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 org2 = self.origin - 6 * normalize(self.oldvelocity);
123 if (DEATH_ISWEAPON(self.projectiledeathtype, WEP_SHOTGUN))
124 pointparticles(particleeffectnum("shotgun_impact"), trace_endpos, trace_plane_normal * 1000, 1);
126 pointparticles(particleeffectnum("machinegun_impact"), trace_endpos, trace_plane_normal * 1000, 1);
128 if(other && other != self.enemy)
130 self.enemy = other; // don't hit the same player twice with the same bullet
132 f = vlen(self.velocity) / vlen(self.oldvelocity);
136 damage_headshotbonus = self.dmg_edge;
137 railgun_start = self.origin - 2 * frametime * self.oldvelocity;
138 railgun_end = self.origin + 2 * frametime * self.oldvelocity;
139 Damage(other, self, self.owner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
140 damage_headshotbonus = 0;
142 if(self.dmg_edge != 0)
145 announce(self.owner, "announcer/male/headshot.wav");
147 announce(self.owner, "announcer/male/yoda.wav");
150 //sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
154 .void(void) leave_solid_think_save;
155 .float leave_solid_nextthink_save;
156 .vector leave_solid_origin;
157 .vector leave_solid_velocity;
159 void leave_solid_think()
161 setorigin(self, self.leave_solid_origin);
162 self.velocity = self.leave_solid_velocity;
164 self.think = self.leave_solid_think_save;
165 self.nextthink = max(time, self.leave_solid_nextthink_save) + 1;
166 self.leave_solid_think_save = SUB_Null;
168 self.flags &~= FL_ONGROUND;
169 self.effects &~= EF_NODRAW;
172 // a fake logarithm function
177 if(x > 0.9 && x < 1.1)
179 return 2 * log(sqrt(x));
182 float leave_solid(entity e, vector vel, float speedhalflife)
184 // move the entity along its velocity until it's out of solid, then let it resume
186 vector tracevel, org, skiporg, endorg, t;
187 float dt, dst, velfactor, v0;
190 speedhalflife *= 1.442695040888963; // distance for 1/eth of the speed
193 // maxdist: max distance that CAN be travelled using current velocity and speed halflife
195 // v(t) = v(0) * e^(-t / speedhalflife)
197 // V(t) = - v(0) * e^(-t / speedhalflife) * speedhalflife
198 // s(t) = V(t) - V(0)
199 // s(t) = (speedhalflife * v(0)) * (1 - e^(-t / speedhalflife))
200 // lim s = speedhalflife * v(0)
201 // t(s) = speedhalflife * log((speedhalflife * v(0)) / (speedhalflife * v(0) - s))
202 // v(s) = (speedhalflife * v(0) - s) / speedhalflife
204 maxdist = speedhalflife * v0;
205 //print("max dist = ", ftos(maxdist), "\n");
210 tracevel = normalize(vel);
213 skiporg = org + tracevel;
214 endorg = org + tracevel * maxdist;
218 traceline(skiporg, endorg, MOVE_NORMAL, self);
223 // good: skiporg is actually in solid
224 traceline(t, skiporg, MOVE_NORMAL, self);
229 // we're stuck inside solid :(
230 // force advance by 1 unit, and retry
231 // CAN we go by 1 unit?
232 if(vlen(skiporg + tracevel - org) < maxdist)
233 skiporg = skiporg + tracevel;
239 // we managed to leave solid
240 // so trace_endpos is good
241 self.leave_solid_origin = t;
247 // bad: skiporg is outside solid. Then imagine it's alright.
248 self.leave_solid_origin = skiporg;
253 dst = vlen(self.leave_solid_origin - org);
254 velfactor = (speedhalflife * v0 - dst) / (speedhalflife * v0);
256 // t(s) = speedhalflife * log((speedhalflife * v(0)) / (speedhalflife * v(0) - s))
257 dt = speedhalflife * log((speedhalflife * v0) / (speedhalflife * v0 - dst));
259 //print("slowdown by ", ftos(dst), " units = ", ftos(velfactor), "\n");
260 //print("takes time ", ftos(dt), "\n");
262 self.leave_solid_think_save = self.think;
263 self.leave_solid_nextthink_save = self.nextthink;
264 self.think = leave_solid_think;
265 self.nextthink = time + dt;
267 vel = vel * velfactor;
269 self.velocity = '0 0 0';
270 self.flags |= FL_ONGROUND; // prevent moving
271 self.effects |= EF_NODRAW;
272 self.leave_solid_velocity = vel;
277 void W_BallisticBullet_Touch (void)
279 if(self.think == leave_solid_think) // skip this!
283 W_BallisticBullet_Hit ();
286 if(!leave_solid(self, self.velocity, self.dmg_radius))
292 self.projectiledeathtype |= HITTYPE_BOUNCE;
295 void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor)
300 proj.solid = SOLID_BBOX;
301 if(gravityfactor > 0)
303 proj.movetype = MOVETYPE_TOSS;
304 proj.gravity = gravityfactor;
307 proj.movetype = MOVETYPE_FLY;
308 proj.think = SUB_Remove;
309 proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
310 proj.velocity = (dir + randomvec() * spread) * pSpeed;
311 W_SetupProjectileVelocity(proj);
312 proj.angles = vectoangles(proj.velocity);
313 proj.dmg_radius = cvar("g_ballistics_solidspeedhalflife");
314 setmodel(proj, "models/tracer.mdl");
315 setsize(proj, '0 0 0', '0 0 0');
316 setorigin(proj, w_shotorg);
317 proj.effects = EF_LOWPRECISION | tracereffects;
318 proj.flags = FL_PROJECTILE;
320 proj.touch = W_BallisticBullet_Touch;
322 proj.dmg_edge = headshotbonus;
323 proj.dmg_force = force;
324 proj.projectiledeathtype = dtype;
326 proj.oldvelocity = proj.velocity;
328 if (cvar("g_casings") >= 2)
329 SpawnCasing (w_shotorg + v_forward * 10, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3);
332 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
337 if(cvar("g_ballistics_force"))
339 if (DEATH_ISWEAPON(dtype, WEP_SHOTGUN))
340 fireBallisticBullet(start, dir, spread, cvar("g_ballistics_force_shotgun_speed"), 5, damage, 0, force, dtype, 0, 1);
342 fireBallisticBullet(start, dir, spread, cvar("g_ballistics_force_uzi_speed"), 5, damage, 0, force, dtype, 0, 1);
346 dir = dir + randomvec() * spread;
347 end = start + dir * MAX_SHOT_DISTANCE;
348 if(self.antilag_debug)
349 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
351 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
357 e.movetype = MOVETYPE_FLY;
359 e.think = SUB_Remove;
360 e.nextthink = time + vlen(trace_endpos - start) / 6000;
361 e.velocity = dir * 6000;
362 e.angles = vectoangles(e.velocity);
363 setmodel (e, "models/tracer.mdl"); // precision set below
364 setsize (e, '0 0 0', '0 0 0');
365 setorigin (e, start);
366 e.effects = EF_LOWPRECISION;
367 e.flags = FL_PROJECTILE;
370 if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))
372 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
374 if (DEATH_ISWEAPON(dtype, WEP_SHOTGUN))
375 pointparticles(particleeffectnum("shotgun_impact"), trace_endpos, trace_plane_normal * 1000, 1);
377 pointparticles(particleeffectnum("machinegun_impact"), trace_endpos, trace_plane_normal * 1000, 1);
379 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
383 void W_PrepareExplosionByDamage(entity attacker, void() explode)
385 self.takedamage = DAMAGE_NO;
386 self.event_damage = SUB_Null;
387 self.owner = attacker;
389 // do not explode NOW but in the NEXT FRAME!
390 // because recursive calls to RadiusDamage are not allowed
391 self.nextthink = time;
392 self.think = explode;