#include "tracer.h" /* to debug headbox using EV_RAILTRAIL (must have same defs as tracer funcs) this shows exactly where the hax thinks the hitbox is... therefor, changes to trace_head must also be made here */ void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end, int type) { vec3_t diff, v1, v2, v3, v4, v5, v6; if(!type) { // just a line eth.CG_RailTrail2( ci, start, end); return; } // type '1' (box) VectorSubtract(start, end, diff); VectorCopy(start, v1); VectorCopy(start, v2); VectorCopy(start, v3); v1[0] -= diff[0]; v2[1] -= diff[1]; v3[2] -= diff[2]; eth.CG_RailTrail2( ci, start, v1); eth.CG_RailTrail2( ci, start, v2); eth.CG_RailTrail2( ci, start, v3); VectorCopy(end, v4); VectorCopy(end, v5); VectorCopy(end, v6); v4[0] += diff[0]; v5[1] += diff[1]; v6[2] += diff[2]; eth.CG_RailTrail2( ci, end, v4); eth.CG_RailTrail2( ci, end, v5); eth.CG_RailTrail2( ci, end, v6); eth.CG_RailTrail2( ci, v2, v6); eth.CG_RailTrail2( ci, v6, v1); eth.CG_RailTrail2( ci, v1, v5); eth.CG_RailTrail2( ci, v2, v4); eth.CG_RailTrail2( ci, v4, v3); eth.CG_RailTrail2( ci, v3, v5); } /* draws expected hitbox on a player */ void debug_head_box( int player ) { vec3_t cv; vec3_t p; const hitbox_t *hbox; qboolean moving; int eFlags; refEntity_t *head = ð.entities[player].refHead; if( seth.value[VAR_HITBOX] == HITBOX_CUSTOM ) hbox = &custom_headhitbox; else hbox = &head_hitboxes[(int)seth.value[VAR_HITBOX]]; eFlags = eth.cg_entities[player].currentState->eFlags; if( VectorCompare(eth.cg_entities[player].currentState->pos.trDelta, vec3_origin) ) moving = qfalse; else moving = qtrue; if( (eFlags & EF_PRONE) || (eFlags & EF_PRONE_MOVING) ) VectorCopy( hbox->prone_offset, cv ); else { if( !moving ){ if( eFlags & EF_CROUCHING ) VectorCopy( hbox->crouch_offset, cv ); else VectorCopy( hbox->stand_offset, cv ); } else { if( eFlags & EF_CROUCHING ) VectorCopy( hbox->crouch_offset_moving, cv ); else VectorCopy( hbox->stand_offset_moving, cv ); } } /* rotate hitbox offset vector with tag (i guess this is so) */ VectorMA( head->origin, cv[2], head->axis[2], p ); VectorMA( p, cv[1], head->axis[1], p ); VectorMA( p, cv[0], head->axis[0], p ); vec3_t min,max; vec3_t x,y,z; x[0] = 1.0f; x[1] = 0.0f; x[2] = 0.0f; y[0] = 0.0f; y[1] = 1.0f; y[2] = 0.0f; z[0] = 0.0f; z[1] = 0.0f; z[2] = 1.0f; VectorMA( p, -0.5* hbox->size[0], x, min ); VectorMA( min, -0.5* hbox->size[1], y, min ); VectorMA( min, -0.5* hbox->size[2], z, min ); VectorMA( p, 0.5* hbox->size[0], x, max ); VectorMA( max, 0.5* hbox->size[1], y, max ); VectorMA( max, 0.5* hbox->size[2], z, max ); //printf("hitbox on {%.1f, %.1f, %.1f}\n", p[0],p[1],p[2]); CG_RailTrail(NULL, min, max, 1); } typedef struct { vec3_t pt; float d; } trace_point; int distance_test(const void *elm1, const void *elm2) { const trace_point *a = elm1; const trace_point *b = elm2; if( a->d > b->d ) return 1; else if( a->d < b->d ) return -1; else return 0; } /* multi trace a box and return visible point boxes have an origin, and are always world-axis aligned Note: box is assumed to be centered on its origin */ qboolean trace_box( vec3_t box_origin, vec3_t size, vec3_t tr_origin, int skipent, qboolean random, qboolean multi, vec3_t visible ) { #define MAX_TR 16 trace_t tr; trace_point p[MAX_TR]; vec3_t x,y,z; //trap_CM_BoxTrace( &tr, tr_origin, box_origin, NULL, NULL, 0, MASK_SHOT ); /* center trace first */ eth.CG_Trace(&tr, tr_origin, NULL,NULL, box_origin, skipent, MASK_SHOT ); /* calling trap_trace() is a lot faster, but it doesn't check for clips by movers :( */ //trap_CM_BoxTrace( &tr, tr_origin, box_origin, NULL, NULL, 0, MASK_SHOT ); if( tr.fraction == 1.f ){ VectorCopy( tr.endpos, visible ); return qtrue; } else if( (!multi && !random) || VectorCompare(size,vec3_origin) ) return qfalse; int k = 0; memset(p, 0, sizeof(p)); /* Y-axis points north */ x[0] = 1.0f; x[1] = 0.0f; x[2] = 0.0f; y[0] = 0.0f; y[1] = 1.0f; y[2] = 0.0f; z[0] = 0.0f; z[1] = 0.0f; z[2] = 1.0f; if( !random ){ /* trace periphery - prioritize plane centers, more chance of hitting */ VectorMA( box_origin, size[0]*0.5, x, p[k].pt ); k++; VectorMA( box_origin, -size[0]*0.5, x, p[k].pt ); k++; VectorMA( box_origin, size[1]*0.5, y, p[k].pt ); k++; VectorMA( box_origin, -size[0]*0.5, y, p[k].pt ); k++; VectorMA( box_origin, size[2]*0.5, z, p[k].pt ); k++; /* corners */ VectorMA( box_origin, size[0]*0.5, x, p[k].pt ); VectorMA( p[k].pt, size[2]*0.5, z, p[k].pt ); k++; VectorMA( box_origin, -size[0]*0.5, x, p[k].pt ); VectorMA( p[k].pt, size[2]*0.5, z, p[k].pt ); k++; VectorMA( box_origin, size[1]*0.5, y, p[k].pt ); VectorMA( p[k].pt, size[2]*0.5, z, p[k].pt ); k++; VectorMA( box_origin, -size[1]*0.5, y, p[k].pt ); VectorMA( p[k].pt, size[2]*0.5, z, p[k].pt ); k++; } else { /* trace random points within hbox volume */ for( k=0; k < MAX_TR; k++ ){ while( p[k].d < 0.25 ){ VectorMA( p[k].pt, size[0]*crandom()*0.5, x, p[k].pt ); VectorMA( p[k].pt, size[1]*crandom()*0.5, y, p[k].pt ); VectorMA( p[k].pt, size[2]*crandom()*0.5, z, p[k].pt ); p[k].d = VectorLengthSquared( p[k].pt ); } } qsort( p, MAX_TR, sizeof(trace_point), distance_test ); for( k=0; k < MAX_TR; k++ ) VectorAdd( box_origin, p[k].pt, p[k].pt ); } /* trace them all */ for( k=0; keFlags; /* this is not really movement detector, but animation detector only use pos.trDelta since that handles user-intended velocities */ if( VectorCompare(eth.cg_entities[player].currentState->pos.trDelta, vec3_origin) ) moving = qfalse; else moving = qtrue; if( (eFlags & EF_PRONE) || (eFlags & EF_PRONE_MOVING) ) VectorCopy( hbox->prone_offset, cv ); else { if( !moving ){ if( eFlags & EF_CROUCHING ) VectorCopy( hbox->crouch_offset, cv ); else VectorCopy( hbox->stand_offset, cv ); } else { if( eFlags & EF_CROUCHING ) VectorCopy( hbox->crouch_offset_moving, cv ); else VectorCopy( hbox->stand_offset_moving, cv ); } } /* rotate hitbox offset vector with tag (hitboxes themselves dont rotate) */ VectorMA( head->origin, cv[2], head->axis[2], p ); VectorMA( p, cv[1], head->axis[1], p ); VectorMA( p, cv[0], head->axis[0], p ); vec3_t hit; /* you can play a bit with the random settings... doing randomized trace gives me best results only do complicated trace if it is enemy, if friend do simple center check note: i suggest always do center trace first, for max acc */ if( trace_box( p, hbox->size, eth.muzzle, player, IS_PLAYER_ENEMY(player), qfalse, hit ) ){ VectorCopy( hit, hitpoint ); return qtrue; } else return qfalse; } /* build a body hitbox and trace it */ qboolean trace_body( int player, vec3_t hitpoint ) { vec3_t cv; const hitbox_t *bbox; vec3_t size; int eFlags; /* for friends dont body trace, use head instead to save cpu*/ if( !IS_PLAYER_ENEMY(player) ) return eth.entities[player].isHeadVisible; // for now just standard, maybe later extend for mod tweaking bbox = &body_hitbox; eFlags = eth.cg_entities[player].currentState->eFlags; if( eFlags & EF_CROUCHING ) VectorCopy( bbox->size2, size ); else VectorCopy( bbox->size, size ); VectorCopy( vec3_origin, cv ); vec3_t start,hit; VectorCopy( eth.entities[player].origin, start ); VectorAdd( start, cv, start ); if( trace_box( start, size, eth.muzzle, player, qfalse, qtrue, hit ) ){ VectorCopy( hit, hitpoint ); return qtrue; } else return qfalse; }