local entity ent, endent;
local float endq3surfaceflags;
float totaldmg;
+ entity o;
float length;
vector beampos;
// trace multiple times until we hit a wall, each obstacle will be made
// non-solid so we can hit the next, while doing this we spawn effects and
// note down which entities were hit so we can damage them later
+ o = self;
while (1)
{
if(self.antilag_debug)
- WarpZone_traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
+ WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
else
- WarpZone_traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
+ WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
+ if(o && WarpZone_trace_firstzone)
+ {
+ o = world;
+ continue;
+ }
// if it is world we can't hurt it so stop now
if (trace_ent == world || trace_fraction == 1)
if(!pseudoprojectile)
pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CHAN_PROJECTILE, snd, VOL_BASE * f, ATTN_NONE);
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
}
if(pseudoprojectile)
f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
- if(accuracy_isgooddamage(self.owner, ent))
+ if(accuracy_isgooddamage(self.realowner, ent))
totaldmg += bdamage * f;
// apply the damage
damage_headshotbonus = self.dmg_edge * f;
railgun_start = self.origin - 2 * frametime * self.velocity;
railgun_end = self.origin + 2 * frametime * self.velocity;
- g = accuracy_isgooddamage(self.owner, other);
- Damage(other, self, self.owner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
+ g = accuracy_isgooddamage(self.realowner, other);
+ Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
damage_headshotbonus = 0;
if(headshot)
if(self.dmg_edge > 0)
{
if(headshot)
- AnnounceTo(self.owner, "headshot");
+ AnnounceTo(self.realowner, "headshot");
if(yoda)
- AnnounceTo(self.owner, "awesome");
+ AnnounceTo(self.realowner, "awesome");
}
// calculate hits for ballistic weapons
// do not exceed 100%
q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
self.dmg_total += f * self.dmg;
- accuracy_add(self.owner, self.owner.weapon, 0, q);
+ accuracy_add(self.realowner, self.realowner.weapon, 0, q);
}
}
entity proj;
proj = spawn();
proj.classname = "bullet";
- proj.owner = self;
+ proj.owner = proj.realowner = self;
PROJECTILE_MAKETRIGGER(proj);
if(gravityfactor > 0)
{
trace_fraction = 0;
fireBallisticBullet_trace_callback_ent = self;
fireBallisticBullet_trace_callback_eff = eff;
- WarpZone_TraceToss_ThroughZone(self, oldself, world, fireBallisticBullet_trace_callback);
+ // FIXME can we somehow do this with just ONE trace?
+ WarpZone_TraceToss(self, self.owner);
+ if(self.owner && WarpZone_trace_firstzone)
+ {
+ self.owner = world;
+ self.velocity = v0;
+ self.gravity = g0;
+ continue;
+ }
+ WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
self.velocity = v0;
self.gravity = g0;
if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))
{
- pointparticles(particleeffectnum("TE_KNIGHTSPIKE"),end,trace_plane_normal * 2500,1);
- if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
- Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, self);
+ if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, self);
+
Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
- //void(float effectnum, vector org, vector vel, float howmany) pointparticles = #337; // same as in CSQC
}
trace_endpos = end;
}
+float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
+{
+ float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
+ float is_from_owner = (inflictor == projowner);
+
+ print(strcat("from_contents ", ftos(is_from_contents), " : from_owner ", ftos(is_from_owner), " : exception ", ftos(exception), ". \n"));
+
+ if(autocvar_g_projectiles_damage <= -2)
+ {
+ return FALSE; // no damage to projectiles at all, not even with the exceptions
+ }
+ else if(autocvar_g_projectiles_damage == -1)
+ {
+ if not(exception)
+ return FALSE; // no damage other than exceptions (electro combo, hagar join explode, minelayer mines)
+ }
+ else if(autocvar_g_projectiles_damage == 0)
+ {
+ if not(is_from_contents || exception)
+ return FALSE; // only damage from contents or exceptions is allowed
+ }
+ else if(autocvar_g_projectiles_damage == 1)
+ {
+ if not(is_from_contents || is_from_owner || exception)
+ return FALSE; // only self damage or damage from contents or exceptions is allowed
+ }
+
+ // -2 or lower disables all damage including exceptions
+ // 2 or higher automatically allows all damage normally
+
+ return TRUE; // continue with the damage as planned
+}
+
void W_PrepareExplosionByDamage(entity attacker, void() explode)
{
self.takedamage = DAMAGE_NO;