]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Merge branch 'terencehill/assault_fix' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index bf272a01a94e02d75041436a36b2c7ce1846ddad..486ae180a2a0c80c3dea73f34dc0f45b36c45322 100644 (file)
@@ -16,6 +16,7 @@
 #include <common/util.qh>
 
 #include <common/weapons/_all.qh>
+#include <common/wepent.qh>
 #include <common/state.qh>
 
 #include <lib/warpzone/common.qh>
@@ -134,7 +135,14 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                ent.punchangle_x = recoil * -1;
 
        if (snd != SND_Null) {
-               sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+               int held_weapons = 0; // HACK: muffle weapon sounds slightly while dual wielding!
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity wep_ent = weaponentities[slot];
+                       if(ent.(wep_ent) && ent.(wep_ent).m_switchweapon != WEP_Null)
+                               ++held_weapons;
+               }
+               sound (ent, chan, snd, ((held_weapons > 1) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
                W_PlayStrengthSound(ent);
        }
 
@@ -357,13 +365,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
        if(autocvar_g_antilag == 0 || noantilag)
                lag = 0; // only do hitscan, but no antilag
        if(lag)
-       {
-               FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
-               IL_EACH(g_monsters, it != this,
-               {
-                       antilag_takeback(it, it, time - lag);
-               });
-       }
+               antilag_takeback_all(this, lag);
 
        // change shooter to SOLID_BBOX so the shot can hit corpses
        int oldsolid = this.dphitcontentsmask;
@@ -480,13 +482,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
        }
 
        if(lag)
-       {
-               FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
-               IL_EACH(g_monsters, it != this,
-               {
-                       antilag_restore(it, it);
-               });
-       }
+               antilag_restore_all(this);
 
        // restore shooter solid type
        if(this)