Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
tracing.qc
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1#include "tracing.qh"
2
3#include <common/constants.qh>
7#include <common/state.qh>
8#include <common/util.qh>
10#include <common/wepent.qh>
12#include <server/antilag.qh>
13#include <server/damage.qh>
14#include <server/main.qh>
20
24void 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)
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}
173
174vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
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}
184
185void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
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}
214
215
216// ====================
217// Ballistics Tracing
218// ====================
219
220bool Headshot(entity targ, entity ent, vector start, vector end)
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}
230
231void 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)
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)
259 Damage_DamageInfo(trace_endpos, bdamage, 0, 0,
261 deathtype, trace_ent.species, this);
262
263 // if it is NULL we can't hurt it so stop now
264 if (trace_ent == NULL || trace_fraction == 1)
265 break;
266
267 if (headshot_notify && !headshot && Headshot(trace_ent, this, start, end))
268 headshot = true;
269
270 // make the entity non-solid so we can hit the next one
272 trace_ent.railgunhit = true;
273 trace_ent.railgunhitloc = trace_endpos;
274 trace_ent.railgunhitsolidbackup = trace_ent.solid;
277
278 // stop if this is a wall
279 if (trace_ent.solid == SOLID_BSP)
280 break;
281
282 // make the entity non-solid
283 trace_ent.solid = SOLID_NOT;
284 }
285
286 vector endpoint = trace_endpos;
287 entity endent = trace_ent;
288 float endq3surfaceflags = trace_dphitq3surfaceflags;
289
290 // find all the entities the railgun hit and restore their solid state
291 IL_EACH(g_railgunhit, it.railgunhit, it.solid = it.railgunhitsolidbackup);
292
293 // Find all players the beam passed close by (even those hit)
294 float length = vlen(endpoint - start);
295 entity pseudoprojectile = NULL;
296 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this,
297 {
298 // not when spectating the shooter
299 if (IS_SPEC(it) && it.enemy == this)
300 continue;
301
302 // nearest point on the beam
303 vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
304
305 if (!pseudoprojectile)
306 pseudoprojectile = new(pseudoprojectile); // we need this so the sound uses the "entchannel4" volume
307
308 msg_entity = it;
309 // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
310 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0);
311 });
312 if (pseudoprojectile)
313 delete(pseudoprojectile);
314
315 // find all the entities the railgun hit and hurt them
316 IL_EACH(g_railgunhit, it.railgunhit,
317 {
318 // removal from the list is handled below
319
320 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
321 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
322
323 if (accuracy_isgooddamage(this, it))
324 totaldmg += bdamage * foff;
325
326 // apply the damage
327 if (it.takedamage)
328 {
329 Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
330 if (it.solid == SOLID_SLIDEBOX)
331 Damage_DamageInfo(it.railgunhitloc, bdamage * foff, 0, 0,
332 bforce * ffs * normalize(it.railgunforce), deathtype, it.species, this);
333 }
334
335 it.railgunhitloc = '0 0 0';
336 it.railgunhitsolidbackup = SOLID_NOT;
337 it.railgunhit = false;
338 it.railgundistance = 0;
339 });
340
342
343 if (headshot)
344 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
345
346 // calculate hits and fired shots for hitscan
347 if (this.(weaponentity))
348 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg), 0); // add to hit
349
350 trace_endpos = endpoint;
351 trace_ent = endent;
352 trace_dphitq3surfaceflags = endq3surfaceflags;
353}
354
356{
357 if (vdist(hit - start, >, 16))
361}
362
363void fireBullet_falloff(entity this, .entity weaponentity, vector start, vector dir,
364 float spread, float max_solid_penetration, float damage,
365 float falloff_halflife, float falloff_mindist,
366 float falloff_maxdist, float headshot_multiplier,
367 float force, float falloff_forcehalflife,
368 float dtype, entity tracer_effect, bool do_antilag)
369{
371 vector end = start + dir * max_shot_distance;
372
374 fireBullet_trace_callback_eff = tracer_effect;
375
376 float solid_penetration_fraction = 1;
377 float damage_fraction = 1;
378 float total_damage = 0;
379
380 float lag = (do_antilag ? antilag_getlag(this) : 0);
381 if (lag)
382 antilag_takeback_all(this, lag);
383
384 // change shooter to SOLID_BBOX so the shot can hit corpses
385 int oldsolid = this.dphitcontentsmask;
386 if (this)
388
390
391 bool headshot = false; // indicates that one of the hit targets was a headshot
392 for (;;)
393 {
397 start = trace_endpos;
398 entity hit = trace_ent;
399
400 // traced up to max_shot_distance and didn't hit anything at all
401 if (trace_fraction == 1)
402 break;
403
404 // When hitting sky, stop.
406 break;
407
408 // can't use noimpact, as we need to pass through walls
409 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
410 //break;
411
412 // if we hit "weapclip", bail out
413 //
414 // rationale of this check:
415 //
416 // any shader that is solid, nodraw AND trans is meant to clip weapon
417 // shots and players, but has no other effect!
418 //
419 // if it is not trans, it is caulk and should not have this side effect
420 //
421 // matching shaders:
422 // common/weapclip (intended)
423 // common/noimpact (is supposed to eat projectiles, but is erased anyway)
424 bool is_weapclip = false;
428 is_weapclip = true;
429
430 if (!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
431 Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
432
433 // Avoid self-damage (except after going through a warp)
434 // avoid hitting the same entity twice (engine bug)
435 if (hit && hit != WarpZone_trace_forent && hit != fireBullet_last_hit)
436 {
438 yoda = 0;
439 MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
440 damage = M_ARGV(4, float);
441 if (headshot_multiplier && Headshot(hit, this, start, end))
442 {
443 damage *= headshot_multiplier;
444 headshot = true;
445 }
446 bool gooddamage = accuracy_isgooddamage(this, hit);
447
448 float dealt_damage = damage * damage_fraction;
449 vector dealt_force = force * dir * damage_fraction;
450
451 if (falloff_halflife || falloff_forcehalflife)
452 {
453 // start, end and trace_endpos seem unreliable for
454 // falloff calculations, using `entity.origin`s instead.
455 // dist is only used to measure distance between shooter
456 // and target entities and do math based on the distance
457 // target's location = hit.origin
458 // shooter's location = this.origin
459 float dist = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hit.origin) - this.origin);
460
461 if (falloff_halflife)
462 dealt_damage *= ExponentialFalloff(falloff_mindist, falloff_maxdist, falloff_halflife, dist);
463
464 if (falloff_forcehalflife)
465 dealt_force *= ExponentialFalloff(falloff_mindist, falloff_maxdist, falloff_forcehalflife, dist);
466 }
467
468 Damage(hit, this, this, dealt_damage, dtype, weaponentity, start, dealt_force);
469
470 // calculate hits for ballistic weapons
471 if (gooddamage)
472 {
473 // do not exceed 100%
474 float added_damage = min(damage - total_damage, damage * damage_fraction);
475 total_damage += damage * damage_fraction;
476 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage, 0); // add to hit
477 }
478 }
479
480 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
481 break;
482
483 // go through solid!
484 // outside the world? forget it
485 if (start.x > world.maxs.x || start.y > world.maxs.y || start.z > world.maxs.z
486 || start.x < world.mins.x || start.y < world.mins.y || start.z < world.mins.z)
487 break;
488
489 float maxdist;
490 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
491 if (max_solid_penetration < 0)
492 break;
493 else if (hitstore.ballistics_density < -1)
494 break; // -2: no solid penetration, ever
495 else if (hitstore.ballistics_density < 0)
496 maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
497 else if (hitstore.ballistics_density == 0)
498 maxdist = max_solid_penetration * solid_penetration_fraction;
499 else
500 maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density;
501
503 break;
504
505 // move the entity along its velocity until it's out of solid, then let it resume
506 // The previously hit entity is ignored here!
507 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
508 if (trace_fraction == 1) // 1: we never got out of solid
509 break;
510
511 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
512 float fraction_used_of_what_is_left = dist_taken / maxdist;
513 solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left;
514 solid_penetration_fraction = max(solid_penetration_fraction, 0);
515 damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent);
516
517 // Only show effect when going through a player (invisible otherwise)
518 if (hit && hit.solid != SOLID_BSP
519 && vdist(trace_endpos - start, >, 4))
521
522 start = trace_endpos;
523
524 if (hit.solid == SOLID_BSP)
525 Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
526 }
527
528 if (headshot)
529 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
530
531 if (lag)
533
534 // restore shooter solid type
535 if (this)
536 this.dphitcontentsmask = oldsolid;
537}
538
539void 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)
540{
541 fireBullet_falloff(this, weaponentity, start, dir, spread, max_solid_penetration, damage, 0, 0, 0, headshot_multiplier, force, 0, dtype, tracer_effect, do_antilag);
542}
543
544void 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)
545{
546 fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
547}
548
553
558
563
565{
567 {
568 if (it.model != "")
569 {
570 it.solid = SOLID_BSP;
572 }
573 });
574
575 if (is_wz)
577 else
578 crosshair_trace(pl);
579
580 IL_EACH(g_ctrace_changed, true, it.solid = SOLID_TRIGGER);
581
583}
584
586{
587 vector trace_start = CS(pl).cursor_trace_start;
588 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));
589}
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
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
float antilag_debug
Definition antilag.qc:19
void antilag_takeback_all(entity ignore, float lag)
Definition antilag.qc:125
void traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:203
void WarpZone_traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:221
void traceline_antilag_force(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:199
float antilag_getlag(entity e)
Definition antilag.qc:151
void antilag_restore_all(entity ignore)
Definition antilag.qc:138
#define ANTILAG_LATENCY(e)
Definition antilag.qh:19
int autocvar_g_antilag
Definition antilag.qh:3
#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
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 M_ARGV(x, type)
Definition events.qh:17
#define IS_CLIENT(s)
Definition player.qh:241
#define IS_DEAD(s)
Definition player.qh:244
#define IS_PLAYER(s)
Definition player.qh:242
vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma)
Definition util.qc:1296
float trace_hits_box(vector start, vector end, vector thmi, vector thma)
Definition util.qc:2219
void traceline_inverted(vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity)
Definition util.qc:100
vector v_up
float Q3SURFACEFLAG_SKY
const float MOVE_NOMONSTERS
const float SOLID_SLIDEBOX
float trace_dphitcontents
float Q3SURFACEFLAG_NONSOLID
entity trace_ent
const float SOLID_TRIGGER
float GETTIME_HIRES
float DPCONTENTS_SOLID
float Q3SURFACEFLAG_NODRAW
const float MOVE_NORMAL
float DPCONTENTS_CORPSE
float DPCONTENTS_BODY
const float SOLID_NOT
float DPCONTENTS_OPAQUE
vector v_right
vector trace_endpos
float trace_dphitq3surfaceflags
vector v_forward
float trace_fraction
float solid
const float ATTN_NORM
const float SOLID_BSP
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 DEATH_WEAPONOF(t)
Definition all.qh:47
entity cursor_trace_ent
vector cursor_trace_start
vector cursor_trace_endpos
#define trailparticles(e, effect, org, vel)
Definition effect.qh:9
void W_HitPlotAnalysis(entity player, entity wep, vector screenforward, vector screenright, vector screenup)
Definition hitplot.qc:58
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
#define pow(a, b)
Definition _all.inc:67
#define TC(T, sym)
Definition _all.inc:82
#define STAT(...)
Definition stats.qh:94
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:192
void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
Definition common.qc:328
vector WarpZone_TransformVelocity(entity wz, vector v)
Definition common.qc:491
vector WarpZone_UnTransformOrigin(entity wz, vector v)
Definition common.qc:519
vector WarpZone_TransformOrigin(entity wz, vector v)
Definition common.qc:486
entity WarpZone_trace_firstzone
Definition common.qh:41
entity WarpZone_trace_transform
Definition common.qh:40
entity WarpZone_trace_forent
Definition common.qh:37
#define LOG_INFO(...)
Definition log.qh:62
vector movedir
Definition viewloc.qh:18
ERASEABLE float ExponentialFalloff(float mindist, float maxdist, float halflifedist, float d)
Definition math.qh:247
float MSG_ONE
Definition menudefs.qc:56
float bound(float min, float value, float max)
float gettime(void)
float vlen(vector v)
float min(float f,...)
vector normalize(vector v)
string ftos(float f)
float max(float f,...)
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1500
#define NULL
Definition post.qh:14
#define world
Definition post.qh:15
#define error
Definition pre.qh:6
entity msg_entity
Definition progsdefs.qc:63
vector
Definition self.qh:96
vector org
Definition self.qh:96
int dir
Definition impulse.qc:89
void W_PlayStrengthSound(entity player)
Definition common.qc:40
bool W_DualWielding(entity player)
Definition common.qc:20
const float VOL_BASEVOICE
Definition sound.qh:37
const float VOL_BASE
Definition sound.qh:36
const int CH_SHOTS
Definition sound.qh:14
const float ATTEN_IDLE
Definition sound.qh:32
#define sound(e, c, s, v, a)
Definition sound.qh:52
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
#define CS_CVAR(this)
Definition state.qh:51
#define PS(this)
Definition state.qh:18
ClientState CS(Client this)
Definition state.qh:47
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
Definition tracing.qc:174
bool Headshot(entity targ, entity ent, vector start, vector end)
Definition tracing.qc:220
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 tracing.qc:544
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,...
Definition tracing.qc:24
void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
Definition tracing.qc:185
void fireBullet_trace_callback(vector start, vector hit, vector end)
Definition tracing.qc:355
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:363
void crosshair_trace(entity pl)
Definition tracing.qc:549
void crosshair_trace_plusvisibletriggers(entity pl)
Definition tracing.qc:554
void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
Definition tracing.qc:559
void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
Definition tracing.qc:564
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:539
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 tracing.qc:231
void WarpZone_crosshair_trace(entity pl)
Definition tracing.qc:585
int autocvar_g_projectiles_spread_style
Definition tracing.qh:14
IntrusiveList g_railgunhit
Definition tracing.qh:89
float autocvar_g_projectiles_newton_style_2_maxfactor
Definition tracing.qh:12
float autocvar_g_trueaim_minrange
Definition tracing.qh:17
bool autocvar_g_norecoil
Definition tracing.qh:16
float autocvar_g_ballistics_mindistance
Definition tracing.qh:8
vector w_shotdir
Definition tracing.qh:20
IntrusiveList g_ctrace_changed
Definition tracing.qh:117
int autocvar_g_hitscan_spread_style
Definition tracing.qh:15
int autocvar_g_projectiles_newton_style
Definition tracing.qh:11
float autocvar_g_projectiles_newton_style_2_minfactor
Definition tracing.qh:13
float autocvar_g_ballistics_solidpenetration_exponent
Definition tracing.qh:10
bool autocvar_g_ballistics_penetrate_clips
Definition tracing.qh:9
vector w_shotorg
Definition tracing.qh:19
entity fireBullet_trace_callback_eff
Definition tracing.qh:99
entity fireBullet_last_hit
Definition tracing.qh:100
vector w_shotend
Definition tracing.qh:21
#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
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt().
Definition vector.qh:8
int max_shot_distance
Definition weapon.qh:245
const int WEP_FLAG_PENETRATEWALLS
Definition weapon.qh:266
float W_WeaponSpeedFactor(entity this)
Weapon m_weapon
Definition wepent.qh:26