X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=a3898c627720059dbf6aecb3eef1c29e3a71c5aa;hb=95a5a2479a35e264473e8ba3fc4e584553da42b3;hp=475eb3d265c086e769242548ab018ed6a00e1bb3;hpb=a3f0e2d068109a0fe84d3a037f6f07b065d3347c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 475eb3d26..a3898c627 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -1,5 +1,7 @@ #include "tracing.qh" +#include + #include "accuracy.qh" #include "common.qh" #include "hitplot.qh" @@ -14,6 +16,7 @@ #include #include +#include #include #include @@ -21,14 +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 == WEP_RIFLE) + if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS)) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -54,10 +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'); @@ -84,7 +88,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect //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 { @@ -120,7 +124,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect 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"); } } } @@ -132,7 +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); } @@ -183,7 +187,7 @@ 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, proj.owner.velocity, pSpeed * dir, forceAbsolute); @@ -262,7 +266,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector // Find all non-hit players the beam passed close by if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) { - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA( + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, { if(!it.railgunhit) if(!(IS_SPEC(it) && it.enemy == this)) { @@ -278,7 +282,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector 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) delete(pseudoprojectile); @@ -300,7 +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); @@ -351,16 +355,11 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0); if(lag < 0.001) lag = 0; - if(autocvar_g_antilag == 0 || this.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) - { - FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag)); - IL_EACH(g_monsters, it != this, - { - antilag_takeback(it, it, time - lag); - }); - } + antilag_takeback_all(this, lag); // change shooter to SOLID_BBOX so the shot can hit corpses int oldsolid = this.dphitcontentsmask; @@ -417,10 +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); @@ -477,13 +476,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo } if(lag) - { - FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it))); - IL_EACH(g_monsters, it != this, - { - antilag_restore(it, it); - }); - } + antilag_restore_all(this); // restore shooter solid type if(this)