2 void W_GiveWeapon (entity e, float wep, string name)
9 e.weapons = e.weapons | W_WeaponBit(wep);
14 if (other.classname == "player")
16 sprint (other, "You got the ^2");
25 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype)
27 local vector hitloc, force, endpoint, dir;
28 local entity ent, endent;
29 local float endq3surfaceflags;
30 //local entity explosion;
32 railgun_start = start;
35 dir = normalize(end - start);
38 // go a little bit into the wall because we need to hit this wall later
41 // trace multiple times until we hit a wall, each obstacle will be made
42 // non-solid so we can hit the next, while doing this we spawn effects and
43 // note down which entities were hit so we can damage them later
46 if(self.antilag_debug)
47 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
49 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
51 // if it is world we can't hurt it so stop now
52 if (trace_ent == world || trace_fraction == 1)
55 // make the entity non-solid so we can hit the next one
56 trace_ent.railgunhit = TRUE;
57 trace_ent.railgunhitloc = end;
58 trace_ent.railgunhitsolidbackup = trace_ent.solid;
60 // stop if this is a wall
61 if (trace_ent.solid == SOLID_BSP)
64 // make the entity non-solid
65 trace_ent.solid = SOLID_NOT;
68 endpoint = trace_endpos;
70 endq3surfaceflags = trace_dphitq3surfaceflags;
72 // find all the entities the railgun hit and restore their solid state
73 ent = findfloat(world, railgunhit, TRUE);
76 // restore their solid type
77 ent.solid = ent.railgunhitsolidbackup;
78 ent = findfloat(ent, railgunhit, TRUE);
81 // spawn a temporary explosion entity for RadiusDamage calls
82 //explosion = spawn();
84 // find all the entities the railgun hit and hurt them
85 ent = findfloat(world, railgunhit, TRUE);
88 // get the details we need to call the damage function
89 hitloc = ent.railgunhitloc;
90 ent.railgunhitloc = '0 0 0';
91 ent.railgunhitsolidbackup = SOLID_NOT;
92 ent.railgunhit = FALSE;
95 if (ent.takedamage || ent.classname == "case")
96 Damage (ent, self, self, bdamage, deathtype, hitloc, force);
98 // create a small explosion to throw gibs around (if applicable)
99 //setorigin (explosion, hitloc);
100 //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
102 // advance to the next entity
103 ent = findfloat(ent, railgunhit, TRUE);
106 // we're done with the explosion entity, remove it
109 trace_endpos = endpoint;
111 trace_dphitq3surfaceflags = endq3surfaceflags;
117 void W_BallisticBullet_Hit (void)
121 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
123 if(other.solid == SOLID_BSP)
124 Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, self.dmg_force * normalize(self.velocity) * f, self.projectiledeathtype);
126 if(other && other != self.enemy)
130 damage_headshotbonus = self.dmg_edge;
131 railgun_start = self.origin - 2 * frametime * self.oldvelocity;
132 railgun_end = self.origin + 2 * frametime * self.oldvelocity;
133 Damage(other, self, self.owner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
134 damage_headshotbonus = 0;
136 if(self.dmg_edge != 0)
139 announce(self.owner, "announcer/male/headshot.wav");
141 announce(self.owner, "announcer/male/yoda.wav");
144 //sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
147 self.enemy = other; // don't hit the same player twice with the same bullet
150 .void(void) W_BallisticBullet_LeaveSolid_think_save;
151 .float W_BallisticBullet_LeaveSolid_nextthink_save;
152 .vector W_BallisticBullet_LeaveSolid_origin;
153 .vector W_BallisticBullet_LeaveSolid_velocity;
155 void W_BallisticBullet_LeaveSolid_think()
157 setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
158 self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
160 self.think = self.W_BallisticBullet_LeaveSolid_think_save;
161 self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save) + 1;
162 self.W_BallisticBullet_LeaveSolid_think_save = SUB_Null;
164 self.flags &~= FL_ONGROUND;
166 if(self.enemy.solid == SOLID_BSP)
169 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
170 Damage_DamageInfo(self.origin, 0, 0, 0, self.dmg_force * normalize(self.velocity) * f, self.projectiledeathtype);
173 UpdateCSQCProjectile(self);
176 // a fake logarithm function
181 if(x > 0.9 && x < 1.1)
183 return 2 * log(sqrt(x));
186 float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
188 // move the entity along its velocity until it's out of solid, then let it resume
190 float dt, dst, velfactor, v0, vs;
194 // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
197 E0_m = 0.5 * v0 * v0;
198 maxdist = E0_m / constant;
199 // maxdist = 0.5 * v0 * v0 / constant
200 // dprint("max dist = ", ftos(maxdist), "\n");
205 traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
207 if(trace_fraction == 1) // 1: we never got out of solid
210 self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
212 dst = vlen(trace_endpos - self.origin);
213 // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
214 Es_m = E0_m - constant * dst;
217 // roundoff errors got us
223 dt = dst / (0.5 * (v0 + vs));
224 // this is not correct, but the differential equations have no analytic
225 // solution - and these times are very small anyway
226 //print("dt = ", ftos(dt), "\n");
228 self.W_BallisticBullet_LeaveSolid_think_save = self.think;
229 self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
230 self.think = W_BallisticBullet_LeaveSolid_think;
231 self.nextthink = time + dt;
233 vel = vel * velfactor;
235 self.velocity = '0 0 0';
236 self.flags |= FL_ONGROUND; // prevent moving
237 self.W_BallisticBullet_LeaveSolid_velocity = vel;
242 void W_BallisticBullet_Touch (void)
244 if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
248 W_BallisticBullet_Hit ();
251 if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius))
257 self.projectiledeathtype |= HITTYPE_BOUNCE;
260 void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
264 proj.classname = "bullet";
266 proj.solid = SOLID_BBOX;
267 if(gravityfactor > 0)
269 proj.movetype = MOVETYPE_TOSS;
270 proj.gravity = gravityfactor;
273 proj.movetype = MOVETYPE_FLY;
274 proj.think = SUB_Remove;
275 proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
276 proj.velocity = (dir + randomvec() * spread) * pSpeed;
277 W_SetupProjectileVelocity(proj);
278 proj.angles = vectoangles(proj.velocity);
279 proj.dmg_radius = cvar("g_ballistics_materialconstant") / bulletconstant;
280 // so: bulletconstant = bullet mass / area of bullet circle
281 setmodel(proj, "null");
282 setsize(proj, '0 0 0', '0 0 0');
283 setorigin(proj, start);
284 proj.flags = FL_PROJECTILE;
286 proj.touch = W_BallisticBullet_Touch;
288 proj.dmg_edge = headshotbonus;
289 proj.dmg_force = force;
290 proj.projectiledeathtype = dtype;
292 proj.oldvelocity = proj.velocity;
294 if(tracereffects & EF_RED)
295 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING);
297 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET);
300 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
305 if(cvar("g_ballistics_force"))
307 if (DEATH_ISWEAPON(dtype, WEP_SHOTGUN))
308 fireBallisticBullet(start, dir, spread, cvar("g_ballistics_force_shotgun_speed"), 5, damage, 0, force, dtype, 0, 1, cvar("g_ballistics_force_shotgun_bulletconstant"));
310 fireBallisticBullet(start, dir, spread, cvar("g_ballistics_force_uzi_speed"), 5, damage, 0, force, dtype, 0, 1, cvar("g_ballistics_force_shotgun_bulletconstant"));
314 dir = dir + randomvec() * spread;
315 end = start + dir * MAX_SHOT_DISTANCE;
316 if(self.antilag_debug)
317 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
319 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
325 e.movetype = MOVETYPE_FLY;
327 e.think = SUB_Remove;
328 e.nextthink = time + vlen(trace_endpos - start) / 6000;
329 e.velocity = dir * 6000;
330 e.angles = vectoangles(e.velocity);
331 setmodel (e, "null"); // precision set below
332 setsize (e, '0 0 0', '0 0 0');
333 setorigin (e, start);
334 e.flags = FL_PROJECTILE;
336 CSQCProjectile(e, TRUE, PROJECTILE_BULLET);
339 if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))
341 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
342 Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * force, dtype);
343 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
347 void W_PrepareExplosionByDamage(entity attacker, void() explode)
349 self.takedamage = DAMAGE_NO;
350 self.event_damage = SUB_Null;
351 self.owner = attacker;
353 // do not explode NOW but in the NEXT FRAME!
354 // because recursive calls to RadiusDamage are not allowed
355 self.nextthink = time;
356 self.think = explode;