void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
{
- entity pseudoprojectile = NULL;
-
vector dir = normalize(end - start);
- //float max_length = vlen(end - start);
vector force = dir * bforce;
// go a little bit into the wall because we need to hit this wall later
it.solid = it.railgunhitsolidbackup;
});
- // spawn a temporary explosion entity for RadiusDamage calls
- //explosion = spawn();
+ // Find all players the beam passed close by (even those hit)
+ float length = vlen(endpoint - start);
+ entity pseudoprojectile = NULL;
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
+ // not when spectating the shooter
+ if (IS_SPEC(it) && it.enemy == this) continue;
- // Find all non-hit players the beam passed close by
- float length = vlen(trace_endpos - start);
- if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
- {
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
- if (!it.railgunhit && !(IS_SPEC(it) && it.enemy == this))
- {
- // nearest point on the beam
- vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
+ // nearest point on the beam
+ vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
- float f = bound(0, 1 - vlen(beampos - it.origin) / 512, 1);
- if(f <= 0)
- continue;
+ if(!pseudoprojectile)
+ pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- if(!pseudoprojectile)
- pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- msg_entity = it;
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
- }
- });
-
- if(pseudoprojectile)
- delete(pseudoprojectile);
- }
+ msg_entity = it;
+ // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE);
+ });
+ if(pseudoprojectile)
+ delete(pseudoprojectile);
// find all the entities the railgun hit and hurt them
IL_EACH(g_railgunhit, it.railgunhit,
{
// removal from the list is handled below
- // get the details we need to call the damage function
- vector hitloc = it.railgunhitloc;
-
float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
// apply the damage
if (it.takedamage)
- Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
-
- // create a small explosion to throw gibs around (if applicable)
- //setorigin(explosion, hitloc);
- //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
+ Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
it.railgunhitloc = '0 0 0';
it.railgunhitsolidbackup = SOLID_NOT;