X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Faccuracy.qc;h=2d553ba1685b1a62bb6f6dade746acd9042c72b2;hb=e51ce3d45d2852ca793118fc73da9c25f789101f;hp=211ef8cec090682aeaf040286f54018f8ff27376;hpb=317ec3eb27ada1c4668876e9499136125acb7984;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/accuracy.qc b/qcsrc/server/weapons/accuracy.qc index 211ef8cec..2d553ba16 100644 --- a/qcsrc/server/weapons/accuracy.qc +++ b/qcsrc/server/weapons/accuracy.qc @@ -1,10 +1,11 @@ #include "accuracy.qh" -#include "../mutators/all.qh" -#include "../../common/constants.qh" -#include "../../common/teams.qh" -#include "../../common/util.qh" -#include "../../common/weapons/all.qh" +#include +#include +#include +#include +#include +#include int accuracy_byte(float n, float d) { @@ -19,10 +20,10 @@ bool accuracy_send(entity this, entity to, int sf) entity a = this.owner; if (IS_SPEC(a)) a = a.enemy; - a = a.accuracy; + a = CS(a).accuracy; if (to != a.owner) - if (!autocvar_sv_accuracy_data_share && !a.owner.cvar_cl_accuracy_data_share) + if (!autocvar_sv_accuracy_data_share && !CS(a.owner).cvar_cl_accuracy_data_share) sf = 0; // note: zero sendflags can never be sent... so we can use that to say that we send no accuracy! WriteInt24_t(MSG_ENTITY, sf); @@ -39,8 +40,7 @@ bool accuracy_send(entity this, entity to, int sf) // init/free void accuracy_init(entity e) { - entity a = e.accuracy = new(accuracy); - make_pure(a); + entity a = CS(e).accuracy = new_pure(accuracy); a.owner = e; a.drawonlytoclient = e; Net_LinkEntity(a, false, 0, accuracy_send); @@ -48,33 +48,34 @@ void accuracy_init(entity e) void accuracy_free(entity e) { - remove(e.accuracy); + delete(CS(e).accuracy); } // force a resend of a player's accuracy stats void accuracy_resend(entity e) { - e.accuracy.SendFlags = 0xFFFFFF; + CS(e).accuracy.SendFlags = 0xFFFFFF; } // update accuracy stats -.float hit_time; +//.float hit_time; .float fired_time; void accuracy_add(entity this, int w, int fired, int hit) { if (IS_INDEPENDENT_PLAYER(this)) return; - entity a = this.accuracy; + entity a = CS(this).accuracy; if (!a) return; if (!hit && !fired) return; + if (w == WEP_Null.m_id) return; w -= WEP_FIRST; int b = accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w]); if (hit) a.accuracy_hit [w] += hit; if (fired) a.accuracy_fired[w] += fired; - if (hit && a.hit_time != time) { // only run this once per frame + if (hit && STAT(HIT_TIME, a) != time) { // only run this once per frame a.accuracy_cnt_hit[w] += 1; - a.hit_time = time; + STAT(HIT_TIME, a) = time; } if (fired && a.fired_time != time) { // only run this once per frame @@ -85,9 +86,7 @@ void accuracy_add(entity this, int w, int fired, int hit) if (b == accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w])) return; // no change int sf = 1 << (w % 24); a.SendFlags |= sf; - entity e; FOR_EACH_CLIENT(e) if (IS_SPEC(e)) if (e.enemy == this) { - e.accuracy.SendFlags |= sf; - } + FOREACH_CLIENT(IS_SPEC(it) && it.enemy == this, { CS(it).accuracy.SendFlags |= sf; }); } bool accuracy_isgooddamage(entity attacker, entity targ) @@ -95,8 +94,11 @@ bool accuracy_isgooddamage(entity attacker, entity targ) int mutator_check = MUTATOR_CALLHOOK(AccuracyTargetValid, attacker, targ); if (warmup_stage) return false; - if (targ.deadflag != DEAD_NO) return false; - if (targ.frozen) return false; + + // damage to dead/frozen players is good only if it happens in the frame they get killed / frozen + // so that stats for weapons that shoot multiple projectiles per shot are properly counted + if (IS_DEAD(targ) && time > targ.death_time) return false; + if (STAT(FROZEN, targ) && time > targ.freeze_time) return false; if (SAME_TEAM(attacker, targ)) return false; if (mutator_check == MUT_ACCADD_INVALID) return true;