Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
tracing.qc File Reference
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Functions

void crosshair_trace (entity pl)
void crosshair_trace_plusvisibletriggers (entity pl)
void crosshair_trace_plusvisibletriggers__is_wz (entity pl, bool is_wz)
void fireBullet (entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
void fireBullet_antilag (entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect, bool do_antilag)
void fireBullet_falloff (entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float falloff_halflife, float falloff_mindist, float falloff_maxdist, float headshot_multiplier, float force, float falloff_forcehalflife, float dtype, entity tracer_effect, bool do_antilag)
void fireBullet_trace_callback (vector start, vector hit, vector end)
void FireRailgunBullet (entity this,.entity weaponentity, vector start, vector end, float bdamage, bool headshot_notify, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
bool Headshot (entity targ, entity ent, vector start, vector end)
vector W_CalculateProjectileVelocity (entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
void W_SetupProjVelocity_Explicit (entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
void W_SetupShot_Dir_ProjectileSize_Range (entity ent,.entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype)
 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.
void WarpZone_crosshair_trace (entity pl)
void WarpZone_crosshair_trace_plusvisibletriggers (entity pl)

Function Documentation

◆ crosshair_trace()

void crosshair_trace ( entity pl)

Definition at line 542 of file tracing.qc.

543{
545}
void traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:203
#define ANTILAG_LATENCY(e)
Definition antilag.qh:19
const float MOVE_NORMAL
vector cursor_trace_start
vector cursor_trace_endpos
vector normalize(vector v)
ClientState CS(Client this)
Definition state.qh:47
int max_shot_distance
Definition weapon.qh:245

References ANTILAG_LATENCY, CS(), cursor_trace_endpos, cursor_trace_start, entity(), max_shot_distance, MOVE_NORMAL, normalize(), and traceline_antilag().

Referenced by bumblebee_gunner_frame(), bumblebee_pilot_frame(), CheatCommand(), crosshair_trace_plusvisibletriggers__is_wz(), MUTATOR_HOOKFUNCTION(), racer_frame(), raptor_frame(), spiderbot_frame(), spiderbot_guide_release(), spiderbot_rocket_do(), and spiderbot_rocket_guided().

◆ crosshair_trace_plusvisibletriggers()

void crosshair_trace_plusvisibletriggers ( entity pl)

Definition at line 547 of file tracing.qc.

548{
550}
void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
Definition tracing.qc:557

References crosshair_trace_plusvisibletriggers__is_wz(), and entity().

Referenced by Drag(), and sandbox_ObjectEdit_Get().

◆ crosshair_trace_plusvisibletriggers__is_wz()

void crosshair_trace_plusvisibletriggers__is_wz ( entity pl,
bool is_wz )

Definition at line 557 of file tracing.qc.

558{
560 {
561 if (it.model != "")
562 {
563 it.solid = SOLID_BSP;
565 }
566 });
567
568 if (is_wz)
570 else
571 crosshair_trace(pl);
572
573 IL_EACH(g_ctrace_changed, true, it.solid = SOLID_TRIGGER);
574
576}
const float SOLID_TRIGGER
const float SOLID_BSP
solid
Definition ent_cs.qc:165
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define IL_EACH(this, cond, body)
#define IL_CLEAR(this)
Remove all elements.
#define FOREACH_ENTITY_FLOAT(fld, match, body)
Definition iter.qh:174
void crosshair_trace(entity pl)
Definition tracing.qc:542
void WarpZone_crosshair_trace(entity pl)
Definition tracing.qc:578
IntrusiveList g_ctrace_changed
Definition tracing.qh:117

References crosshair_trace(), entity(), FOREACH_ENTITY_FLOAT, g_ctrace_changed, IL_CLEAR, IL_EACH, IL_PUSH(), solid, SOLID_BSP, SOLID_TRIGGER, and WarpZone_crosshair_trace().

Referenced by crosshair_trace_plusvisibletriggers(), and WarpZone_crosshair_trace_plusvisibletriggers().

◆ fireBullet()

void fireBullet ( entity this,
.entity weaponentity,
vector start,
vector dir,
float spread,
float max_solid_penetration,
float damage,
float headshot_multiplier,
float force,
float dtype,
entity tracer_effect )

Definition at line 537 of file tracing.qc.

538{
539 fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
540}
int dir
Definition impulse.qc:89
void fireBullet_antilag(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect, bool do_antilag)
Definition tracing.qc:532

References dir, entity(), fireBullet_antilag(), and vector.

Referenced by spiderbot_frame(), and W_OverkillHeavyMachineGun_Attack_Auto().

◆ fireBullet_antilag()

void fireBullet_antilag ( entity this,
.entity weaponentity,
vector start,
vector dir,
float spread,
float max_solid_penetration,
float damage,
float headshot_multiplier,
float force,
float dtype,
entity tracer_effect,
bool do_antilag )

Definition at line 532 of file tracing.qc.

533{
534 fireBullet_falloff(this, weaponentity, start, dir, spread, max_solid_penetration, damage, 0, 0, 0, headshot_multiplier, force, 0, dtype, tracer_effect, do_antilag);
535}
void fireBullet_falloff(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float falloff_halflife, float falloff_mindist, float falloff_maxdist, float headshot_multiplier, float force, float falloff_forcehalflife, float dtype, entity tracer_effect, bool do_antilag)
Definition tracing.qc:356

References dir, entity(), fireBullet_falloff(), and vector.

Referenced by fireBullet().

◆ fireBullet_falloff()

void fireBullet_falloff ( entity this,
.entity weaponentity,
vector start,
vector dir,
float spread,
float max_solid_penetration,
float damage,
float falloff_halflife,
float falloff_mindist,
float falloff_maxdist,
float headshot_multiplier,
float force,
float falloff_forcehalflife,
float dtype,
entity tracer_effect,
bool do_antilag )

Definition at line 356 of file tracing.qc.

362{
364 vector end = start + dir * max_shot_distance;
365
367 fireBullet_trace_callback_eff = tracer_effect;
368
369 float solid_penetration_fraction = 1;
370 float damage_fraction = 1;
371 float total_damage = 0;
372
373 float lag = (do_antilag ? antilag_getlag(this) : 0);
374 if (lag)
375 antilag_takeback_all(this, lag);
376
377 // change shooter to SOLID_BBOX so the shot can hit corpses
378 int oldsolid = this.dphitcontentsmask;
379 if (this)
381
383
384 bool headshot = false; // indicates that one of the hit targets was a headshot
385 for (;;)
386 {
390 start = trace_endpos;
391 entity hit = trace_ent;
392
393 // traced up to max_shot_distance and didn't hit anything at all
394 if (trace_fraction == 1)
395 break;
396
397 // When hitting sky, stop.
399 break;
400
401 // can't use noimpact, as we need to pass through walls
402 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
403 //break;
404
405 // if we hit "weapclip", bail out
406 //
407 // rationale of this check:
408 //
409 // any shader that is solid, nodraw AND trans is meant to clip weapon
410 // shots and players, but has no other effect!
411 //
412 // if it is not trans, it is caulk and should not have this side effect
413 //
414 // matching shaders:
415 // common/weapclip (intended)
416 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
417 bool is_weapclip = false;
421 is_weapclip = true;
422
423 if (!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
424 Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
425
426 // Avoid self-damage (except after going through a warp)
427 // avoid hitting the same entity twice (engine bug)
428 if (hit && hit != WarpZone_trace_forent && hit != fireBullet_last_hit)
429 {
431 yoda = 0;
432 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
433 damage = M_ARGV(4, float);
434 if (headshot_multiplier && Headshot(hit, this, start, end))
435 {
436 damage *= headshot_multiplier;
437 headshot = true;
438 }
439 bool gooddamage = accuracy_isgooddamage(this, hit);
440
441 float dealt_damage = damage * damage_fraction;
442 vector dealt_force = force * dir * damage_fraction;
443
444 if (falloff_halflife || falloff_forcehalflife)
445 {
446 // start, end and trace_endpos seem unreliable for
447 // falloff calculations, using `entity.origin`s instead.
448 // dist is only used to measure distance between shooter
449 // and target entities and do math based on the distance
450 // target's location = hit.origin
451 // shooter's location = this.origin
452 float dist = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hit.origin) - this.origin);
453
454 if (falloff_halflife)
455 dealt_damage *= ExponentialFalloff(falloff_mindist, falloff_maxdist, falloff_halflife, dist);
456
457 if (falloff_forcehalflife)
458 dealt_force *= ExponentialFalloff(falloff_mindist, falloff_maxdist, falloff_forcehalflife, dist);
459 }
460
461 Damage(hit, this, this, dealt_damage, dtype, weaponentity, start, dealt_force);
462
463 // calculate hits for ballistic weapons
464 if (gooddamage)
465 {
466 // do not exceed 100%
467 float added_damage = min(damage - total_damage, damage * damage_fraction);
468 total_damage += damage * damage_fraction;
469 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage, 0); // add to hit
470 }
471 }
472
473 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
474 break;
475
476 // go through solid!
477 // outside the world? forget it
478 if (start.x > world.maxs.x || start.y > world.maxs.y || start.z > world.maxs.z
479 || start.x < world.mins.x || start.y < world.mins.y || start.z < world.mins.z)
480 break;
481
482 float maxdist;
483 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
484 if (max_solid_penetration < 0)
485 break;
486 else if (hitstore.ballistics_density < -1)
487 break; // -2: no solid penetration, ever
488 else if (hitstore.ballistics_density < 0)
489 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
490 else if (hitstore.ballistics_density == 0)
491 maxdist = max_solid_penetration * solid_penetration_fraction;
492 else
493 maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density;
494
496 break;
497
498 // move the entity along its velocity until it's out of solid, then let it resume
499 // The previously hit entity is ignored here!
500 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
501 if (trace_fraction == 1) // 1: we never got out of solid
502 break;
503
504 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
505 float fraction_used_of_what_is_left = dist_taken / maxdist;
506 solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left;
507 solid_penetration_fraction = max(solid_penetration_fraction, 0);
508 damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent);
509
510 // Only show effect when going through a player (invisible otherwise)
511 if (hit && hit.solid != SOLID_BSP
512 && vdist(trace_endpos - start, >, 4))
514
515 start = trace_endpos;
516
517 if (hit.solid == SOLID_BSP)
518 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
519 }
520
521 if (headshot)
522 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
523
524 if (lag)
526
527 // restore shooter solid type
528 if (this)
529 this.dphitcontentsmask = oldsolid;
530}
void accuracy_add(entity this, Weapon w, float fired, float hit, float real)
update accuracy stats
Definition accuracy.qc:102
bool accuracy_isgooddamage(entity attacker, entity targ)
does this damage count towards accuracy stats?
Definition accuracy.qc:133
void antilag_takeback_all(entity ignore, float lag)
Definition antilag.qc:125
float antilag_getlag(entity e)
Definition antilag.qc:151
void antilag_restore_all(entity ignore)
Definition antilag.qc:138
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
vector W_CalculateSpread(vector dir, float spread, int spread_style, bool must_normalize)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define M_ARGV(x, type)
Definition events.qh:17
#define IS_PLAYER(s)
Definition player.qh:242
void traceline_inverted(vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity)
Definition util.qc:100
float Q3SURFACEFLAG_SKY
const float SOLID_SLIDEBOX
float trace_dphitcontents
float Q3SURFACEFLAG_NONSOLID
entity trace_ent
float DPCONTENTS_SOLID
float Q3SURFACEFLAG_NODRAW
float DPCONTENTS_CORPSE
float DPCONTENTS_BODY
float DPCONTENTS_OPAQUE
vector trace_endpos
float trace_dphitq3surfaceflags
float trace_fraction
float dphitcontentsmask
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition damage.qc:493
float yoda
Definition damage.qh:48
void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
#define trailparticles(e, effect, org, vel)
Definition effect.qh:9
#define pow(a, b)
Definition _all.inc:67
void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
Definition common.qc:212
vector WarpZone_TransformVelocity(entity wz, vector v)
Definition common.qc:514
vector WarpZone_UnTransformOrigin(entity wz, vector v)
Definition common.qc:544
vector WarpZone_TransformOrigin(entity wz, vector v)
Definition common.qc:509
entity WarpZone_trace_transform
Definition common.qh:37
entity WarpZone_trace_forent
Definition common.qh:34
ERASEABLE float ExponentialFalloff(float mindist, float maxdist, float halflifedist, float d)
Definition math.qh:241
float vlen(vector v)
float min(float f,...)
float max(float f,...)
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1573
#define NULL
Definition post.qh:14
#define world
Definition post.qh:15
vector
Definition self.qh:92
#define PS(this)
Definition state.qh:18
bool Headshot(entity targ, entity ent, vector start, vector end)
Definition tracing.qc:220
void fireBullet_trace_callback(vector start, vector hit, vector end)
Definition tracing.qc:348
float autocvar_g_ballistics_mindistance
Definition tracing.qh:8
int autocvar_g_hitscan_spread_style
Definition tracing.qh:15
float autocvar_g_ballistics_solidpenetration_exponent
Definition tracing.qh:10
bool autocvar_g_ballistics_penetrate_clips
Definition tracing.qh:9
entity fireBullet_trace_callback_eff
Definition tracing.qh:99
entity fireBullet_last_hit
Definition tracing.qh:100
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition vector.qh:8
Weapon m_weapon
Definition wepent.qh:26

References accuracy_add(), accuracy_isgooddamage(), antilag_getlag(), antilag_restore_all(), antilag_takeback_all(), autocvar_g_ballistics_mindistance, autocvar_g_ballistics_penetrate_clips, autocvar_g_ballistics_solidpenetration_exponent, autocvar_g_hitscan_spread_style, Damage(), Damage_DamageInfo(), dir, DPCONTENTS_BODY, DPCONTENTS_CORPSE, DPCONTENTS_OPAQUE, DPCONTENTS_SOLID, dphitcontentsmask, entity(), ExponentialFalloff(), fireBullet_last_hit, fireBullet_trace_callback(), fireBullet_trace_callback_eff, Headshot(), IS_PLAYER, M_ARGV, m_weapon, max(), max_shot_distance, min(), MOVE_NORMAL, MUTATOR_CALLHOOK, normalize(), NULL, pow, PS, Q3SURFACEFLAG_NODRAW, Q3SURFACEFLAG_NONSOLID, Q3SURFACEFLAG_SKY, Send_Notification(), SOLID_BSP, SOLID_SLIDEBOX, trace_dphitcontents, trace_dphitq3surfaceflags, trace_endpos, trace_ent, trace_fraction, traceline_inverted(), trailparticles, vdist, vector, vlen(), W_CalculateSpread(), WarpZone_trace_forent, WarpZone_trace_transform, WarpZone_TraceBox_ThroughZone(), WarpZone_TransformOrigin(), WarpZone_TransformVelocity(), WarpZone_UnTransformOrigin(), world, and yoda.

Referenced by fireBullet_antilag(), W_MachineGun_Attack(), W_MachineGun_Attack_Auto(), W_MachineGun_Attack_Burst(), W_OverkillMachineGun_Attack_Auto(), W_Rifle_FireBullet(), and W_Shotgun_Attack().

◆ fireBullet_trace_callback()

void fireBullet_trace_callback ( vector start,
vector hit,
vector end )

Definition at line 348 of file tracing.qc.

349{
350 if (vdist(hit - start, >, 16))
354}

References fireBullet_last_hit, fireBullet_trace_callback_eff, NULL, trailparticles, vdist, vector, and WarpZone_trace_forent.

Referenced by fireBullet_falloff().

◆ FireRailgunBullet()

void FireRailgunBullet ( entity this,
.entity weaponentity,
vector start,
vector end,
float bdamage,
bool headshot_notify,
float bforce,
float mindist,
float maxdist,
float halflifedist,
float forcehalflifedist,
int deathtype )

Definition at line 231 of file tracing.qc.

232{
233 vector dir = normalize(end - start);
234 vector force = dir * bforce;
235
236 // go a little bit into the wall because we need to hit this wall later
237 end += dir;
238
239 float totaldmg = 0;
240 bool headshot = false; // indicates that one of the targets hit was a headshot
241
242 // trace multiple times until we hit a wall, each obstacle will be made
243 // non-solid so we can hit the next, while doing this we spawn effects and
244 // note down which entities were hit so we can damage them later
245 entity o = this;
246 while (1)
247 {
248 if (CS(this).antilag_debug)
249 WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
250 else
251 WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
253 {
254 o = NULL;
255 continue;
256 }
257
258 if (trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
259 Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
260
261 // if it is NULL we can't hurt it so stop now
262 if (trace_ent == NULL || trace_fraction == 1)
263 break;
264
265 if (headshot_notify && !headshot && Headshot(trace_ent, this, start, end))
266 headshot = true;
267
268 // make the entity non-solid so we can hit the next one
270 trace_ent.railgunhit = true;
271 trace_ent.railgunhitloc = end;
272 trace_ent.railgunhitsolidbackup = trace_ent.solid;
275
276 // stop if this is a wall
277 if (trace_ent.solid == SOLID_BSP)
278 break;
279
280 // make the entity non-solid
281 trace_ent.solid = SOLID_NOT;
282 }
283
284 vector endpoint = trace_endpos;
285 entity endent = trace_ent;
286 float endq3surfaceflags = trace_dphitq3surfaceflags;
287
288 // find all the entities the railgun hit and restore their solid state
289 IL_EACH(g_railgunhit, it.railgunhit, it.solid = it.railgunhitsolidbackup);
290
291 // Find all players the beam passed close by (even those hit)
292 float length = vlen(endpoint - start);
293 entity pseudoprojectile = NULL;
294 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this,
295 {
296 // not when spectating the shooter
297 if (IS_SPEC(it) && it.enemy == this)
298 continue;
299
300 // nearest point on the beam
301 vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
302
303 if (!pseudoprojectile)
304 pseudoprojectile = new(pseudoprojectile); // we need this so the sound uses the "entchannel4" volume
305
306 msg_entity = it;
307 // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
308 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0);
309 });
310 if (pseudoprojectile)
311 delete(pseudoprojectile);
312
313 // find all the entities the railgun hit and hurt them
314 IL_EACH(g_railgunhit, it.railgunhit,
315 {
316 // removal from the list is handled below
317
318 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
319 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
320
321 if (accuracy_isgooddamage(this, it))
322 totaldmg += bdamage * foff;
323
324 // apply the damage
325 if (it.takedamage)
326 Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
327
328 it.railgunhitloc = '0 0 0';
329 it.railgunhitsolidbackup = SOLID_NOT;
330 it.railgunhit = false;
331 it.railgundistance = 0;
332 });
333
335
336 if (headshot)
337 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
338
339 // calculate hits and fired shots for hitscan
340 if (this.(weaponentity))
341 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg), 0); // add to hit
342
343 trace_endpos = endpoint;
344 trace_ent = endent;
345 trace_dphitq3surfaceflags = endq3surfaceflags;
346}
float antilag_debug
Definition antilag.qc:19
void WarpZone_traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:221
const float SOLID_NOT
entity WarpZone_trace_firstzone
Definition common.qh:38
float MSG_ONE
Definition menudefs.qc:56
float bound(float min, float value, float max)
entity msg_entity
Definition progsdefs.qc:63
const float VOL_BASEVOICE
Definition sound.qh:37
const int CH_SHOTS
Definition sound.qh:14
const float ATTEN_IDLE
Definition sound.qh:32
void soundtoat(int to, entity e, vector o, int chan, string samp, float vol, float attenu, float _pitch)
Definition all.qc:39
#define SND(id)
Definition all.qh:35
IntrusiveList g_railgunhit
Definition tracing.qh:89
#define IS_SPEC(v)
Definition utils.qh:10
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:52

References accuracy_add(), antilag_debug, ANTILAG_LATENCY, ATTEN_IDLE, bound(), CH_SHOTS, CS(), Damage_DamageInfo(), dir, entity(), FOREACH_CLIENT, g_railgunhit, Headshot(), IL_CLEAR, IL_EACH, IL_PUSH(), IS_REAL_CLIENT, IS_SPEC, m_weapon, min(), msg_entity, MSG_ONE, normalize(), NULL, Send_Notification(), SND, SOLID_BSP, SOLID_NOT, SOLID_SLIDEBOX, soundtoat(), trace_dphitq3surfaceflags, trace_endpos, trace_ent, trace_fraction, vector, vlen(), VOL_BASEVOICE, WarpZone_trace_firstzone, WarpZone_trace_transform, WarpZone_traceline_antilag(), WarpZone_TransformVelocity(), and WarpZone_UnTransformOrigin().

Referenced by W_OverkillNex_Attack(), W_Vaporizer_Attack(), and W_Vortex_Attack().

◆ Headshot()

bool Headshot ( entity targ,
entity ent,
vector start,
vector end )

Definition at line 220 of file tracing.qc.

221{
222 if (!IS_PLAYER(targ) || IS_DEAD(targ) || STAT(FROZEN, targ) || !targ.takedamage)
223 return false;
224 vector org = targ.origin; // antilag is already taken into consideration //antilag_takebackorigin(targ, CS(targ), time - ANTILAG_LATENCY(ent));
225 vector headmins = org + '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
226 vector headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
227
228 return trace_hits_box(start, end, headmins, headmaxs);
229}
#define IS_DEAD(s)
Definition player.qh:244
float trace_hits_box(vector start, vector end, vector thmi, vector thma)
Definition util.qc:2219
#define STAT(...)
Definition stats.qh:82
vector org
Definition self.qh:92

References entity(), IS_DEAD, IS_PLAYER, org, STAT, trace_hits_box(), and vector.

Referenced by fireBullet_falloff(), and FireRailgunBullet().

◆ W_CalculateProjectileVelocity()

vector W_CalculateProjectileVelocity ( entity actor,
vector pvelocity,
vector mvelocity,
float forceAbsolute )

Definition at line 174 of file tracing.qc.

175{
176 mvelocity *= W_WeaponSpeedFactor(actor);
177
178 vector mdirection = normalize(mvelocity);
179 float mspeed = vlen(mvelocity);
180
181 return get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style),
183}
vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma)
Definition util.qc:1296
float autocvar_g_projectiles_newton_style_2_maxfactor
Definition tracing.qh:12
int autocvar_g_projectiles_newton_style
Definition tracing.qh:11
float autocvar_g_projectiles_newton_style_2_minfactor
Definition tracing.qh:13
float W_WeaponSpeedFactor(entity this)

References autocvar_g_projectiles_newton_style, autocvar_g_projectiles_newton_style_2_maxfactor, autocvar_g_projectiles_newton_style_2_minfactor, entity(), get_shotvelocity(), normalize(), vector, vlen(), and W_WeaponSpeedFactor().

Referenced by ctf_Handle_Throw(), IMPULSE(), kh_Key_DropAll(), kh_Key_DropOne(), powerups_DropItem(), toss_nade(), W_Nexball_Attack(), W_RocketMinsta_Attack(), and W_SetupProjVelocity_Explicit().

◆ W_SetupProjVelocity_Explicit()

void W_SetupProjVelocity_Explicit ( entity proj,
vector dir,
vector upDir,
float pSpeed,
float pUpSpeed,
float pZSpeed,
float spread,
float forceAbsolute )

Definition at line 185 of file tracing.qc.

186{
187 if (proj.owner == NULL)
188 error("Unowned missile");
189
190 dir += upDir * (pUpSpeed / pSpeed);
191 dir.z += pZSpeed / pSpeed;
192 pSpeed *= vlen(dir);
193 dir = normalize(dir);
194
195 #if 0
196 if (autocvar_g_projectiles_spread_style != mspercallsstyle)
197 {
198 mspercallsum = mspercallcount = 0;
199 mspercallsstyle = autocvar_g_projectiles_spread_style;
200 }
201 mspercallsum -= gettime(GETTIME_HIRES);
202 #endif
203
205
206 #if 0
207 mspercallsum += gettime(GETTIME_HIRES);
208 ++mspercallcount;
209 LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
210 #endif
211
212 proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
213}
float GETTIME_HIRES
#define LOG_INFO(...)
Definition log.qh:65
float gettime(void)
string ftos(float f)
#define error
Definition pre.qh:6
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
Definition tracing.qc:174
int autocvar_g_projectiles_spread_style
Definition tracing.qh:14

References autocvar_g_projectiles_spread_style, dir, entity(), error, ftos(), gettime(), GETTIME_HIRES, LOG_INFO, normalize(), NULL, vector, vlen(), W_CalculateProjectileVelocity(), and W_CalculateSpread().

Referenced by FireGrapplingHook(), M_Golem_Attack_Lightning(), M_Spider_Attack_Web(), W_Blaster_Attack(), W_Crylink_Attack(), W_Crylink_Attack2(), and W_Hagar_Attack2_Load_Release().

◆ W_SetupShot_Dir_ProjectileSize_Range()

void W_SetupShot_Dir_ProjectileSize_Range ( entity ent,
.entity weaponentity,
vector s_forward,
vector mi,
vector ma,
float antilag,
float recoil,
Sound snd,
float chan,
float maxdamage,
float range,
int deathtype )

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?)

Definition at line 24 of file tracing.qc.

25{
26 TC(Sound, snd);
27 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
28 float oldsolid = ent.dphitcontentsmask;
29 Weapon wep = DEATH_WEAPONOF(deathtype);
30 if (!IS_CLIENT(ent))
31 antilag = false; // no antilag for non-clients!
33 {
34 // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
35 // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
36 // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
37 // TODO for fireBullet, find how far the shot will penetrate and aim at that
38 // for fireRailgunbullet, find the farthest target and aim at that
39 // this will avoid issues when another player is passing in front of you when you shoot
40 // (currently such a shot will hit them but then miss the original target)
41 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
42 }
43 else
44 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
45 if (antilag)
46 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
47 // passing NULL, because we do NOT want it to touch dphitcontentsmask
48 else
49 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
50 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
51
52 vector forward = v_forward;
53 vector right = v_right;
54 vector up = v_up;
56 v_forward = forward;
57 v_right = right;
58 v_up = up;
59
60 // un-adjust trueaim if shotend is too close
61 if (vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
62 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
63
64 // track max damage
65 if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
66 accuracy_add(ent, wep, maxdamage, 0, 0); // add to fired
67
68 if (IS_PLAYER(ent))
69 W_HitPlotAnalysis(ent, wep, forward, right, up);
70
71 // read shot origin offset, like g_shootfromcenter
72 // set in CL_WeaponEntity_SetModel (not a CSQC exclusive function...)
73 vector md = ent.(weaponentity).movedir;
74 //print(sprintf("offset of %s: %v\n", ent.(weaponentity).m_weapon.netname, md));
75 vector dv = right * -md.y + up * md.z;
76
77 w_shotorg = ent.origin + ent.view_ofs;
78
79 // move the shotorg sideways and vertically as much as requested if possible
80 if (antilag)
81 {
82 if (CS(ent).antilag_debug)
83 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, CS(ent).antilag_debug);
84 else
85 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
86 }
87 else
88 tracebox(w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent);
90
91 // now move the shotorg forward as much as requested if possible
92 if (antilag)
93 {
94 if (CS(ent).antilag_debug)
95 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (md.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
96 else
97 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (md.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
98 }
99 else
100 tracebox(w_shotorg, mi, ma, w_shotorg + forward * (md.x + nudge), MOVE_NORMAL, ent);
101 w_shotorg = trace_endpos - forward * nudge;
102
103 //print(sprintf("w_shotorg %v\n\n", w_shotorg - (ent.origin + ent.view_ofs)));
104
105 // calculate the shotdir from the chosen shotorg
106 if (W_DualWielding(ent))
107 w_shotdir = s_forward;
108 else
110
111 //vector prevdir = w_shotdir;
112 //vector prevorg = w_shotorg;
113 //vector prevend = w_shotend;
114
115 if (antilag && !CS_CVAR(ent).cvar_cl_noantilag)
116 {
117 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
118 {
119 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
120 if (!trace_ent.takedamage)
121 {
123 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
124 {
125 entity e = trace_ent;
126 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
127 if (trace_ent == e)
129 }
130 }
131 }
132 else if (autocvar_g_antilag == 3) // client side hitscan
133 {
134 // this part MUST use prydon cursor
135 if (CS(ent).cursor_trace_ent // client was aiming at someone
136 && CS(ent).cursor_trace_ent != ent // just to make sure
137 && CS(ent).cursor_trace_ent.takedamage // and that person is killable
138 && IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
139 {
140 // verify that the shot would miss without antilag
141 // (avoids an issue where guns would always shoot at their origin)
142 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
143 if (!trace_ent.takedamage)
144 {
145 // verify that the shot would hit if altered
146 traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
147 if (trace_ent == CS(ent).cursor_trace_ent)
149 else
150 LOG_INFO("antilag fail");
151 }
152 }
153 }
154 }
155
156 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
157
159 ent.punchangle_x = -recoil;
160
161 if (snd != SND_Null)
162 {
163 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
165 }
166
167 // nudge w_shotend so a trace to w_shotend hits
169 //if (w_shotend != prevend) printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend));
170 //if (w_shotorg != prevorg) printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg));
171 //if (w_shotdir != prevdir) printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir));
172}
bool accuracy_canbegooddamage(entity attacker)
if damage were to occur, would accuracy_isgooddamage be able to return true?
Definition accuracy.qc:154
void tracebox_antilag(entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:210
void traceline_antilag_force(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:199
int autocvar_g_antilag
Definition antilag.qh:3
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
int spawnflags
M: flags : WEPSPAWNFLAG_... combined.
Definition weapon.qh:60
#define IS_CLIENT(s)
Definition player.qh:241
vector v_up
const float MOVE_NOMONSTERS
vector v_right
vector v_forward
const float ATTN_NORM
#define DEATH_WEAPONOF(t)
Definition all.qh:45
entity cursor_trace_ent
void W_HitPlotAnalysis(entity player, entity wep, vector screenforward, vector screenright, vector screenup)
Definition hitplot.qc:58
#define TC(T, sym)
Definition _all.inc:82
void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
Definition common.qc:348
vector movedir
Definition viewloc.qh:18
void W_PlayStrengthSound(entity player)
Definition common.qc:40
bool W_DualWielding(entity player)
Definition common.qc:20
const float VOL_BASE
Definition sound.qh:36
#define sound(e, c, s, v, a)
Definition sound.qh:52
#define CS_CVAR(this)
Definition state.qh:51
float autocvar_g_trueaim_minrange
Definition tracing.qh:17
bool autocvar_g_norecoil
Definition tracing.qh:16
vector w_shotdir
Definition tracing.qh:20
vector w_shotorg
Definition tracing.qh:19
vector w_shotend
Definition tracing.qh:21
const int WEP_FLAG_PENETRATEWALLS
Definition weapon.qh:266

References accuracy_add(), accuracy_canbegooddamage(), antilag_debug, ANTILAG_LATENCY, ATTN_NORM, autocvar_g_antilag, autocvar_g_norecoil, autocvar_g_trueaim_minrange, CS(), CS_CVAR, cursor_trace_ent, DEATH_WEAPONOF, DPCONTENTS_BODY, DPCONTENTS_CORPSE, DPCONTENTS_SOLID, entity(), IS_CLIENT, IS_PLAYER, LOG_INFO, MOVE_NOMONSTERS, MOVE_NORMAL, movedir, normalize(), NULL, sound, Weapon::spawnflags, TC, trace_endpos, trace_ent, tracebox_antilag(), traceline_antilag_force(), v_forward, v_right, v_up, vdist, vector, VOL_BASE, W_DualWielding(), W_HitPlotAnalysis(), W_PlayStrengthSound(), w_shotdir, w_shotend, w_shotorg, WarpZone_trace_transform, WarpZone_TraceLine(), WarpZone_traceline_antilag(), WarpZone_UnTransformOrigin(), and WEP_FLAG_PENETRATEWALLS.

◆ WarpZone_crosshair_trace()

void WarpZone_crosshair_trace ( entity pl)

Definition at line 578 of file tracing.qc.

579{
580 vector trace_start = CS(pl).cursor_trace_start;
581 WarpZone_traceline_antilag(pl, trace_start, trace_start + normalize(CS(pl).cursor_trace_endpos - trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
582}

References ANTILAG_LATENCY, CS(), cursor_trace_endpos, entity(), max_shot_distance, MOVE_NORMAL, normalize(), vector, and WarpZone_traceline_antilag().

Referenced by crosshair_trace_plusvisibletriggers__is_wz(), crosshair_trace_waypoints(), IMPULSE(), and IMPULSE().

◆ WarpZone_crosshair_trace_plusvisibletriggers()

void WarpZone_crosshair_trace_plusvisibletriggers ( entity pl)

Definition at line 552 of file tracing.qc.

References crosshair_trace_plusvisibletriggers__is_wz(), and entity().

Referenced by formatmessage(), IMPULSE(), and show_entnum().