Files
assaultcube-/source/src/weapon.cpp
T
driAn 599f9032ac recoil test
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1444 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-11-25 11:28:12 +00:00

838 lines
22 KiB
C++

// weapon.cpp: all shooting and effects code
#include "cube.h"
#include "bot/bot.h"
vec sg[SGRAYS];
char *gunnames[NUMGUNS] = { "knife", "pistol", "shotgun", "subgun", "sniper", "assault", "grenade" };
int nadetimer = 2000; // detonate after $ms
void updatelastaction(playerent *d, int millis = 0, bool akimbo = false)
{
millis += lastmillis;
loopi(NUMGUNS) if(d->gunwait[i]) d->gunwait[i] = max(d->gunwait[i] - (millis-d->lastaction), 0);
d->lastaction = millis;
if(akimbo) loopi(2) d->akimbolastaction[i] = millis;
}
void checkweaponswitch()
{
if(!player1->weaponchanging) return;
int timeprogress = lastmillis-player1->weaponchanging;
if(timeprogress>WEAPONCHANGE_TIME)
{
addmsg(SV_WEAPCHANGE, "ri", player1->gunselect);
player1->weaponchanging = 0;
}
else if(timeprogress>WEAPONCHANGE_TIME/2)
{
if((!player1->akimbo && player1->akimbomillis && player1->nextweapon==GUN_PISTOL) ||
(player1->akimbo && !player1->akimbomillis && player1->gunselect==GUN_PISTOL))
player1->akimbo = !player1->akimbo;
player1->gunselect = player1->nextweapon;
}
}
void weaponswitch(int gun)
{
player1->weaponchanging = lastmillis;
player1->thrownademillis = 0;
player1->nextweapon = gun;
playsound(S_GUNCHANGE);
}
void weapon(int gun)
{
if(gun == player1->gunselect) return;
if(player1->state!=CS_ALIVE || player1->weaponchanging || NADE_IN_HAND || player1->reloading) return;
if(gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL && gun != player1->primary) return;
if(m_noguns && gun != GUN_KNIFE && gun != GUN_GRENADE) return;
if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL) return;
if(m_nopistol && gun == GUN_PISTOL) return;
if(gun == GUN_GRENADE && !player1->mag[GUN_GRENADE]) return;
setscope(false);
weaponswitch(gun);
}
void shiftweapon(int s)
{
for(int i = 0; i < NUMGUNS && !player1->weaponchanging; i++)
{
int trygun = player1->gunselect + s + (s < 0 ? -i : i);
if((trygun %= NUMGUNS) < 0) trygun += NUMGUNS;
weapon(trygun);
}
}
int currentprimary() { return player1->primary; }
int curweapon() { return player1->gunselect; }
int magcontent(int gun) { if(gun > 0 && gun < NUMGUNS) return player1->mag[gun]; else return -1;}
COMMAND(weapon, ARG_1INT);
COMMAND(shiftweapon, ARG_1INT);
COMMAND(currentprimary, ARG_1EST);
COMMAND(curweapon, ARG_1EXP);
COMMAND(magcontent, ARG_1EXP);
VAR(scopefov, 5, 50, 50);
bool scoped = false;
int oldfov = 100;
void setscope(bool activate)
{
if(player1->gunselect != GUN_SNIPER || player1->state == CS_DEAD) return;
if(activate == scoped) return;
if(activate)
{
oldfov = getvar("fov");
setvar("fov", scopefov);
}
else
{
setvar("fov", oldfov);
}
scoped = activate;
}
COMMAND(setscope, ARG_1INT);
void reload(playerent *d)
{
if(!d || d->state!=CS_ALIVE || d->reloading || d->weaponchanging) return;
if(!reloadable_gun(d->gunselect) || d->ammo[d->gunselect]<=0) return;
if(d->mag[d->gunselect] >= (has_akimbo(d) ? 2 : 1)*guns[d->gunselect].magsize) return;
if(d == player1) setscope(false);
updatelastaction(d, 0, true);
d->reloading = lastmillis;
d->gunwait[d->gunselect] += guns[d->gunselect].reloadtime;
int numbullets = (has_akimbo(d) ? 2 : 1)*guns[d->gunselect].magsize - d->mag[d->gunselect];
if(numbullets > d->ammo[d->gunselect]) numbullets = d->ammo[d->gunselect];
d->mag[d->gunselect] += numbullets;
d->ammo[d->gunselect] -= numbullets;
if(has_akimbo(d)) playsoundc(S_RAKIMBO);
else if(d->type==ENT_BOT) playsound(guns[d->gunselect].reload, d);
else playsoundc(guns[d->gunselect].reload);
if(d==player1) addmsg(SV_RELOAD, "ri2", lastmillis, d->gunselect);
}
void selfreload() { reload(player1); }
COMMANDN(reload, selfreload, ARG_NONE);
void createrays(vec &from, vec &to) // create random spread of rays for the shotgun
{
float f = to.dist(from)*SGSPREAD/1000;
loopi(SGRAYS)
{
#define RNDD (rnd(101)-50)*f
vec r(RNDD, RNDD, RNDD);
sg[i] = to;
sg[i].add(r);
#undef RNDD
}
}
static inline bool intersect(const vec &o, const vec &rad, const vec &from, const vec &to, vec *end) // if lineseg hits entity bounding box
{
const vec *p;
vec v = to, w = o;
v.sub(from);
w.sub(from);
float c1 = w.dot(v);
if(c1<=0) p = &from;
else
{
float c2 = v.squaredlen();
if(c2<=c1) p = &to;
else
{
float f = c1/c2;
v.mul(f).add(from);
p = &v;
}
}
if(p->x <= o.x+rad.x
&& p->x >= o.x-rad.x
&& p->y <= o.y+rad.y
&& p->y >= o.y-rad.y
&& p->z <= o.z+rad.z
&& p->z >= o.z-rad.z)
{
if(end) *end = *p;
return true;
}
return false;
}
bool intersect(dynent *d, const vec &from, const vec &to, vec *end)
{
vec o(d->o);
o.z += (d->aboveeye - d->dyneyeheight())/2;
return intersect(o, vec(d->radius, d->radius, (d->aboveeye + d->dyneyeheight())/2), from, to, end);
}
bool intersect(entity *e, const vec &from, const vec &to, vec *end)
{
mapmodelinfo &mmi = getmminfo(e->attr2);
if(!&mmi || !mmi.h) return false;
float lo = float(S(e->x, e->y)->floor+mmi.zoff+e->attr3);
return intersect(vec(e->x, e->y, lo+mmi.h/2.0f), vec(mmi.rad, mmi.rad, mmi.h/2.0f), from, to, end);
}
playerent *intersectclosest(vec &from, vec &to, playerent *at)
{
playerent *best = NULL;
float bestdist = 1e16f;
if(at!=player1 && player1->state==CS_ALIVE && intersect(player1, from, to))
{
best = player1;
bestdist = at->o.dist(player1->o);
}
loopv(players)
{
playerent *o = players[i];
if(!o || o==at || o->state!=CS_ALIVE) continue;
if(!intersect(o, from, to)) continue;
float dist = at->o.dist(o->o);
if(dist<bestdist)
{
best = o;
bestdist = dist;
}
}
return best;
}
playerent *playerincrosshair()
{
return intersectclosest(player1->o, worldpos, player1);
}
struct projectile { vec o, to; float speed; playerent *owner; int gun; bool local; int id; };
vector<projectile > projs;
void projreset() { projs.setsize(0); }
void newprojectile(vec &from, vec &to, float speed, bool local, playerent *owner, int gun, int id = lastmillis)
{
projectile &p = projs.add();
p.o = from;
p.to = to;
p.speed = speed;
p.local = local;
p.owner = owner;
p.gun = gun;
p.id = id;
}
void removeprojectiles(playerent *owner)
{
loopv(projs) if(projs[i].owner==owner) projs.remove(i--);
}
void damageeffect(int damage, playerent *d)
{
particle_splash(3, damage/10, 1000, d->o);
}
struct hitmsg
{
int target, lifesequence, info;
ivec dir;
};
vector<hitmsg> hits;
void hit(int damage, playerent *d, playerent *at, const vec &vel, int gun, bool gib, int info)
{
if(d==player1 || d->type==ENT_BOT || !m_mp(gamemode)) d->hitpush(damage, vel, at, gun);
if(!m_mp(gamemode)) dodamage(damage, d, at, gib);
else
{
hitmsg &h = hits.add();
h.target = d->clientnum;
h.lifesequence = d->lifesequence;
h.info = info;
if(d==player1)
{
h.dir = ivec(0, 0, 0);
d->damageroll(damage);
damageblend(damage);
playsound(S_PAIN6);
}
else
{
h.dir = ivec(int(vel.x*DNF), int(vel.y*DNF), int(vel.z*DNF));
damageeffect(damage, d);
playsound(S_PAIN1+rnd(5), d);
}
}
}
void hitpush(int damage, playerent *d, playerent *at, vec &from, vec &to, int gun, bool gib, int info)
{
vec v(to);
v.sub(from);
v.normalize();
hit(damage, d, at, v, gun, gib, info);
}
float expdist(playerent *o, vec &dir, const vec &v)
{
vec middle = o->o;
middle.z += (o->aboveeye-o->dyneyeheight())/2;
float dist = middle.dist(v, dir);
dir.div(dist);
if(dist<0) dist = 0;
return dist;
}
void radialeffect(playerent *o, vec &v, int qdam, playerent *at, int gun)
{
if(o->state!=CS_ALIVE) return;
vec dir;
float dist = expdist(o, dir, v);
if(dist<EXPDAMRAD)
{
int damage = (int)(qdam*(1-dist/EXPDAMRAD));
hit(damage, o, at, dir, gun, true, int(dist*DMF));
}
}
void splash(projectile &p, vec &v, vec &vold, playerent *notthis, int qdam)
{
particle_splash(0, 50, 300, v);
if(p.gun!=GUN_GRENADE)
{
playsound(S_FEXPLODE, NULL, NULL, &v);
// no push?
}
else
{
//playsound(S_RLHIT, &v);
particle_fireball(5, v);
addscorchmark(v);
dodynlight(vold, v, 0, 0, p.owner);
if(!p.local) return;
radialeffect(player1, v, qdam, p.owner, p.gun);
loopv(players)
{
playerent *o = players[i];
if(!o || o==notthis) continue;
radialeffect(o, v, qdam, p.owner, p.gun);
}
}
}
bool projdamage(playerent *o, projectile &p, vec &v, int qdam)
{
if(o->state!=CS_ALIVE || !intersect(o, p.o, v)) return false;
splash(p, v, p.o, o, qdam);
vec dir;
expdist(o, dir, v);
hit(qdam, o, p.owner, dir, p.gun, true, 0);
return true;
}
void moveprojectiles(float time)
{
loopv(projs)
{
projectile &p = projs[i];
int qdam = guns[p.gun].damage;
vec v;
float dist = p.to.dist(p.o, v);
float dtime = dist*1000/p.speed;
if(time>dtime) dtime = time;
v.mul(time/dtime).add(p.o);
bool exploded = false;
hits.setsizenodelete(0);
if(p.local)
{
loopvj(players)
{
playerent *o = players[j];
if(!o || p.owner==o || o->o.reject(v, 10.0f)) continue;
if(projdamage(o, p, v, qdam)) exploded = true;
}
if(p.owner!=player1 && projdamage(player1, p, v, qdam)) exploded = true;
}
if(!exploded)
{
if(time==dtime)
{
splash(p, v, p.o, NULL, qdam);
exploded = true;
}
else
{
if(p.gun==GUN_GRENADE) { dodynlight(p.o, v, 0, 255, p.owner); particle_splash(5, 2, 200, v); }
else { particle_splash(1, 1, 200, v); particle_splash(guns[p.gun].part, 1, 1, v); }
// Added by Rick
traceresult_s tr;
TraceLine(p.o, v, p.owner, true, &tr);
if(tr.collided) splash(p, v, p.o, NULL, qdam);
// End add
}
}
if(exploded)
{
if(p.local)
addmsg(SV_EXPLODE, "ri3iv", lastmillis, p.gun, p.id,
hits.length(), hits.length()*sizeof(hitmsg)/sizeof(int), hits.getbuf());
projs.remove(i--);
}
else p.o = v;
}
}
vector<bounceent *> bounceents;
bounceent *newbounceent()
{
bounceent *p = new bounceent;
bounceents.add(p);
return p;
}
void removebounceents(playerent *owner)
{
loopv(bounceents) if(bounceents[i]->owner==owner) { delete bounceents[i]; bounceents.remove(i--); }
}
void explode_nade(bounceent *i);
void movebounceents()
{
loopv(bounceents) if(bounceents[i])
{
bounceent *p = bounceents[i];
if(p->bouncestate == NADE_THROWED || p->bouncestate == GIB) moveplayer(p, 2, false);
if(lastmillis - p->millis >= p->timetolife)
{
if(p->bouncestate==NADE_ACTIVATED || p->bouncestate==NADE_THROWED) explode_nade(bounceents[i]);
delete p;
bounceents.remove(i);
i--;
}
}
}
void clearbounceents()
{
if(gamespeed==100);
else if(multiplayer(false)) bounceents.add((bounceent *)player1);
loopv(bounceents) if(bounceents[i]) { delete bounceents[i]; bounceents.remove(i--); }
}
void renderbounceents()
{
loopv(bounceents)
{
bounceent *p = bounceents[i];
if(!p) continue;
string model;
vec o(p->o);
switch(p->bouncestate)
{
case NADE_THROWED:
s_strcpy(model, "weapons/grenade/static");
break;
case GIB:
default:
{
uint n = (((4*(uint)(size_t)p)+(uint)p->timetolife)%3)+1;
s_sprintf(model)("misc/gib0%u", n);
int t = lastmillis-p->millis;
if(t>p->timetolife-2000)
{
t -= p->timetolife-2000;
o.z -= t*t/4000000000.0f*t;
}
break;
}
}
path(model);
rendermodel(model, ANIM_MAPMODEL|ANIM_LOOP, 0, 1.1f, o, p->yaw+90, p->pitch);
}
}
VARP(gibnum, 0, 6, 1000);
VARP(gibttl, 0, 5000, 15000);
VARP(gibspeed, 1, 30, 100);
void addgib(playerent *d)
{
if(!d) return;
playsound(S_GIB, d);
loopi(gibnum)
{
bounceent *p = newbounceent();
p->owner = d;
p->millis = lastmillis;
p->timetolife = gibttl+rnd(10)*100;
p->bouncestate = GIB;
p->o = d->o;
p->o.z -= d->aboveeye;
p->yaw = (float)rnd(360);
p->pitch = (float)rnd(360);
p->maxspeed = 30.0f;
p->rotspeed = 3.0f;
const float angle = (float)rnd(360);
const float speed = (float)gibspeed;
p->vel.x = sinf(RAD*angle)*rnd(1000)/1000.0f;
p->vel.y = cosf(RAD*angle)*rnd(1000)/1000.0f;
p->vel.z = rnd(1000)/1000.0f;
p->vel.mul(speed/100.0f);
}
}
void thrownade(playerent *d, const vec &vel, bounceent *p)
{
if(!d || !p) return;
vec dir(vel);
dir.mul(1.1f*d->radius);
p->vel = vel;
p->o.add(dir);
p->o.add(d->o);
loopi(10) moveplayer(p, 10, true, 10);
p->bouncestate = NADE_THROWED;
d->thrownademillis = lastmillis;
d->inhandnade = NULL;
playsound(S_GRENADETHROW);
if(d==player1)
{
updatelastaction(player1);
addmsg(SV_THROWNADE, "ri7", int(d->o.x*DMF), int(d->o.y*DMF), int(d->o.z*DMF), int(vel.x*DMF), int(vel.y*DMF), int(vel.z*DMF), lastmillis-p->millis);
}
}
void thrownade(playerent *d, bounceent *p)
{
if(!d || !p) return;
const float speed = cosf(RAD*d->pitch);
vec vel(sinf(RAD*d->yaw)*speed, -cosf(RAD*d->yaw)*speed, sinf(RAD*d->pitch));
vel.mul(1.5f);
thrownade(d, vel, p);
}
bounceent *newnade(playerent *d, int millis = 0)
{
bounceent *p = newbounceent();
p->owner = d;
p->millis = lastmillis;
p->timetolife = 2000-millis;
p->bouncestate = NADE_ACTIVATED;
p->maxspeed = 27.0f;
p->rotspeed = 6.0f;
d->inhandnade = p;
d->thrownademillis = 0;
playsoundc(S_GRENADEPULL);
return p;
}
void explode_nade(bounceent *i)
{
if(!i) return;
if(i->bouncestate != NADE_THROWED) thrownade(i->owner, vec(0,0,0), i);
playsound(S_FEXPLODE, NULL, NULL, &i->o);
newprojectile(i->o, i->o, 1, i->owner==player1, i->owner, GUN_GRENADE, i->millis);
}
void shootv(int gun, vec &from, vec &to, playerent *d, bool local, int nademillis) // create visual effect from a shot
{
if(guns[gun].sound != S_NULL) playsound(guns[gun].sound, d==player1 ? NULL : d);
switch(gun)
{
case GUN_KNIFE:
break;
case GUN_SHOTGUN:
{
loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
if(addbullethole(from, to))
{
int holes = 3+rnd(5);
loopi(holes) addbullethole(from, sg[i], 0);
}
break;
}
case GUN_PISTOL:
case GUN_SUBGUN:
case GUN_ASSAULT:
{
addbullethole(from, to);
addshotline(d, from, to);
particle_splash(0, 5, 250, to);
break;
}
case GUN_GRENADE:
{
if(d!=player1)
{
if(nademillis == -1) // activate
{
playsound(S_GRENADEPULL);
}
else if(nademillis >= 0) // throw
{
bounceent *p = newnade(d, nademillis);
thrownade(d, to, p);
}
}
break;
}
case GUN_SNIPER:
{
addbullethole(from, to);
addshotline(d, from, to);
particle_splash(0, 50, 200, to);
particle_trail(1, 500, from, to);
break;
}
}
}
void shorten(vec &from, vec &to, vec &target)
{
target.sub(from).normalize().mul(from.dist(to)).add(from);
}
const float HEADSIZE = 0.8f;
vec hitpos;
void raydamage(vec &from, vec &to, playerent *d)
{
int gdam = guns[d->gunselect].damage;
playerent *o = NULL;
if(d->gunselect==GUN_SHOTGUN)
{
uint done = 0;
playerent *cl = NULL;
for(;;)
{
bool raysleft = false;
int hitrays = 0;
o = NULL;
loop(r, SGRAYS) if((done&(1<<r))==0 && (cl = intersectclosest(from, sg[r], d)))
{
if(!o || o==cl)
{
hitrays++;
o = cl;
done |= 1<<r;
shorten(from, o->o, sg[r]);
}
else raysleft = true;
}
if(hitrays) hitpush(hitrays*gdam, o, d, from, to, d->gunselect, false, hitrays);
if(!raysleft) break;
}
}
else if((o = intersectclosest(from, to, d)))
{
bool gib = false;
if(d->gunselect==GUN_KNIFE) gib = true;
else if(d==player1 && d->gunselect==GUN_SNIPER
&& worldpos!=hitpos && hitpos.z>=o->o.z+o->aboveeye-HEADSIZE
&& intersect(o, from, hitpos))
{
gdam *= 3;
gib = true;
}
hitpush(gdam, o, d, from, to, d->gunselect, gib, gib ? 1 : 0);
shorten(from, o->o, to);
}
}
//FIXME!!
VAR(recoilincrease, 1, 2, 10);
VAR(recoilbase, 0, 40, 1000);
VAR(maxrecoil, 0, 1000, 1000);
void spreadandrecoil(vec &from, vec &to, playerent *d)
{
if(d->gunselect==GUN_KNIFE || d->gunselect==GUN_GRENADE) return; //nothing special for a knife
vec unitv;
float dist = to.dist(from, unitv);
float f = dist/1000;
int spd = guns[d->gunselect].spread;
float rcl = guns[d->gunselect].recoil*-0.01f;
if(d->gunselect==GUN_ASSAULT)
{
if(d->shots > 3)
spd = 70;
rcl += (rnd(8)*-0.01f);
}
if((d->gunselect==GUN_SNIPER) && scoped)
{
spd = 1;
rcl = rcl / 3;
}
if(d->gunselect!=GUN_SHOTGUN) // no spread on shotgun
{
#define RNDD (rnd(spd)-spd/2)*f
vec r(RNDD, RNDD, RNDD);
to.add(r);
#undef RNDD
}
// kickback
d->vel.add(vec(unitv).mul(rcl/dist).mul(d->crouching ? 0.5 : 1.0f));
// recoil
d->pitchvel = min(pow(d->shots/(float)recoilincrease, 2.0f)+(float)recoilbase/10.0f, (float)maxrecoil/10.0f);
//if(d->pitch < 80.0f) d->pitchvel += guns[d->gunselect].recoil*0.15f*(float)testrecoil/100.0f;
//if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
}
bool hasammo(playerent *d) // bot mod
{
if(!d->mag[d->gunselect])
{
if(d->type==ENT_BOT) playsound(S_NOAMMO, d);
else playsoundc(S_NOAMMO);
updatelastaction(d);
d->gunwait[d->gunselect] += 250;
d->lastattackgun = -1;
return false;
} else return true;
}
VARP(autoreload, 0, 1, 1);
bool akimboside = false;
void shoot(playerent *d, vec &targ)
{
if(d->state != CS_ALIVE) return;
int attacktime = lastmillis-d->lastaction;
vec from = d->o;
vec to = targ;
if(d->gunselect==GUN_GRENADE)
{
d->shots = 0;
if(d->thrownademillis && attacktime >= NADE_THROW_TIME)
{
if(!d->mag[GUN_GRENADE])
{
d->weaponchanging = lastmillis-1-WEAPONCHANGE_TIME/2;
d->nextweapon = d->gunselect = d->primary;
}
d->thrownademillis = 0;
return;
}
if(attacktime<d->gunwait[d->gunselect]) return;
d->gunwait[d->gunselect] = 0;
d->reloading = 0;
if(d->attacking && !d->inhandnade) // activate
{
if(!hasammo(d)) return;
d->mag[d->gunselect]--;
newnade(d);
updatelastaction(d);
d->gunwait[d->gunselect] = attackdelay(d->gunselect);
d->lastattackgun = d->gunselect;
addmsg(SV_SHOOT, "ri2i6i", lastmillis, d->gunselect,
(int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF),
(int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF),
0);
}
else if(!d->attacking && d->inhandnade && attacktime>attackdelay(d->gunselect)) thrownade(d, d->inhandnade);
return;
}
else
{
if(autoreload && d == player1 && !d->mag[d->gunselect] && lastmillis-d->lastaction>guns[d->gunselect].attackdelay) { reload(d); return; }
if(d->weaponchanging || attacktime<d->gunwait[d->gunselect]) return;
d->gunwait[d->gunselect] = 0;
d->reloading = 0;
if(!d->attacking) { d->shots = 0; return; }
updatelastaction(d);
d->lastattackgun = d->gunselect;
if(d->gunselect!=GUN_KNIFE && !hasammo(d)) { d->shots = 0; return; }
if(guns[d->gunselect].isauto) d->shots++;
else d->attacking = false;
if(d->gunselect==GUN_PISTOL && d->akimbo)
{
d->attacking = true; // make akimbo auto
d->akimbolastaction[akimboside?1:0] = lastmillis;
akimboside = !akimboside;
}
if(d->gunselect!=GUN_KNIFE) d->mag[d->gunselect]--;
from.z -= 0.2f; // below eye
}
spreadandrecoil(from,to,d);
vec unitv;
float dist = to.dist(from, unitv);
unitv.div(dist);
if(d->gunselect==GUN_KNIFE)
{
unitv.mul(3); // punch range
to = from;
to.add(unitv);
}
if(d->gunselect==GUN_SHOTGUN) createrays(from, to);
hits.setsizenodelete(0);
if(!guns[d->gunselect].projspeed) raydamage(from, to, d);
d->gunwait[d->gunselect] = attackdelay(d->gunselect);
if(has_akimbo(d)) d->gunwait[d->gunselect] /= 2; // make akimbo pistols shoot twice as fast as normal pistol
shootv(d->gunselect, from, to, d, true, 0);
if(d==player1)
{
addmsg(SV_SHOOT, "ri2i6iv", lastmillis, d->gunselect,
(int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF),
(int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF),
hits.length(), hits.length()*sizeof(hitmsg)/sizeof(int), hits.getbuf());
}
}