]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_common.qc
ballistics: small fixes for hitting players who stand directly at a wall
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_common.qc
index a05c17bd4b40f7dbd392f0a8b45970824d4bb6e8..d2f172b4d08c8f6ed581cf93e98bc065ceec3025 100644 (file)
@@ -6,7 +6,7 @@ void W_GiveWeapon (entity e, float wep, string name)
        if (!wep)
                return;
 
-       e.weapons = e.weapons | W_WeaponBit(wep);
+       WEPSET_OR_EW(e, wep);
 
        oldself = self;
        self = e;
@@ -38,6 +38,8 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
        entity pseudoprojectile;
        float f, ffs;
 
+       pseudoprojectile = world;
+
        railgun_start = start;
        railgun_end = end;
 
@@ -66,6 +68,9 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
                        continue;
                }
 
+               if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
+                       Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
+
                // if it is world we can't hurt it so stop now
                if (trace_ent == world || trace_fraction == 1)
                        break;
@@ -173,8 +178,8 @@ void W_BallisticBullet_Hit (void)
        f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
        q = 1 + self.dmg_edge / self.dmg;
 
-       if(other.solid == SOLID_BSP)
-               Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, self);
+       if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
+               Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
 
        if(other && other != self.enemy)
        {
@@ -232,16 +237,17 @@ void W_BallisticBullet_LeaveSolid_think()
        {
                float f;
                f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
-               Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, self);
+               Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
        }
 
        UpdateCSQCProjectile(self);
 }
 
-float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
+float W_BallisticBullet_LeaveSolid(float eff)
 {
        // move the entity along its velocity until it's out of solid, then let it resume
-
+       vector vel = self.velocity;
+       float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1);
        float dt, dst, velfactor, v0, vs;
        float maxdist;
        float E0_m, Es_m;
@@ -261,8 +267,7 @@ float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
        if(maxdist <= autocvar_g_ballistics_mindistance)
                return 0;
 
-       traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
-
+       traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE);
        if(trace_fraction == 1) // 1: we never got out of solid
                return 0;
 
@@ -295,6 +300,13 @@ float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
        self.flags |= FL_ONGROUND; // prevent moving
        self.W_BallisticBullet_LeaveSolid_velocity = vel;
 
+       if(eff >= 0)
+               if(vlen(trace_endpos - self.origin) > 4)
+               {
+                       endzcurveparticles();
+                       trailparticles(self, eff, self.origin, trace_endpos);
+               }
+
        return 1;
 }
 
@@ -328,12 +340,8 @@ void W_BallisticBullet_Touch (void)
                return;
        }
 
-       density = other.ballistics_density;
-       if(density == 0)
-               density = 1;
-
        // go through solid!
-       if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius * density))
+       if(!W_BallisticBullet_LeaveSolid(-1))
        {
                remove(self);
                return;
@@ -482,15 +490,13 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f
                        if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
                                break;
 
-                       density = other.ballistics_density;
-                       if(density == 0)
-                               density = 1;
-
                        // go through solid!
-                       if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius * density))
+                       if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
                                break;
 
                        W_BallisticBullet_LeaveSolid_think();
+
+                       self.projectiledeathtype |= HITTYPE_BOUNCE;
                }
                frametime = savetime;
                self = oldself;
@@ -526,10 +532,10 @@ void fireBullet (vector start, vector dir, float spread, float damage, float for
 
        end = trace_endpos;
 
-       if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))
+       if (pointcontents (trace_endpos) != CONTENT_SKY)
        {
                if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-                       Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, self);                    
+                       Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);                    
 
                Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
        }
@@ -582,9 +588,13 @@ void W_PrepareExplosionByDamage(entity attacker, void() explode)
 {
        self.takedamage = DAMAGE_NO;
        self.event_damage = SUB_Null;
-       self.owner = attacker;
-       self.realowner = attacker;
-
+       
+       if((attacker.flags & FL_CLIENT) && !autocvar_g_projectiles_keep_owner)
+       {
+               self.owner = attacker;
+               self.realowner = attacker;
+       }
+       
        // do not explode NOW but in the NEXT FRAME!
        // because recursive calls to RadiusDamage are not allowed
        self.nextthink = time;