float a;
float c;
vector hitloc;
- vector center;
// if it's a player, use the view origin as reference
- center = CENTER_OR_VIEWOFS(targ);
+ vector center = CENTER_OR_VIEWOFS(targ);
+
+ if (autocvar_g_player_damageplayercenter)
+ {
+ if (targ != attacker)
+ {
+ // always use target's bbox centerpoint
+ center = targ.origin + ((targ.mins + targ.maxs) * 0.5);
+ }
+ else // targ == attacker
+ {
+ #if 0
+ // code stolen from W_SetupShot_Dir_ProjectileSize_Range()
+ vector md = targ.(weaponentity).movedir;
+ vector vecs = ((md.x > 0) ? md : '0 0 0');
+ vector dv = v_right * -vecs.y + v_up * vecs.z;
+ vector mi = '0 0 0', ma = '0 0 0';
+
+ if(IS_CLIENT(targ)) // no antilag for non-clients!
+ {
+ if(CS(targ).antilag_debug)
+ tracebox_antilag(targ, center, mi, ma, center + dv, MOVE_NORMAL, targ, CS(targ).antilag_debug);
+ else
+ tracebox_antilag(targ, center, mi, ma, center + dv, MOVE_NORMAL, targ, ANTILAG_LATENCY(targ));
+ }
+ else
+ tracebox(center, mi, ma, center + dv, MOVE_NORMAL, targ);
+
+ center.z = trace_endpos.z;
+ #else
+ // very cheap way but it skips movedir.x > 0 checks and move into solid checks which is fine most of the time for now AFAIK
+ // this should only really be an issue with absurd g_shootfromfixedorigin custom values like "-1 0 9001"
+ center.z = center.z + targ.(weaponentity).movedir.z;
+ #endif
+ }
+ }
+
+ /* debug prints
+ print(sprintf("origin vec %v\n", targ.origin));
+ print(sprintf("movedir vec %v\n", targ.(weaponentity).movedir));
+ print(sprintf("old def vec %v\n", CENTER_OR_VIEWOFS(targ)));
+ print(sprintf("origin+vofs %v\n", targ.origin + targ.view_ofs));
+ print(sprintf("bbox center %v\n", (targ.origin + ((targ.mins + targ.maxs) * 0.5))));
+ print(sprintf("center vec %v\n", center));
+ print(sprintf("shotorg vec %v\n", w_shotorg));
+ print("\n");
+ */
force = normalize(center - inflictororigin_wz);
force = force * (finaldmg / max(coredamage, edgedamage)) * forceintensity;