X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=a3898c627720059dbf6aecb3eef1c29e3a71c5aa;hb=95a5a2479a35e264473e8ba3fc4e584553da42b3;hp=157adb5d399c976dca3da949c257c272c3b182d3;hpb=a9c2426d7cc2e1f42f0e7469f95efffa29957293;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 157adb5d3..a3898c627 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -16,6 +16,7 @@ #include #include +#include #include #include @@ -23,14 +24,15 @@ // 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, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound 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 = ent.dphitcontentsmask; + Weapon wep = DEATH_WEAPONOF(deathtype); if(!IS_CLIENT(ent)) antilag = false; // no antilag for non-clients! - if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS)) + if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS)) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -56,10 +58,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect // track max damage if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent)) - accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0); + accuracy_add(ent, wep.m_id, maxdamage, 0); if(IS_PLAYER(ent)) - W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up); + W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up); vector md = ent.(weaponentity).movedir; vector vecs = ((md.x > 0) ? md : '0 0 0'); @@ -134,7 +136,7 @@ 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); + sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM); W_PlayStrengthSound(ent); } @@ -302,7 +304,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector // apply the damage if (it.takedamage) - Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs); + 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); @@ -414,10 +416,10 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo yoda = 0; MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity)); damage = M_ARGV(4, float); - float g = accuracy_isgooddamage(this, hit); - Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left); + 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);