X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=b49ed88f596ca00a7ef4e6b3467b7e5a3f36c2e2;hb=34e7f534e2015466228eb3a78c9857741b736dca;hp=311edd0883586944d3bd5b28e6e61c2afe5d7d8a;hpb=834fed09016056ff2cd32d1980f0719d09c403a2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 311edd088..b49ed88f5 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -10,9 +10,10 @@ #include "../antilag.qh" #include +#include #include -#include +#include #include #include @@ -20,9 +21,9 @@ // 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, 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) { - TC(Sound, snd); + 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; @@ -32,8 +33,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m 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; @@ -58,7 +59,6 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if(IS_PLAYER(ent)) W_HitPlotAnalysis(ent, v_forward, v_right, v_up); - .entity weaponentity = weaponentities[0]; // TODO: unhardcode vector md = ent.(weaponentity).movedir; if(md.x > 0) vecs = md; @@ -146,13 +146,13 @@ 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); @@ -164,7 +164,7 @@ 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); @@ -189,7 +189,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n"); #endif - proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute); + proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute); } @@ -197,8 +197,8 @@ 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(); +void FireRailgunBullet (entity this, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype) +{ vector hitloc, force, endpoint, dir; entity ent, endent; float endq3surfaceflags; @@ -211,7 +211,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f entity pseudoprojectile; float f, ffs; - pseudoprojectile = world; + pseudoprojectile = NULL; dir = normalize(end - start); length = vlen(end - start); @@ -225,24 +225,24 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // 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; + o = this; while (1) { - if(CS(self).antilag_debug) - WarpZone_traceline_antilag (self, start, end, false, o, CS(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 @@ -265,7 +265,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f endq3surfaceflags = trace_dphitq3surfaceflags; // find all the entities the railgun hit and restore their solid state - ent = findfloat(world, railgunhit, true); + ent = findfloat(NULL, railgunhit, true); while (ent) { // restore their solid type @@ -279,9 +279,9 @@ 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) { - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != self, LAMBDA( + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA( if(!it.railgunhit) - if(!(IS_SPEC(it) && it.enemy == self)) + if(!(IS_SPEC(it) && it.enemy == this)) { msg_entity = it; // nearest point on the beam @@ -300,11 +300,11 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f )); if(pseudoprojectile) - remove(pseudoprojectile); + delete(pseudoprojectile); } // find all the entities the railgun hit and hurt them - ent = findfloat(world, railgunhit, true); + ent = findfloat(NULL, railgunhit, true); while (ent) { // get the details we need to call the damage function @@ -313,16 +313,16 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance); ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance); - if(accuracy_isgooddamage(self, ent)) + if(accuracy_isgooddamage(this, ent)) totaldmg += bdamage * f; // apply the damage if (ent.takedamage) - Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs); + Damage (ent, this, this, bdamage * f, deathtype, hitloc, ent.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; @@ -334,7 +334,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f } // calculate hits and fired shots for hitscan - accuracy_add(self, PS(self).m_weapon.m_id, 0, min(bdamage, totaldmg)); + accuracy_add(this, PS(this).m_weapon.m_id, 0, min(bdamage, totaldmg)); trace_endpos = endpoint; trace_ent = endent; @@ -344,9 +344,9 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f void fireBullet_trace_callback(vector start, vector hit, vector end) { if(vdist(hit - start, >, 16)) - trailparticles(world, fireBullet_trace_callback_eff, start, hit); - WarpZone_trace_forent = world; - fireBullet_last_hit = world; + trailparticles(NULL, fireBullet_trace_callback_eff, start, hit); + WarpZone_trace_forent = NULL; + fireBullet_last_hit = NULL; } void fireBullet(entity this, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects) @@ -356,7 +356,7 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s dir = normalize(dir + randomvec() * spread); end = start + dir * MAX_SHOT_DISTANCE; - fireBullet_last_hit = world; + fireBullet_last_hit = NULL; float solid_penetration_left = 1; float total_damage = 0; @@ -377,9 +377,9 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s if(lag) { FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag)); - FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, { - if (it != this) - antilag_takeback(it, it, time - lag); + IL_EACH(g_monsters, it != this, + { + antilag_takeback(it, it, time - lag); }); } @@ -393,14 +393,14 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s 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) + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) break; // can't use noimpact, as we need to pass through walls @@ -433,7 +433,7 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s fireBullet_last_hit = hit; yoda = 0; MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage); - damage = frag_damage; + 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); // calculate hits for ballistic weapons @@ -446,7 +446,7 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s } } - if (is_weapclip) + if (is_weapclip && !autocvar_g_ballistics_penetrate_clips) break; // go through solid! @@ -476,7 +476,10 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s 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)) @@ -492,9 +495,9 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s if(lag) { FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it))); - FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, { - if (it != this) - antilag_restore(it, it); + IL_EACH(g_monsters, it != this, + { + antilag_restore(it, it); }); }