#include <common/constants.qh>
#include <common/util.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
#include <common/state.qh>
#include <lib/warpzone/common.qh>
// this function calculates w_shotorg and w_shotdir based on the weapon model
// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
// make sure you call makevectors first (FIXME?)
-void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range)
{
- TC(Sound, snd);
+ TC(Sound, snd);
float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
float oldsolid;
vector vecs, dv;
if(IS_PLAYER(ent))
W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
vector md = ent.(weaponentity).movedir;
if(md.x > 0)
vecs = md;
));
if(pseudoprojectile)
- remove(pseudoprojectile);
+ delete(pseudoprojectile);
}
// find all the entities the railgun hit and hurt them
if(lag)
{
FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
- if (it != this)
- antilag_takeback(it, it, time - lag);
+ IL_EACH(g_monsters, it != this,
+ {
+ antilag_takeback(it, it, time - lag);
});
}
break;
float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
- solid_penetration_left *= (dist_taken / maxdist);
+ // fraction_used_of_what_is_left = dist_taken / maxdist
+ // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
+ solid_penetration_left *= 1 - dist_taken / maxdist;
+ solid_penetration_left = max(solid_penetration_left, 0);
// Only show effect when going through a player (invisible otherwise)
if (hit && (hit.solid != SOLID_BSP))
if(lag)
{
FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
- if (it != this)
- antilag_restore(it, it);
+ IL_EACH(g_monsters, it != this,
+ {
+ antilag_restore(it, it);
});
}