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// projectiles.cpp — projectile ESP and grenade trajectory.
#include "esp_internal.h"
#include "hl2h.h"
#include <cmath>
#include <cstdio>
#include <cstring>

enum ProjKind { PK_FRAG, PK_RPG, PK_BOMB, PK_BALL };

struct ProjTarget {
  int idx;
  int kind;
  Vector origin;
  float fuse; // seconds; < 0 = impact / no fuse
  float radius;
  bool owned;
};

static ProjTarget g_projs[32];
static int g_nprojs = 0;

static float engine_curtime() {
  if (!g_iface.engine)
    return 0.0f;
  using TimeFn = float (*)(void *);
  return vfunc<TimeFn>(g_iface.engine, 14)(g_iface.engine);
}

static const char *proj_name(int kind) {
  switch (kind) {
  case PK_FRAG: return "FRAG";
  case PK_RPG: return "RPG";
  case PK_BOMB: return "BOMB";
  case PK_BALL: return "AR2";
  default: return "PROJ";
  }
}

// Fallback fuse clock when the server detonate time cannot be read. The stock
// frag fuse is 3 s from the first sighting.
static double proj_first_seen(int idx, double now) {
  static constexpr int N = 64;
  static int idxs[N];
  static double first[N];
  static int next = 0;
  for (int i = 0; i < N; i++) {
    if (idxs[i] != idx)
      continue;
    // The slot is stale if this index was last seen long ago: a new grenade
    // reusing the entity number must start its own fuse, not inherit an old
    // one (which produced permanently negative fuses).
    if (now - first[i] > 10.0)
      first[i] = now;
    return first[i];
  }
  idxs[next] = idx;
  first[next] = now;
  next = (next + 1) % N; // oldest entry is reused instead of dropped
  return now;
}

static void projs_collect(int local_idx) {
  static double last_scan = 0.0;
  double now = esp_now();
  if (now - last_scan < 0.10)
    return;
  last_scan = now;
  g_nprojs = 0;
  if (!g_iface.entitylist || g_net.origin < 0)
    return;
  resolve_server_netvars();
  using Fn = int (*)(void *);
  int hi = vfunc<Fn>(g_iface.entitylist, 6)(g_iface.entitylist);
  if (hi < 0 || hi > 4096)
    hi = 4096;
  float curtime = engine_curtime();
  for (int idx = 1; idx <= hi && g_nprojs < 32; idx++) {
    if (idx == local_idx)
      continue;
    void *ent = entitylist_get(idx);
    if (!ent)
      continue;
    void *net = entity_networkable(idx);
    if (!net || entity_is_dormant(net))
      continue;
    const char *cls = entity_class_name(net, nullptr);
    const char *model = entity_model_name(ent);
    if (!model)
      continue;
    bool owned = item_weapon_is_owned(ent);
    if (!owned && local_idx > 0 &&
        server_grenade_thrower(idx) == local_idx)
      owned = true;
    bool frag_cls = cls && strcasestr(cls, "grenade") &&
                    !strcasestr(cls, "weapon");
    bool item_cls = cls && (strcasestr(cls, "item") ||
                            strcasestr(cls, "weapon"));
    bool missile_model = strcasestr(model, "w_missile") &&
                         !strcasestr(model, "missile_closed");
    int kind;
    if (strcasestr(model, "w_grenade") &&
        (frag_cls || (!cls && owned))) {
      kind = PK_FRAG;
    } else if ((missile_model || strcasestr(model, "missile_launch")) &&
               !item_cls) {
      // Launched RPG rocket; ammo pickups/weapons use the same model family.
      kind = PK_RPG;
    } else if (strcasestr(model, "helicopter_bomb")) {
      kind = PK_BOMB;
    } else if (strcasestr(model, "combineball")) {
      kind = PK_BALL;
    } else {
      continue;
    }
    uintptr_t e = (uintptr_t)ent;
    ProjTarget &p = g_projs[g_nprojs++];
    p.idx = idx;
    p.kind = kind;
    p.owned = owned;
    p.origin = Vector{*(float *)(e + g_net.origin),
                      *(float *)(e + g_net.origin + 4),
                      *(float *)(e + g_net.origin + 8)};
    // The client m_DmgRadius is networked; fall back to the server field and
    // then to the stock radius for this projectile type.
    p.radius = -1.0f;
    if (g_net.dmg_radius >= 0)
      p.radius = *(float *)(e + g_net.dmg_radius);
    if (!(p.radius > 1.0f && p.radius < 2048.0f))
      p.radius = server_grenade_radius(idx);
    if (!(p.radius > 1.0f && p.radius < 2048.0f))
      p.radius = kind == PK_RPG ? 200.0f : kind == PK_BALL ? 150.0f : 300.0f;
    // m_flDetonateTime is server-only (not in the send table).
    p.fuse = -1.0f;
    float det = -1.0f;
    if (kind != PK_RPG) {
      det = server_grenade_detonate(idx);
      if (det > 0.0f && curtime > 0.0f)
        p.fuse = det - curtime;
      if (!(p.fuse > -2.0f && p.fuse < 30.0f)) {
        p.fuse = 3.0f - (float)(now - proj_first_seen(idx, now));
        if (!(p.fuse > -2.0f && p.fuse < 30.0f))
          p.fuse = -1.0f;
      }
    }
  }
}

// Frag-grenade path preview: throw velocity from weapon_frag.cpp (eye/right
// offset, forward*1200 + 0.1 z), gravity 600, and a simple bounce model.
// Shows the bounces and the first landing with the blast-radius ring.
static void draw_grenade_trajectory(int local_idx) {
  if (!g_proj_traj || !g_iface.entitylist)
    return;
  void *le = entitylist_get(local_idx);
  if (!le)
    return;

  Vector src{}, vel{};
  bool have = false;
  bool actual = false;
  // Real blast radius of the grenade being previewed, not a hardcoded 300.
  float blast_radius = 300.0f;
  // Prefer the local player's thrown frag: the real position and velocity are
  // networked, so the preview starts from what is actually flying instead of
  // the pre-throw estimate. The bounce contact points still depend on the
  // grenade's spin/orientation, so this remains an approximation.
  for (int i = 0; i < g_nprojs; i++) {
    if (g_projs[i].kind != PK_FRAG || !g_projs[i].owned)
      continue;
    void *gent = entitylist_get(g_projs[i].idx);
    if (!gent)
      continue;
    src = g_projs[i].origin;
    // Live position: the cached origin is up to 100 ms old, and the velocity
    // read below is live, so mixing them desynced the arc from the grenade.
    Vector live;
    if (entity_origin(gent, live))
      src = live;
    if (g_projs[i].radius > 1.0f)
      blast_radius = g_projs[i].radius;
    if (g_net.velocity >= 0) {
      const float *pv = (const float *)((uintptr_t)gent + g_net.velocity);
      vel = Vector{pv[0], pv[1], pv[2]};
    }
    have = true;
    actual = true;
    break;
  }
  if (!have) {
    if (!active_weapon_contains(le, "frag") &&
        !active_weapon_contains(le, "w_grenade"))
      return;
    QAngle va = engine_view_angles();
    float pitch = va.x * PI_F / 180.0f;
    float yaw = va.y * PI_F / 180.0f;
    float cp = cosf(pitch), sp = sinf(pitch);
    float cy = cosf(yaw), sy = sinf(yaw);
    Vector fwd{cp * cy, cp * sy, -sp};
    Vector right{sy, -cy, 0.0f};

    src = Vector{g_cam_eye.x + fwd.x * 18.0f + right.x * 8.0f,
                 g_cam_eye.y + fwd.y * 18.0f + right.y * 8.0f,
                 g_cam_eye.z + fwd.z * 18.0f};
    if (g_net.velocity >= 0) {
      const float *pv = (const float *)((uintptr_t)le + g_net.velocity);
      vel = Vector{pv[0], pv[1], pv[2]};
    }
    vel.x += fwd.x * 1200.0f;
    vel.y += fwd.y * 1200.0f;
    vel.z += fwd.z * 1200.0f + 120.0f; // vForward[2] += 0.1
    have = true;
  }
  if (actual && vel.x * vel.x + vel.y * vel.y + vel.z * vel.z < 100.0f)
    return; // resting grenade: no useful continuation

  const float gravity = 600.0f;
  const float dt = 0.02f;
  const float restitution = 0.35f;
  const float friction = 0.35f;

  Vector pts[512];
  int n = 0;
  Vector pos = src;
  pts[n++] = pos;
  bool landed = false;
  for (int step = 0; step < 1200 && n < 511; step++) {
    Vector nv = vel;
    nv.z -= gravity * dt;
    Vector next{pos.x + nv.x * dt, pos.y + nv.y * dt, pos.z + nv.z * dt};
    Vector hit_end{}, normal{};
    if (trace_solid_segment(pos, next, le, hit_end, normal)) {
      pts[n++] = hit_end;
      float vn = vel.x * normal.x + vel.y * normal.y + vel.z * normal.z;
      Vector vt{vel.x - vn * normal.x, vel.y - vn * normal.y,
                vel.z - vn * normal.z};
      float keep = 1.0f - friction;
      vel.x = vt.x * keep - normal.x * vn * restitution;
      vel.y = vt.y * keep - normal.y * vn * restitution;
      vel.z = vt.z * keep - normal.z * vn * restitution;
      float vlen2 = vel.x * vel.x + vel.y * vel.y + vel.z * vel.z;
      pos.x = hit_end.x + normal.x * 1.0f;
      pos.y = hit_end.y + normal.y * 1.0f;
      pos.z = hit_end.z + normal.z * 1.0f;
      if (normal.z > 0.6f && (vn > -80.0f || vlen2 < 2500.0f)) {
        landed = true;
        break;
      }
    } else {
      pos = next;
      vel = nv;
      // One point every other step covers the whole flight without the old
      // 127-point / 2.5-second cut-off.
      if ((step & 1) == 0 && n < 511)
        pts[n++] = pos;
    }
  }

  surf_color(255, 210, 90, 200);
  for (int i = 0; i + 1 < n; i++) {
    int x0, y0, x1, y1;
    if (project_segment(pts[i], pts[i + 1], x0, y0, x1, y1))
      surf_line(x0, y0, x1, y1);
  }

  Vector land = landed ? pos : pts[n - 1];
  float ssx, ssy;
  if (world_to_screen(land, ssx, ssy)) {
    int x = (int)ssx, y = (int)ssy;
    surf_color(255, 210, 90, 230);
    surf_rect(0, x - 3, y - 3, x + 3, y + 3);
    surf_line(x - 9, y, x - 4, y);
    surf_line(x + 4, y, x + 9, y);
    surf_line(x, y - 9, x, y - 4);
    surf_line(x, y + 4, x, y + 9);
  }
  // The landing ring belongs to the "Blast radius" toggle, and uses the
  // networked m_DmgRadius when available instead of a fixed 300.
  if (landed && g_proj_radius) {
    const int SEG = 36;
    const float radius = blast_radius;
    surf_color(255, 120, 40, 120);
    for (int k = 0; k < SEG; k++) {
      float a0 = (float)k * 2.0f * PI_F / (float)SEG;
      float a1 = (float)(k + 1) * 2.0f * PI_F / (float)SEG;
      Vector p0{land.x + cosf(a0) * radius, land.y + sinf(a0) * radius,
                land.z + 1.0f};
      Vector p1{land.x + cosf(a1) * radius, land.y + sinf(a1) * radius,
                land.z + 1.0f};
      int x0, y0, x1, y1;
      if (project_segment(p0, p1, x0, y0, x1, y1))
        surf_line(x0, y0, x1, y1);
    }
  }
}

void esp_draw_projectiles() {
  if (!g_surface || !g_iface.entitylist || g_net.origin < 0)
    return;
  if (!esp_update_screen())
    return;
  projs_collect(engine_get_local_player());
  draw_grenade_trajectory(engine_get_local_player());
  for (int i = 0; i < g_nprojs; i++) {
    ProjTarget &p = g_projs[i];
    // Follow the entity between the 10 Hz discovery scans so the marker and
    // the blast-radius ring do not step in 100 ms increments.
    Vector live;
    if (entity_origin(entitylist_get(p.idx), live))
      p.origin = live;
    int r = 255, g = 170, b = 60;
    if (p.kind == PK_RPG) {
      r = 255; g = 120; b = 40;
    } else if (p.kind == PK_BOMB) {
      r = 255; g = 60; b = 60;
    } else if (p.kind == PK_BALL) {
      r = 120; g = 220; b = 255;
    } else if (p.fuse >= 0.0f && p.fuse < 0.8f) {
      r = 255; g = 60; b = 60;
    }
    float sx, sy;
    bool center_ok = world_to_screen(p.origin, sx, sy) &&
                     sx >= -40.0f && sx <= (float)g_scr_w + 40.0f &&
                     sy >= -40.0f && sy <= (float)g_scr_h + 40.0f;
    if (center_ok) {
      int x = (int)sx, y = (int)sy;
      surf_color(r, g, b, 255);
      surf_rect(0, x - 4, y - 4, x + 4, y + 4);
      surf_rect(1, x - 1, y - 1, x + 2, y + 2);
      char text[64];
      if (g_proj_fuse && p.fuse >= 0.0f)
        snprintf(text, sizeof(text), "%s %.1fs", proj_name(p.kind), p.fuse);
      else
        snprintf(text, sizeof(text), "%s", proj_name(p.kind));
      int tx = x + 9;
      if (tx > g_scr_w - 80)
        tx = x - 9 - (int)strlen(text) * 6;
      if (tx < 4)
        tx = 4;
      int ty = y - 14;
      if (ty < 4)
        ty = 4;
      draw_text_small_col(tx + 1, ty + 1, text, 0, 0, 0);
      draw_text_small_col(tx, ty, text, r, g, b);
    }
    // The ring is useful even when the grenade itself is behind the camera or
    // off-screen, so it is not gated on center_ok and each segment is clipped
    // at the near plane independently.
    if (g_proj_radius && p.radius > 1.0f) {
      const int SEG = 36;
      Vector ring[SEG + 1];
      for (int k = 0; k <= SEG; k++) {
        float a = (float)k * 2.0f * PI_F / (float)SEG;
        ring[k] = Vector{p.origin.x + cosf(a) * p.radius,
                         p.origin.y + sinf(a) * p.radius, p.origin.z};
      }
      surf_color(r, g, b, 150);
      for (int k = 0; k < SEG; k++) {
        int x0, y0, x1, y1;
        if (project_segment(ring[k], ring[k + 1], x0, y0, x1, y1))
          surf_line(x0, y0, x1, y1);
      }
    }
  }
}