X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=3259523f071474ed95374282594ee255825910d5;hb=8e5d3750fe6c2938222b1a6547b0d26b7a1ede60;hp=06bebeba2746f09b57e3cc37e6f0c4c95075f5c5;hpb=879c8320d2938040d7b3f0ff879532fd82e9739d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 06bebeba2..3259523f0 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -51,14 +51,14 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent); ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; - vector vf, vr, vu; - vf = v_forward; - vr = v_right; - vu = v_up; + vector forward, right, up; + forward = v_forward; + right = v_right; + up = v_up; w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support - v_forward = vf; - v_right = vr; - v_up = vu; + v_forward = forward; + v_right = right; + v_up = up; // un-adjust trueaim if shotend is too close if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange)) @@ -69,27 +69,27 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect accuracy_add(ent, wep, maxdamage, 0); if(IS_PLAYER(ent)) - W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up); + W_HitPlotAnalysis(ent, wep, forward, right, up); vector md = ent.(weaponentity).movedir; vector vecs = ((md.x > 0) ? md : '0 0 0'); // TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix // which fixes issue #1957 but causes #2129 - vector dv = v_right * -vecs.y + v_up * vecs.z; + vector dv = right * -vecs.y + up * vecs.z; w_shotorg = ent.origin + ent.view_ofs + dv; // now move the shotorg forward as much as requested if possible if(antilag) { if(CS(ent).antilag_debug) - tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug); + tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug); else - tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); + tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); } else - tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent); - w_shotorg = trace_endpos - v_forward * nudge; + tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent); + w_shotorg = trace_endpos - forward * nudge; // calculate the shotdir from the chosen shotorg if(W_DualWielding(ent)) w_shotdir = s_forward; @@ -285,7 +285,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector 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); + soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0); }); if(pseudoprojectile) delete(pseudoprojectile);