% + q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total; + self.dmg_total += f * self.dmg; + accuracy_add(self.realowner, self.realowner.weapon, 0, q); + } + } + + self.enemy = other; // don't hit the same player twice with the same bullet +} + +.void(void) W_BallisticBullet_LeaveSolid_think_save; +.float W_BallisticBullet_LeaveSolid_nextthink_save; +.vector W_BallisticBullet_LeaveSolid_origin; +.vector W_BallisticBullet_LeaveSolid_velocity; + +void W_BallisticBullet_LeaveSolid_think() +{ + setorigin(self, self.W_BallisticBullet_LeaveSolid_origin); + self.velocity = self.W_BallisticBullet_LeaveSolid_velocity; + + self.think = self.W_BallisticBullet_LeaveSolid_think_save; + self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save); + self.W_BallisticBullet_LeaveSolid_think_save = func_null; + + self.flags &~= FL_ONGROUND; + + if(self.enemy.solid == SOLID_BSP) + { + float f; + f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier + Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self); + } + + UpdateCSQCProjectile(self); +} + +float W_BallisticBullet_LeaveSolid(float eff) +{ + // move the entity along its velocity until it's out of solid, then let it resume + vector vel = self.velocity; + float dt, dst, velfactor, v0, vs; + float maxdist; + float E0_m, Es_m; + float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1); + + // outside the world? forget it + if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z) + return 0; + + // special case for zero density and zero bullet constant: + + if(self.dmg_radius == 0) + { + if(other.ballistics_density < 0) + constant = 0; // infinite travel distance + else + return 0; // no penetration + } + else + { + if(other.ballistics_density < 0) + constant = 0; // infinite travel distance + else if(other.ballistics_density == 0) + constant = self.dmg_radius; + else + constant = self.dmg_radius * other.ballistics_density; + } + + // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass + v0 = vlen(vel); + + E0_m = 0.5 * v0 * v0; + + if(constant) + { + maxdist = E0_m / constant; + // maxdist = 0.5 * v0 * v0 / constant + // dprint("max dist = ", ftos(maxdist), "\n"); + + if(maxdist <= autocvar_g_ballistics_mindistance) + return 0; + } + else + { + maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity + } + + traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE); + if(trace_fraction == 1) // 1: we never got out of solid + return 0; + + self.W_BallisticBullet_LeaveSolid_origin = trace_endpos; + + dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin)); + // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass + Es_m = E0_m - constant * dst; + if(Es_m <= 0) + { + // roundoff errors got us + return 0; + } + vs = sqrt(2 * Es_m); + velfactor = vs / v0; + + dt = dst / (0.5 * (v0 + vs)); + // this is not correct, but the differential equations have no analytic + // solution - and these times are very small anyway + //print("dt = ", ftos(dt), "\n"); + + self.W_BallisticBullet_LeaveSolid_think_save = self.think; + self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink; + self.think = W_BallisticBullet_LeaveSolid_think; + self.nextthink = time + dt; + + vel = vel * velfactor; + + self.velocity = '0 0 0'; + self.flags |= FL_ONGROUND; // prevent moving + self.W_BallisticBullet_LeaveSolid_velocity = vel; + + if(eff >= 0) + if(vlen(trace_endpos - self.origin) > 4) + { + endzcurveparticles(); + trailparticles(self, eff, self.origin, trace_endpos); + } + + return 1; +} + +void W_BallisticBullet_Touch (void) +{ + //float density; + + if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this! + return; + + PROJECTILE_TOUCH; + W_BallisticBullet_Hit (); + + if(self.dmg_radius < 0) // these NEVER penetrate solid + { + remove(self); + return; + } + + // if we hit "weapclip", bail out + // + // rationale of this check: + // + // any shader that is solid, nodraw AND trans is meant to clip weapon + // shots and players, but has no other effect! + // + // if it is not trans, it is caulk and should not have this side effect + // + // matching shaders: + // common/weapclip (intended) + // common/noimpact (is supposed to eat projectiles, but is erased farther above) + if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) + if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID) + if not(trace_dphitcontents & DPCONTENTS_OPAQUE) + { + remove(self); + return; + } + + // go through solid! + if(!W_BallisticBullet_LeaveSolid(-1)) + { + remove(self); + return; + } + + self.projectiledeathtype |= HITTYPE_BOUNCE; +} + +void endFireBallisticBullet() +{ + endzcurveparticles(); +} + +entity fireBallisticBullet_trace_callback_ent; +float fireBallisticBullet_trace_callback_eff; +void fireBallisticBullet_trace_callback(vector start, vector hit, vector end) +{ + if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16) + zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity); + WarpZone_trace_forent = world; + self.owner = world; +} + +void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant) +{ + float lag, dt, savetime; //, density; + entity pl, oldself; + float antilagging; + + antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets)); + + entity proj; + proj = spawn(); + proj.classname = "bullet"; + proj.owner = proj.realowner = self; + PROJECTILE_MAKETRIGGER(proj); + if(gravityfactor > 0) + { + proj.movetype = MOVETYPE_TOSS; + proj.gravity = gravityfactor; + } + else + proj.movetype = MOVETYPE_FLY; + proj.think = SUB_Remove; + proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed); + W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging); + proj.angles = vectoangles(proj.velocity); + if(bulletconstant > 0) + proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant; + else if(bulletconstant == 0) + proj.dmg_radius = 0; + else + proj.dmg_radius = -1; + // so: bulletconstant = bullet mass / area of bullet circle + setorigin(proj, start); + proj.flags = FL_PROJECTILE; + + proj.touch = W_BallisticBullet_Touch; + proj.dmg = damage; + proj.dmg_force = force; + proj.projectiledeathtype = dtype; + + proj.oldvelocity = proj.velocity; + + other = proj; MUTATOR_CALLHOOK(EditProjectile); + + if(antilagging) + { + float eff; + + if(tracereffects & EF_RED) + eff = particleeffectnum("tr_rifle"); + else if(tracereffects & EF_BLUE) + eff = particleeffectnum("tr_rifle_weak"); + else + eff = particleeffectnum("tr_bullet"); + + // NOTE: this may severely throw off weapon balance + lag = ANTILAG_LATENCY(self); + if(lag < 0.001) + lag = 0; + if not(IS_REAL_CLIENT(self)) + lag = 0; + if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag) + lag = 0; // only do hitscan, but no antilag + + if(lag) + FOR_EACH_PLAYER(pl) + if(pl != self) + antilag_takeback(pl, time - lag); + + oldself = self; + self = proj; + + savetime = frametime; + frametime = 0.05; + + for(;;) + { + // DP tracetoss is stupid and always traces in 0.05s + // ticks. This makes it trace in 0.05*0.125s ticks + // instead. + vector v0; + float g0; + v0 = self.velocity; + g0 = self.gravity; + self.velocity = self.velocity * 0.125; + self.gravity *= 0.125 * 0.125; + trace_fraction = 0; + fireBallisticBullet_trace_callback_ent = self; + fireBallisticBullet_trace_callback_eff = eff; + WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback); + self.velocity = v0; + self.gravity = g0; + + if(trace_fraction == 1) + break; + // won't hit anything anytime soon (DP's + // tracetoss does 200 tics of, here, + // 0.05*0.125s, that is, 1.25 seconds + + other = trace_ent; + dt = WarpZone_tracetoss_time * 0.125; // this is only approximate! + setorigin(self, trace_endpos); + self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125); + + if(!SUB_OwnerCheck()) + { + if(SUB_NoImpactCheck()) + break; + + // hit the player + W_BallisticBullet_Hit(); + } + + if(proj.dmg_radius < 0) // these NEVER penetrate solid + break; + + // if we hit "weapclip", bail out + // + // rationale of this check: + // + // any shader that is solid, nodraw AND trans is meant to clip weapon + // shots and players, but has no other effect! + // + // if it is not trans, it is caulk and should not have this side effect + // + // matching shaders: + // common/weapclip (intended) + // common/noimpact (is supposed to eat projectiles, but is erased farther above) + if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) + if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID) + if not(trace_dphitcontents & DPCONTENTS_OPAQUE) + break; + + // go through solid! + if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1)) + break; + + W_BallisticBullet_LeaveSolid_think(); + + self.projectiledeathtype |= HITTYPE_BOUNCE; + } + frametime = savetime; + self = oldself; + + if(lag) + FOR_EACH_PLAYER(pl) + if(pl != self) + antilag_restore(pl); + + remove(proj); + + return; + } + + if(tracereffects & EF_RED) + CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE); + else if(tracereffects & EF_BLUE) + CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE); + else + CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE); +} + +void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer) +{ + vector end; + + dir = normalize(dir + randomvec() * spread); + end = start + dir * MAX_SHOT_DISTANCE; + if(self.antilag_debug) + traceline_antilag (self, start, end, FALSE, self, self.antilag_debug); + else + traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self)); + + end = trace_endpos; + + if (pointcontents (trace_endpos) != CONTENT_SKY) + { + if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) + Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self); + + Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force); + } + trace_endpos = end; +} -- 2.39.2