X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=ddf1ff26248066b0fa719c18ab543802fc866d4b;hb=b3b87165949a2d97634b425231aeb56324cc1ce7;hp=772809d658dde2d8ad7c95bdbce39077634cf06b;hpb=15a474a8dd9705bfb43f00cbef66f4ab49e76aa8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 772809d65..ddf1ff262 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -8,7 +8,6 @@ #include "weaponsystem.qh" #include "../g_damage.qh" -#include "../g_subs.qh" #include "../antilag.qh" #include @@ -30,8 +29,6 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect 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 (wep == WEP_Null) - wep = ent.(weaponentity).m_weapon; // TODO: don't fall back, if the attack isn't a weapon we don't want it to affect the user's held weapon! if(!IS_CLIENT(ent)) antilag = false; // no antilag for non-clients! if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS)) @@ -83,7 +80,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect 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; @@ -418,10 +418,10 @@ 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); + 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);