X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=570d976db1d664505d01f6484fdaab7db7fa518d;hb=b9ed1a38cd897084d0ed8beb6033a761e095d64d;hp=3f57a3bb39a7ae54368cb6609db387700949d38a;hpb=fb4de10baa184b2228b92776b58b2c272120d04b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 3f57a3bb3..570d976db 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -1,37 +1,43 @@ #include "tracing.qh" +#include + #include "accuracy.qh" #include "common.qh" #include "hitplot.qh" #include "weaponsystem.qh" #include "../g_damage.qh" -#include "../g_subs.qh" #include "../antilag.qh" -#include "../../common/constants.qh" -#include "../../common/util.qh" +#include +#include +#include -#include "../../common/weapons/all.qh" +#include +#include +#include -#include "../../lib/warpzone/common.qh" +#include // 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, string 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, int deathtype) { + 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; - oldsolid = ent.dphitcontentsmask; - if(ent.weapon == WEP_RIFLE.m_id) + float oldsolid = ent.dphitcontentsmask; + Weapon wep = DEATH_WEAPONOF(deathtype); + if(!IS_CLIENT(ent)) + antilag = false; // no antilag for non-clients! + if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS)) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; if(antilag) - WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); - // passing world, because we do NOT want it to touch dphitcontentsmask + WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); + // passing NULL, because we do NOT want it to touch dphitcontentsmask else 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; @@ -46,29 +52,27 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m v_up = vu; // un-adjust trueaim if shotend is too close - if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange) + if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange)) w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange; // track max damage - if(accuracy_canbegooddamage(ent)) - accuracy_add(ent, ent.weapon, maxdamage, 0); + if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent)) + accuracy_add(ent, wep.m_id, maxdamage, 0); - W_HitPlotAnalysis(ent, v_forward, v_right, v_up); + if(IS_PLAYER(ent)) + W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up); - int slot = 0; // TODO: unhardcode - if(ent.weaponentity[slot].movedir.x > 0) - vecs = ent.weaponentity[slot].movedir; - else - vecs = '0 0 0'; + vector md = ent.(weaponentity).movedir; + vector vecs = ((md.x > 0) ? md : '0 0 0'); - dv = v_right * -vecs.y + v_up * vecs.z; + vector dv = v_right * -vecs.y + v_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(ent.antilag_debug) - tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ent.antilag_debug); + 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); else tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); } @@ -76,14 +80,17 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent); w_shotorg = trace_endpos - v_forward * nudge; // calculate the shotdir from the chosen shotorg - w_shotdir = normalize(w_shotend - w_shotorg); + if(W_DualWielding(ent)) + w_shotdir = s_forward; + else + w_shotdir = normalize(w_shotend - w_shotorg); //vector prevdir = w_shotdir; //vector prevorg = w_shotorg; //vector prevend = w_shotend; if (antilag) - if (!ent.cvar_cl_noantilag) + if (!CS(ent).cvar_cl_noantilag) { if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original { @@ -104,10 +111,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m else if(autocvar_g_antilag == 3) // client side hitscan { // this part MUST use prydon cursor - if (ent.cursor_trace_ent) // client was aiming at someone - if (ent.cursor_trace_ent != ent) // just to make sure - if (ent.cursor_trace_ent.takedamage) // and that person is killable - if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player + if (CS(ent).cursor_trace_ent) // client was aiming at someone + if (CS(ent).cursor_trace_ent != ent) // just to make sure + if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable + if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player { // verify that the shot would miss without antilag // (avoids an issue where guns would always shoot at their origin) @@ -115,11 +122,11 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if (!trace_ent.takedamage) { // verify that the shot would hit if altered - traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent); - if (trace_ent == ent.cursor_trace_ent) - w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg); + traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent); + if (trace_ent == CS(ent).cursor_trace_ent) + w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg); else - LOG_INFO("antilag fail\n"); + LOG_INFO("antilag fail"); } } } @@ -130,9 +137,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if (!autocvar_g_norecoil) ent.punchangle_x = recoil * -1; - if (snd != "") - { - _sound (ent, chan, snd, VOL_BASE, ATTN_NORM); + if (snd != SND_Null) { + sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM); W_PlayStrengthSound(ent); } @@ -143,13 +149,13 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); } } -vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute) +vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute) { vector mdirection; float mspeed; vector outvelocity; - mvelocity = mvelocity * W_WeaponSpeedFactor(); + mvelocity = mvelocity * W_WeaponSpeedFactor(actor); mdirection = normalize(mvelocity); mspeed = vlen(mvelocity); @@ -161,7 +167,7 @@ vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float f void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute) { - if(proj.owner == world) + if(proj.owner == NULL) error("Unowned missile"); dir = dir + upDir * (pUpSpeed / pSpeed); @@ -183,10 +189,10 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p #if 0 mspercallsum += gettime(GETTIME_HIRES); mspercallcount += 1; - LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n"); + LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec"); #endif - proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute); + proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute); } @@ -194,55 +200,44 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p // Ballistics Tracing // ==================== -void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype) -{SELFPARAM(); - vector hitloc, force, endpoint, dir; - entity ent, endent; - float endq3surfaceflags; - float totaldmg; - entity o; - - float length; - vector beampos; - string snd; - entity pseudoprojectile; - float f, ffs; - - pseudoprojectile = world; +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; - dir = normalize(end - start); - length = vlen(end - start); - force = dir * bforce; + vector dir = normalize(end - start); + float length = vlen(end - start); + vector force = dir * bforce; // go a little bit into the wall because we need to hit this wall later end = end + dir; - totaldmg = 0; + float totaldmg = 0; // trace multiple times until we hit a wall, each obstacle will be made // non-solid so we can hit the next, while doing this we spawn effects and // note down which entities were hit so we can damage them later - o = self; + entity o = this; while (1) { - if(self.antilag_debug) - WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug); + if(CS(this).antilag_debug) + WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug); else - WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self)); + WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this)); if(o && WarpZone_trace_firstzone) { - o = world; + o = NULL; continue; } if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX) - Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self); + Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this); - // if it is world we can't hurt it so stop now - if (trace_ent == world || trace_fraction == 1) + // if it is NULL we can't hurt it so stop now + if (trace_ent == NULL || trace_fraction == 1) break; // make the entity non-solid so we can hit the next one + IL_PUSH(g_railgunhit, trace_ent); trace_ent.railgunhit = true; trace_ent.railgunhitloc = end; trace_ent.railgunhitsolidbackup = trace_ent.solid; @@ -257,18 +252,15 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f trace_ent.solid = SOLID_NOT; } - endpoint = trace_endpos; - endent = trace_ent; - endq3surfaceflags = trace_dphitq3surfaceflags; + vector endpoint = trace_endpos; + entity endent = trace_ent; + float endq3surfaceflags = trace_dphitq3surfaceflags; // find all the entities the railgun hit and restore their solid state - ent = findfloat(world, railgunhit, true); - while (ent) + IL_EACH(g_railgunhit, it.railgunhit, { - // restore their solid type - ent.solid = ent.railgunhitsolidbackup; - ent = findfloat(ent, railgunhit, true); - } + it.solid = it.railgunhitsolidbackup; + }); // spawn a temporary explosion entity for RadiusDamage calls //explosion = spawn(); @@ -276,61 +268,60 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // Find all non-hit players the beam passed close by if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) { - FOR_EACH_REALCLIENT(msg_entity) - if(msg_entity != self) - if(!msg_entity.railgunhit) - if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too - { - // nearest point on the beam - beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); - - f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); - if(f <= 0) - continue; + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, { + if(!it.railgunhit) + if(!(IS_SPEC(it) && it.enemy == this)) + { + msg_entity = it; + // nearest point on the beam + vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); - snd = SND(NEXWHOOSH_RANDOM()); + float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); + if(f <= 0) + continue; - if(!pseudoprojectile) - pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume - soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE); - } + if(!pseudoprojectile) + pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume + soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE); + } + }); if(pseudoprojectile) - remove(pseudoprojectile); + delete(pseudoprojectile); } // find all the entities the railgun hit and hurt them - ent = findfloat(world, railgunhit, true); - while (ent) + IL_EACH(g_railgunhit, it.railgunhit, { + // removal from the list is handled below + // get the details we need to call the damage function - hitloc = ent.railgunhitloc; + vector hitloc = it.railgunhitloc; - f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance); - ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance); + float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance); + float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance); - if(accuracy_isgooddamage(self, ent)) - totaldmg += bdamage * f; + if(accuracy_isgooddamage(this, it)) + totaldmg += bdamage * foff; // apply the damage - if (ent.takedamage) - Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs); + 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, self, 10, 0, 50, world, world, 300, deathtype); + //setorigin(explosion, hitloc); + //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype); - ent.railgunhitloc = '0 0 0'; - ent.railgunhitsolidbackup = SOLID_NOT; - ent.railgunhit = false; - ent.railgundistance = 0; + it.railgunhitloc = '0 0 0'; + it.railgunhitsolidbackup = SOLID_NOT; + it.railgunhit = false; + it.railgundistance = 0; + }); - // advance to the next entity - ent = findfloat(ent, railgunhit, true); - } + IL_CLEAR(g_railgunhit); // calculate hits and fired shots for hitscan - accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg)); + accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg)); trace_endpos = endpoint; trace_ent = endent; @@ -339,65 +330,62 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f void fireBullet_trace_callback(vector start, vector hit, vector end) { - if(vlen(hit - start) > 16) - trailparticles(world, fireBullet_trace_callback_eff, start, hit); - WarpZone_trace_forent = world; - fireBullet_last_hit = world; + if(vdist(hit - start, >, 16)) + trailparticles(NULL, fireBullet_trace_callback_eff, start, hit); + WarpZone_trace_forent = NULL; + fireBullet_last_hit = NULL; } -void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects) -{SELFPARAM(); +void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect) +{ vector end; dir = normalize(dir + randomvec() * spread); - end = start + dir * MAX_SHOT_DISTANCE; + end = start + dir * max_shot_distance; + + fireBullet_last_hit = NULL; + fireBullet_trace_callback_eff = tracer_effect; - entity pl; - fireBullet_last_hit = world; float solid_penetration_left = 1; float total_damage = 0; - if(tracereffects & EF_RED) - fireBullet_trace_callback_eff = EFFECT_RIFLE; - else if(tracereffects & EF_BLUE) - fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK; - else - fireBullet_trace_callback_eff = EFFECT_BULLET; - - float lag = ANTILAG_LATENCY(self); + float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0); if(lag < 0.001) lag = 0; - if (!IS_REAL_CLIENT(self)) - lag = 0; - if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag) + bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false); + if(autocvar_g_antilag == 0 || noantilag) lag = 0; // only do hitscan, but no antilag if(lag) - { - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_takeback(pl, time - lag); - FOR_EACH_MONSTER(pl) - antilag_takeback(pl, time - lag); - } + antilag_takeback_all(this, lag); - WarpZone_trace_forent = self; + // change shooter to SOLID_BBOX so the shot can hit corpses + int oldsolid = this.dphitcontentsmask; + if(this) + this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; + + WarpZone_trace_forent = this; for (;;) { // TODO also show effect while tracing - WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback); + WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback); dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir); end = WarpZone_TransformOrigin(WarpZone_trace_transform, end); start = trace_endpos; entity hit = trace_ent; - // When hitting sky, stop. - if (pointcontents(start) == CONTENT_SKY) + // traced up to max_shot_distance and didn't hit anything at all + if (trace_fraction == 1.0) break; - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) + // When hitting sky, stop. + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) break; + // can't use noimpact, as we need to pass through walls + //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) + //break; + // if we hit "weapclip", bail out // // rationale of this check: @@ -410,34 +398,34 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat // matching shaders: // common/weapclip (intended) // common/noimpact (is supposed to eat projectiles, but is erased anyway) - float is_weapclip = 0; + bool is_weapclip = false; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) if (!(trace_dphitcontents & DPCONTENTS_OPAQUE)) - is_weapclip = 1; + is_weapclip = true; if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX) - Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self); + Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this); if (hit && hit != WarpZone_trace_forent && hit != fireBullet_last_hit) // Avoid self-damage (except after going through a warp); avoid hitting the same entity twice (engine bug). { fireBullet_last_hit = hit; yoda = 0; - MUTATOR_CALLHOOK(FireBullet_Hit, self, hit, start, end, damage); - damage = frag_damage; - float g = accuracy_isgooddamage(self, hit); - Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left); + MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity)); + damage = M_ARGV(4, float); + bool gooddamage = accuracy_isgooddamage(this, hit); + Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left); // calculate hits for ballistic weapons - if(g) + if(gooddamage) { // do not exceed 100% float added_damage = min(damage - total_damage, damage * solid_penetration_left); total_damage += damage * solid_penetration_left; - accuracy_add(self, self.weapon, 0, added_damage); + accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage); } } - if (is_weapclip) + if (is_weapclip && !autocvar_g_ballistics_penetrate_clips) break; // go through solid! @@ -446,16 +434,17 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat break; float maxdist; + entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit; if(max_solid_penetration < 0) break; - else if(hit.ballistics_density < -1) + else if(hitstore.ballistics_density < -1) break; // -2: no solid penetration, ever - else if(hit.ballistics_density < 0) + else if(hitstore.ballistics_density < 0) maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance - else if(hit.ballistics_density == 0) + else if(hitstore.ballistics_density == 0) maxdist = max_solid_penetration * solid_penetration_left; else - maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density; + maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density; if(maxdist <= autocvar_g_ballistics_mindistance) break; @@ -467,25 +456,26 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat 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(vlen(trace_endpos - start) > 4) - trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos); + if(vdist(trace_endpos - start, >, 4)) + trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos); start = trace_endpos; if(hit.solid == SOLID_BSP) - Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self); + Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this); } if(lag) - { - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_restore(pl); - FOR_EACH_MONSTER(pl) - antilag_restore(pl); - } + antilag_restore_all(this); + + // restore shooter solid type + if(this) + this.dphitcontentsmask = oldsolid; }