#pragma once #include #include float autocvar_g_ballistics_density_corpse; float autocvar_g_ballistics_density_player; float autocvar_g_ballistics_mindistance; bool autocvar_g_ballistics_penetrate_clips = true; float autocvar_g_ballistics_solidpenetration_exponent = 1; int autocvar_g_projectiles_newton_style; float autocvar_g_projectiles_newton_style_2_maxfactor; float autocvar_g_projectiles_newton_style_2_minfactor; int autocvar_g_projectiles_spread_style; bool autocvar_g_norecoil; float autocvar_g_trueaim_minrange; 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, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype); #define W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) \ W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, max_shot_distance, deathtype) #define W_SetupShot_ProjectileSize(ent, wepent, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) \ W_SetupShot_Dir_ProjectileSize(ent, wepent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) #define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype) \ W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype) #define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype) \ W_SetupShot_ProjectileSize(ent, wepent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype) #define W_SetupShot_Range(ent, wepent, antilag, recoil, snd, chan, maxdamage, range, deathtype) \ W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range, deathtype) vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute); #if 0 float mspercallsum; float mspercallsstyle; float mspercallcount; #endif void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute); #define W_SetupProjVelocity_Basic(ent,pspeed,pspread) \ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, pspeed, 0, 0, pspread, false) #define W_SetupProjVelocity_UP_PRE(ent, wep, prefix) \ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wep, prefix##speed), WEP_CVAR(wep, prefix##speed_up), WEP_CVAR(wep, prefix##speed_z), WEP_CVAR(wep, prefix##spread), false) #define W_SetupProjVelocity_UP_PRI(ent, wep) \ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wep, speed), WEP_CVAR_PRI(wep, speed_up), WEP_CVAR_PRI(wep, speed_z), WEP_CVAR_PRI(wep, spread), false) #define W_SetupProjVelocity_UP_SEC(ent, wep) \ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wep, speed), WEP_CVAR_SEC(wep, speed_up), WEP_CVAR_SEC(wep, speed_z), WEP_CVAR_SEC(wep, spread), false) #define W_SetupProjVelocity_UP_BOTH(ent, wep, isprimary) \ if(isprimary) { W_SetupProjVelocity_UP_PRI(ent, wep); } \ else { W_SetupProjVelocity_UP_SEC(ent, wep); } #define W_SetupProjVelocity_PRE(ent, wep, prefix) \ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wep, prefix##speed), 0, 0, WEP_CVAR(wep, prefix##spread), false) #define W_SetupProjVelocity_PRI(ent, wep) \ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wep, speed), 0, 0, WEP_CVAR_PRI(wep, spread), false) #define W_SetupProjVelocity_SEC(ent, wep) \ W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wep, speed), 0, 0, WEP_CVAR_SEC(wep, spread), false) #define W_SetupProjVelocity_BOTH(ent, wep, isprimary) \ if(isprimary) { W_SetupProjVelocity_PRI(ent, wep); } \ else { W_SetupProjVelocity_SEC(ent, wep); } // ==================== // Ballistics Tracing // ==================== .float ballistics_density; // for railgun damage (hitting multiple enemies) .bool railgunhit; .float railgunhitsolidbackup; .vector railgunhitloc; IntrusiveList g_railgunhit; STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); } .float railgundistance; .vector railgunforce; 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); entity fireBullet_trace_callback_eff; entity fireBullet_last_hit; void fireBullet_trace_callback(vector start, vector hit, vector end); 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(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 crosshair_trace(entity pl); void crosshair_trace_plusvisibletriggers(entity pl); void WarpZone_crosshair_trace_plusvisibletriggers(entity pl); void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz); void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag); void WarpZone_crosshair_trace(entity pl); void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag); IntrusiveList g_ctrace_changed; STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }