]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into divVerent/ballistic2
authorRudolf Polzer <divverent@xonotic.org>
Wed, 11 Dec 2013 08:42:25 +0000 (09:42 +0100)
committerRudolf Polzer <divverent@xonotic.org>
Wed, 11 Dec 2013 08:42:25 +0000 (09:42 +0100)
20 files changed:
balance25.cfg
balanceFruitieX.cfg
balanceXDF.cfg
balanceXPM.cfg
balanceXonotic.cfg
defaultXonotic.cfg
qcsrc/client/Main.qc
qcsrc/client/particles.qc
qcsrc/common/constants.qh
qcsrc/server/autocvars.qh
qcsrc/server/defs.qh
qcsrc/server/miscfunctions.qc
qcsrc/server/tturrets/units/unit_machinegun.qc
qcsrc/server/tturrets/units/unit_walker.qc
qcsrc/server/vehicles/spiderbot.qc
qcsrc/server/w_common.qc
qcsrc/server/w_rifle.qc
qcsrc/server/w_shotgun.qc
qcsrc/server/w_uzi.qc
vehicle_spiderbot.cfg

index 9451d377d99757107948b7e805e8b63c2eeacfdc..f0cc7d73b40baa7681349b3f7943015408f09ef0 100644 (file)
@@ -271,8 +271,7 @@ set g_balance_shotgun_primary_spread 0.07
 set g_balance_shotgun_primary_refire 0.5
 set g_balance_shotgun_primary_animtime 0.2
 set g_balance_shotgun_primary_ammo 1
-set g_balance_shotgun_primary_speed 12000
-set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
+set g_balance_shotgun_primary_solidpenetration 3.8
 set g_balance_shotgun_secondary 1
 set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
 set g_balance_shotgun_secondary_melee_range 120
@@ -320,8 +319,7 @@ set g_balance_uzi_sustained_spread 0.05
 set g_balance_uzi_sustained_refire 0.1
 set g_balance_uzi_sustained_ammo 1
 
-set g_balance_uzi_speed 18000
-set g_balance_uzi_bulletconstant 115 // 13.1qu
+set g_balance_uzi_solidpenetration 13.1
 
 set g_balance_uzi_switchdelay_drop 0.15
 set g_balance_uzi_switchdelay_raise 0.15
index f985659f9c6549ea4c337004c5804e9d7d83e38b..948d7e4b9eb6de3124259bdd18a4134d3a00c6d6 100644 (file)
@@ -271,8 +271,7 @@ set g_balance_shotgun_primary_spread 0.16 // LOG: changed from 0.18 -> 0.16 to c
 set g_balance_shotgun_primary_refire 1
 set g_balance_shotgun_primary_animtime 0.3
 set g_balance_shotgun_primary_ammo 1
-set g_balance_shotgun_primary_speed 12000
-set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
+set g_balance_shotgun_primary_solidpenetration 3.8
 set g_balance_shotgun_secondary 1
 set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
 set g_balance_shotgun_secondary_melee_range 120
@@ -320,8 +319,7 @@ set g_balance_uzi_sustained_spread 0.06
 set g_balance_uzi_sustained_refire 0.1
 set g_balance_uzi_sustained_ammo 1
 
-set g_balance_uzi_speed 18000
-set g_balance_uzi_bulletconstant 115 // 13.1qu
+set g_balance_uzi_solidpenetration 13.1
 
 set g_balance_uzi_switchdelay_drop 0.15
 set g_balance_uzi_switchdelay_raise 0.15
index 4e0631523882e1ae1a045afef1598862eeba5ad2..b7d3e02656caf0f73c842e6d1d955aace507d0ce 100644 (file)
@@ -271,8 +271,7 @@ set g_balance_shotgun_primary_spread 0.12
 set g_balance_shotgun_primary_refire 0.75
 set g_balance_shotgun_primary_animtime 0.2
 set g_balance_shotgun_primary_ammo 1
-set g_balance_shotgun_primary_speed 8000
-set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
+set g_balance_shotgun_primary_solidpenetration 3.8
 set g_balance_shotgun_secondary 1
 set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
 set g_balance_shotgun_secondary_melee_range 120
@@ -320,8 +319,7 @@ set g_balance_uzi_sustained_spread 0
 set g_balance_uzi_sustained_refire 0.1
 set g_balance_uzi_sustained_ammo 1
 
-set g_balance_uzi_speed 18000
-set g_balance_uzi_bulletconstant 115 // 13.1qu
+set g_balance_uzi_solidpenetration 13.1
 
 set g_balance_uzi_switchdelay_drop 0
 set g_balance_uzi_switchdelay_raise 0
index 8c171476a1e126114ea1df373d399fe125741c21..843e16a8357fbeae5fbb5a170919cd4e2f154f0c 100644 (file)
@@ -271,8 +271,7 @@ set g_balance_shotgun_primary_spread 0.12
 set g_balance_shotgun_primary_refire 0.75
 set g_balance_shotgun_primary_animtime 0.2
 set g_balance_shotgun_primary_ammo 1
-set g_balance_shotgun_primary_speed 8000
-set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
+set g_balance_shotgun_primary_solidpenetration 3.8
 set g_balance_shotgun_secondary 1
 set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
 set g_balance_shotgun_secondary_melee_range 120
@@ -320,8 +319,7 @@ set g_balance_uzi_sustained_spread 0.03
 set g_balance_uzi_sustained_refire 0.1
 set g_balance_uzi_sustained_ammo 1
 
-set g_balance_uzi_speed 18000
-set g_balance_uzi_bulletconstant 115 // 13.1qu
+set g_balance_uzi_solidpenetration 13.1
 
 set g_balance_uzi_switchdelay_drop 0.2
 set g_balance_uzi_switchdelay_raise 0.2
index cdf3f201354aaebeb4351ee1d83f4af9f6d44490..de865fa68087ba37804aeaa36aac0b3f0091d80a 100644 (file)
@@ -271,8 +271,7 @@ set g_balance_shotgun_primary_spread 0.12
 set g_balance_shotgun_primary_refire 0.75
 set g_balance_shotgun_primary_animtime 0.2
 set g_balance_shotgun_primary_ammo 1
-set g_balance_shotgun_primary_speed 8000
-set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
+set g_balance_shotgun_primary_solidpenetration 3.8
 set g_balance_shotgun_secondary 1
 set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
 set g_balance_shotgun_secondary_melee_range 120
@@ -320,8 +319,7 @@ set g_balance_uzi_sustained_spread 0.03
 set g_balance_uzi_sustained_refire 0.1
 set g_balance_uzi_sustained_ammo 1
 
-set g_balance_uzi_speed 18000
-set g_balance_uzi_bulletconstant 115 // 13.1qu
+set g_balance_uzi_solidpenetration 13.1
 
 set g_balance_uzi_switchdelay_drop 0.2
 set g_balance_uzi_switchdelay_raise 0.2
index dd16de9bc6ee4224b900bf576cfc86ff8e5fce20..466585204086cde39e810908b53f2fdce29c8b62 100644 (file)
@@ -1189,32 +1189,9 @@ set g_showweaponspawns 1 "display sprites for weapon spawns found on the map whe
 //   Quake-Joule:  1 qJ  = 1 qN * 1 qu
 //   Quake-Pascal: 1 qPa = 1 qN / 1 qu^2
 
-set g_ballistics_materialconstant 1414213562
-set g_ballistics_mindistance 16
+set g_ballistics_mindistance 2 // enable ballistics starting from 2 qu
 set g_ballistics_density_player 0.50 // players are 2x as easy to pass as walls
 set g_ballistics_density_corpse 0.10 // corpses are 10x as easy to pass as walls
-// unit: qJ / qu^3 (energy needed per volume unit of solid to push/burn away
-// parameter: bullet constant: mass / area in g/qu^2
-// = mass / (pi/4 * caliber^2)
-// with caliber in inches, mass in grams:
-// = 1.273239544735163 * mass / caliber^2
-// with caliber in inches, mass in grains:
-// = 0.082633246453312 * mass / caliber^2
-
-// bullet max travel distance inside solid:
-//   0.5 * v^2 * bulletconstant / g_ballistics_materialconstant
-
-// some bullet constants:
-//   http://hypertextbook.com/facts/2000/ShantayArmstrong.shtml
-//     second bullet: caliber .45, mass 16.2g, bullet constant 101.859163578813
-//     third bullet: caliber .338, mass 16.2g, bullet constant 180.5476053421592
-//     fourth bullet: caliber .25, mass 2.3g, bullet constant 46.85521524625399
-//   http://en.wikipedia.org/wiki/.50_BMG
-//     caliber .5, 360 grains, bullet constant 118.9918748927693
-//   AK-47:
-//     caliber .3, 62 grains, bullet constant 56.92512533450383
-//   .3 winchester magnum:
-//     caliber .3, 150 grains, bullet constant 137.7220774221867
 
 set cl_stripcolorcodes 0       "experimental feature (notes: strips ALL color codes from messages!)"
 
index a06eb5e6584e3ac96f48c489b762ee748ce9a127..6423c16e567194b9042a99842a1ae0bb3fb74f88 100644 (file)
@@ -1216,10 +1216,6 @@ float CSQC_Parse_TempEntity()
                        Net_ReadRace();
                        bHandled = true;
                        break;
-               case TE_CSQC_ZCURVEPARTICLES:
-                       Net_ReadZCurveParticles();
-                       bHandled = true;
-                       break;
                case TE_CSQC_NEXGUNBEAMPARTICLE:
                        Net_ReadNexgunBeamParticle();
                        bHandled = true;
index ce8b6dd7f9ecbe612a0aeb52d87650633d6228e7..8751cc0c5535c107d2e4de8b43d2f033c232e408 100644 (file)
@@ -225,64 +225,6 @@ void Ent_RainOrSnow()
                self.draw = Draw_Snow;
 }
 
-entity zcurve;
-void zcurveparticles(float effectnum, vector start, vector end, float end_dz, float speed, float depth)
-{
-       // end_dz:
-       //   IF IT WERE A STRAIGHT LINE, it'd end end_dz above end
-
-       vector mid;
-       mid = (start + end) * 0.5;
-
-       end_dz *= 0.25;
-       mid_z += end_dz;
-
-       --depth;
-       if(depth < 0 || normalize(mid - start) * normalize(end - start) > 0.999999)
-       // TODO make this a variable threshold
-       // currently: 0.081 degrees
-       // 0.99999 would be 0.256 degrees and is visible
-       {
-               zcurve.velocity = speed * normalize(end - start);
-               trailparticles(zcurve, effectnum, start, end);
-       }
-       else
-       {
-               zcurveparticles(effectnum, start, mid, end_dz, speed, depth);
-               zcurveparticles(effectnum, mid, end, end_dz, speed, depth);
-       }
-}
-
-void Net_ReadZCurveParticles()
-{
-       vector start, end;
-       float end_dz;
-       float effectnum, speed;
-
-       if(!zcurve)
-       {
-               zcurve = spawn();
-               zcurve.classname = "zcurve";
-       }
-
-       effectnum = ReadShort();
-
-       start_x = ReadCoord();
-       start_y = ReadCoord();
-       start_z = ReadCoord();
-
-       do
-       {
-               end_x = ReadCoord();
-               end_y = ReadCoord();
-               end_z = ReadCoord();
-               end_dz = ReadCoord();
-               speed = ReadShort();
-               zcurveparticles(effectnum, start, end, end_dz, 16 * (speed & 0x7FFF), 5); // at most 32 segments
-       }
-       while(!(speed & 0x8000));
-}
-
 void Net_ReadNexgunBeamParticle()
 {
        vector shotorg, endpos;
index 55d16953f6a04d4a5e4f9bc8c289b5981654704e..8ae465e54dab91f32187850029b5ffdd0fde0797 100644 (file)
@@ -30,7 +30,6 @@ const float AS_FLOAT = 8;
 
 const float TE_CSQC_PICTURE = 100;
 const float TE_CSQC_RACE = 101;
-const float TE_CSQC_ZCURVEPARTICLES = 102;
 const float TE_CSQC_NEXGUNBEAMPARTICLE = 103;
 const float TE_CSQC_LIGHTNINGARC = 104;
 const float TE_CSQC_TEAMNAGGER = 105;
index 19187a39deeab1c16cab1a8b05834d997dcb35d0..ada0d4bda9b5eb23619f9d45841839ebafb7fe5b 100644 (file)
@@ -83,30 +83,26 @@ float autocvar_g_balance_armor_start;
 float autocvar_g_balance_rifle_bursttime;
 float autocvar_g_balance_rifle_primary_ammo;
 float autocvar_g_balance_rifle_primary_animtime;
-float autocvar_g_balance_rifle_primary_bulletconstant;
 float autocvar_g_balance_rifle_primary_bullethail;
 float autocvar_g_balance_rifle_primary_burstcost;
 float autocvar_g_balance_rifle_primary_damage;
 float autocvar_g_balance_rifle_primary_force;
-float autocvar_g_balance_rifle_primary_lifetime;
 float autocvar_g_balance_rifle_primary_refire;
 float autocvar_g_balance_rifle_primary_shots;
-float autocvar_g_balance_rifle_primary_speed;
+float autocvar_g_balance_rifle_primary_solidpenetration;
 float autocvar_g_balance_rifle_primary_spread;
 float autocvar_g_balance_rifle_primary_tracer;
 float autocvar_g_balance_rifle_secondary;
 float autocvar_g_balance_rifle_secondary_ammo;
 float autocvar_g_balance_rifle_secondary_animtime;
-float autocvar_g_balance_rifle_secondary_bulletconstant;
 float autocvar_g_balance_rifle_secondary_bullethail;
 float autocvar_g_balance_rifle_secondary_burstcost;
 float autocvar_g_balance_rifle_secondary_damage;
 float autocvar_g_balance_rifle_secondary_force;
-float autocvar_g_balance_rifle_secondary_lifetime;
 float autocvar_g_balance_rifle_secondary_reload;
 float autocvar_g_balance_rifle_secondary_refire;
 float autocvar_g_balance_rifle_secondary_shots;
-float autocvar_g_balance_rifle_secondary_speed;
+float autocvar_g_balance_rifle_secondary_solidpenetration;
 float autocvar_g_balance_rifle_secondary_spread;
 float autocvar_g_balance_rifle_secondary_tracer;
 float autocvar_g_balance_rifle_reload_ammo;
@@ -621,12 +617,11 @@ float autocvar_g_balance_seeker_reload_time;
 float autocvar_g_balance_selfdamagepercent;
 float autocvar_g_balance_shotgun_primary_ammo;
 float autocvar_g_balance_shotgun_primary_animtime;
-float autocvar_g_balance_shotgun_primary_bulletconstant;
 float autocvar_g_balance_shotgun_primary_bullets;
 float autocvar_g_balance_shotgun_primary_damage;
 float autocvar_g_balance_shotgun_primary_force;
 float autocvar_g_balance_shotgun_primary_refire;
-float autocvar_g_balance_shotgun_primary_speed;
+float autocvar_g_balance_shotgun_primary_solidpenetration;
 float autocvar_g_balance_shotgun_primary_spread;
 float autocvar_g_balance_shotgun_secondary;
 float autocvar_g_balance_shotgun_secondary_animtime;
@@ -654,7 +649,6 @@ float autocvar_g_balance_tuba_edgedamage;
 float autocvar_g_balance_tuba_force;
 float autocvar_g_balance_tuba_radius;
 float autocvar_g_balance_tuba_refire;
-float autocvar_g_balance_uzi_bulletconstant;
 float autocvar_g_balance_uzi_burst;
 float autocvar_g_balance_uzi_burst_ammo;
 float autocvar_g_balance_uzi_burst_animtime;
@@ -668,7 +662,7 @@ float autocvar_g_balance_uzi_first_force;
 float autocvar_g_balance_uzi_first_refire;
 float autocvar_g_balance_uzi_first_spread;
 float autocvar_g_balance_uzi_mode;
-float autocvar_g_balance_uzi_speed;
+float autocvar_g_balance_uzi_solidpenetration;
 float autocvar_g_balance_uzi_spread_add;
 float autocvar_g_balance_uzi_spread_max;
 float autocvar_g_balance_uzi_spread_min;
@@ -681,7 +675,6 @@ float autocvar_g_balance_uzi_reload_ammo;
 float autocvar_g_balance_uzi_reload_time;
 float autocvar_g_ballistics_density_corpse;
 float autocvar_g_ballistics_density_player;
-float autocvar_g_ballistics_materialconstant;
 float autocvar_g_ballistics_mindistance;
 float autocvar_g_ban_default_bantime;
 float autocvar_g_ban_default_masksize;
index 72f4457d61d9fe99dff84bc1c2e728b2dcacab62..536dee3ed1fb464479bd11620f38fea1e06103e7 100644 (file)
@@ -459,7 +459,6 @@ void W_Porto_Remove (entity p);
 
 .string message2;
 
-vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
 .float stat_allow_oldnexbeam;
 
 // reset to 0 on weapon switch
index e7e771dc6ed03a26ff89f050aa1499ff2fc835ad..9fe5e4303f0a0ffa502f58137eaca9f1f44c6fef 100644 (file)
@@ -2011,65 +2011,6 @@ float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, f
         return FALSE;
 }
 
-float zcurveparticles_effectno;
-vector zcurveparticles_start;
-float zcurveparticles_spd;
-
-void endzcurveparticles()
-{
-       if(zcurveparticles_effectno)
-       {
-               // terminator
-               WriteShort(MSG_BROADCAST, zcurveparticles_spd | 0x8000);
-       }
-       zcurveparticles_effectno = 0;
-}
-
-void zcurveparticles(float effectno, vector start, vector end, float end_dz, float spd)
-{
-       spd = bound(0, floor(spd / 16), 32767);
-       if(effectno != zcurveparticles_effectno || start != zcurveparticles_start)
-       {
-               endzcurveparticles();
-               WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
-               WriteByte(MSG_BROADCAST, TE_CSQC_ZCURVEPARTICLES);
-               WriteShort(MSG_BROADCAST, effectno);
-               WriteCoord(MSG_BROADCAST, start_x);
-               WriteCoord(MSG_BROADCAST, start_y);
-               WriteCoord(MSG_BROADCAST, start_z);
-               zcurveparticles_effectno = effectno;
-               zcurveparticles_start = start;
-       }
-       else
-               WriteShort(MSG_BROADCAST, zcurveparticles_spd);
-       WriteCoord(MSG_BROADCAST, end_x);
-       WriteCoord(MSG_BROADCAST, end_y);
-       WriteCoord(MSG_BROADCAST, end_z);
-       WriteCoord(MSG_BROADCAST, end_dz);
-       zcurveparticles_spd = spd;
-}
-
-void zcurveparticles_from_tracetoss(float effectno, vector start, vector end, vector vel)
-{
-       float end_dz;
-       vector vecxy, velxy;
-
-       vecxy = end - start;
-       vecxy_z = 0;
-       velxy = vel;
-       velxy_z = 0;
-
-       if (vlen(velxy) < 0.000001 * fabs(vel_z))
-       {
-               endzcurveparticles();
-               trailparticles(world, effectno, start, end);
-               return;
-       }
-
-       end_dz = vlen(vecxy) / vlen(velxy) * vel_z - (end_z - start_z);
-       zcurveparticles(effectno, start, end, end_dz, vlen(vel));
-}
-
 void write_recordmarker(entity pl, float tstart, float dt)
 {
     GameLogEcho(strcat(":recordset:", ftos(pl.playerid), ":", ftos(dt)));
index 46c46d7f8f04068e7dba48f4b5f1e59320388385..eccc37f03f1ad1c8e56db6f2effde36f6b6aada4 100644 (file)
@@ -5,8 +5,7 @@ void turret_machinegun_attack();
 //.float bulletcounter;
 void turret_machinegun_attack()
 {
-    fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, autocvar_g_balance_uzi_bulletconstant);
-    endFireBallisticBullet();
+    fireBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0);
 
     UziFlash();
     setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
index 1ce59dd278bfb4e3bc2c5d84a9584bde94b212b2..2eeb08b8fda73978203dbac137b578d5e96e3e58 100644 (file)
@@ -515,8 +515,7 @@ void walker_postthink()
 void walker_attack()
 {
     sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
-    fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, autocvar_g_balance_uzi_bulletconstant);
-    endFireBallisticBullet();
+    fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0);
     pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
 }
 
index bdbcb828870829577254ea87fe569ad792acd51a..a73997fda5be350ca8469496fcd56033691ae9f7 100644 (file)
@@ -43,8 +43,7 @@ float autocvar_g_vehicle_spiderbot_minigun_ammo_max;
 float autocvar_g_vehicle_spiderbot_minigun_ammo_regen;
 float autocvar_g_vehicle_spiderbot_minigun_ammo_regen_pause;
 float autocvar_g_vehicle_spiderbot_minigun_force;
-float autocvar_g_vehicle_spiderbot_minigun_speed;
-float autocvar_g_vehicle_spiderbot_minigun_bulletconstant;
+float autocvar_g_vehicle_spiderbot_minigun_solidpenetration;
 
 float autocvar_g_vehicle_spiderbot_rocket_damage;
 float autocvar_g_vehicle_spiderbot_rocket_force;
@@ -495,12 +494,8 @@ float spiderbot_frame()
             v_forward = normalize(v_forward);
             v += v_forward * 50;
 
-//void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
-
-            fireBallisticBullet(v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_speed,
-                                5, autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN, 0, autocvar_g_vehicle_spiderbot_minigun_bulletconstant);
-
-            endFireBallisticBullet();
+            fireBullet(v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_solidpenetration,
+                                autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN, 0);
 
 //            fireBullet (v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_damage,
 //                autocvar_g_vehicle_spiderbot_minigun_spread, DEATH_VH_SPID_MINIGUN, 0);
index 72cac7985797445909ff04409d554f63b01ea8ff..c3b502ec97466110f5623e161819971f5cda0b68 100644 (file)
@@ -35,9 +35,6 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
 
        pseudoprojectile = world;
 
-       railgun_start = start;
-       railgun_end = end;
-
        dir = normalize(end - start);
        length = vlen(end - start);
        force = dir * bforce;
@@ -165,328 +162,62 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
        trace_dphitq3surfaceflags = endq3surfaceflags;
 }
 
-.float dmg_force;
-.float dmg_radius;
-.float dmg_total;
-//.float last_yoda;
-void W_BallisticBullet_Hit (void)
-{
-       float f, q, g;
-
-       f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
-       q = 1 + self.dmg_edge / self.dmg;
-
-       if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
-               Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
-
-       if(other && other != self.enemy)
-       {
-               endzcurveparticles();
-
-               yoda = 0;
-               railgun_start = self.origin - 2 * frametime * self.velocity;
-               railgun_end = self.origin + 2 * frametime * self.velocity;
-               g = accuracy_isgooddamage(self.realowner, other);
-               Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
-
-               /*if(yoda && (time > (self.last_yoda + 5)))
-               {
-                       Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
-                       self.last_yoda = time;
-               }*/
-
-               // calculate hits for ballistic weapons
-               if(g)
-               {
-                       // do not exceed 100%
-                       q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
-                       self.dmg_total += f * self.dmg;
-                       accuracy_add(self.realowner, self.realowner.weapon, 0, q);
-               }
-       }
-
-       self.enemy = other; // don't hit the same player twice with the same bullet
-}
-
-.void(void) W_BallisticBullet_LeaveSolid_think_save;
-.float W_BallisticBullet_LeaveSolid_nextthink_save;
-.vector W_BallisticBullet_LeaveSolid_origin;
-.vector W_BallisticBullet_LeaveSolid_velocity;
-
-void W_BallisticBullet_LeaveSolid_think()
-{
-       setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
-       self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
-
-       self.think = self.W_BallisticBullet_LeaveSolid_think_save;
-       self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
-       self.W_BallisticBullet_LeaveSolid_think_save = func_null;
-
-       self.flags &= ~FL_ONGROUND;
-
-       if(self.enemy.solid == SOLID_BSP)
-       {
-               float f;
-               f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
-               Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
-       }
-
-       UpdateCSQCProjectile(self);
-}
-
-float W_BallisticBullet_LeaveSolid(float eff)
-{
-       // move the entity along its velocity until it's out of solid, then let it resume
-       vector vel = self.velocity;
-       float dt, dst, velfactor, v0, vs;
-       float maxdist;
-       float E0_m, Es_m;
-       float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1);
-
-       // outside the world? forget it
-       if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
-               return 0;
-
-       // special case for zero density and zero bullet constant:
-
-       if(self.dmg_radius == 0)
-       {
-               if(other.ballistics_density < 0)
-                       constant = 0; // infinite travel distance
-               else
-                       return 0; // no penetration
-       }
-       else
-       {
-               if(other.ballistics_density < 0)
-                       constant = 0; // infinite travel distance
-               else if(other.ballistics_density == 0)
-                       constant = self.dmg_radius;
-               else
-                       constant = self.dmg_radius * other.ballistics_density;
-       }
-
-       // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
-       v0 = vlen(vel);
-
-       E0_m = 0.5 * v0 * v0;
-
-       if(constant)
-       {
-               maxdist = E0_m / constant;
-               // maxdist = 0.5 * v0 * v0 / constant
-               // dprint("max dist = ", ftos(maxdist), "\n");
-
-               if(maxdist <= autocvar_g_ballistics_mindistance)
-                       return 0;
-       }
-       else
-       {
-               maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity
-       }
-
-       traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE);
-       if(trace_fraction == 1) // 1: we never got out of solid
-               return 0;
-
-       self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
-
-       dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
-       // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
-       Es_m = E0_m - constant * dst;
-       if(Es_m <= 0)
-       {
-               // roundoff errors got us
-               return 0;
-       }
-       vs = sqrt(2 * Es_m);
-       velfactor = vs / v0;
-
-       dt = dst / (0.5 * (v0 + vs));
-       // this is not correct, but the differential equations have no analytic
-       // solution - and these times are very small anyway
-       //print("dt = ", ftos(dt), "\n");
-
-       self.W_BallisticBullet_LeaveSolid_think_save = self.think;
-       self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
-       self.think = W_BallisticBullet_LeaveSolid_think;
-       self.nextthink = time + dt;
-
-       vel = vel * velfactor;
-
-       self.velocity = '0 0 0';
-       self.flags |= FL_ONGROUND; // prevent moving
-       self.W_BallisticBullet_LeaveSolid_velocity = vel;
-
-       if(eff >= 0)
-               if(vlen(trace_endpos - self.origin) > 4)
-               {
-                       endzcurveparticles();
-                       trailparticles(self, eff, self.origin, trace_endpos);
-               }
-
-       return 1;
-}
-
-void W_BallisticBullet_Touch (void)
-{
-       //float density;
-
-       if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
-               return;
-
-       PROJECTILE_TOUCH;
-       W_BallisticBullet_Hit ();
-
-       if(self.dmg_radius < 0) // these NEVER penetrate solid
-       {
-               remove(self);
-               return;
-       }
-
-       // if we hit "weapclip", bail out
-       //
-       // rationale of this check:
-       //
-       // any shader that is solid, nodraw AND trans is meant to clip weapon
-       // shots and players, but has no other effect!
-       //
-       // if it is not trans, it is caulk and should not have this side effect
-       //
-       // matching shaders:
-       //   common/weapclip (intended)
-       //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
-       if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
-       if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
-       if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
-       {
-               remove(self);
-               return;
-       }
-
-       // go through solid!
-       if(!W_BallisticBullet_LeaveSolid(-1))
-       {
-               remove(self);
-               return;
-       }
-
-       self.projectiledeathtype |= HITTYPE_BOUNCE;
-}
-
-void endFireBallisticBullet()
-{
-       endzcurveparticles();
-}
-
-entity fireBallisticBullet_trace_callback_ent;
-float fireBallisticBullet_trace_callback_eff;
-void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
+float fireBullet_trace_callback_eff;
+void fireBullet_trace_callback(vector start, vector hit, vector end)
 {
-       if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
-               zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
+       if(vlen(hit - start) > 16)
+               trailparticles(world, fireBullet_trace_callback_eff, start, hit);
        WarpZone_trace_forent = world;
-       self.owner = world;
 }
 
-void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
+void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, float tracereffects)
 {
-       float lag, dt, savetime; //, density;
-       entity pl, oldself;
-
-       entity proj;
-       proj = spawn();
-       proj.classname = "bullet";
-       proj.owner = proj.realowner = self;
-       PROJECTILE_MAKETRIGGER(proj);
-       proj.movetype = MOVETYPE_FLY;
-       proj.think = SUB_Remove;
-       proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
-       W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, TRUE);
-       proj.angles = vectoangles(proj.velocity);
-       if(bulletconstant > 0)
-               proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
-       else if(bulletconstant == 0)
-               proj.dmg_radius = 0;
-       else
-               proj.dmg_radius = -1;
-       // so: bulletconstant = bullet mass / area of bullet circle
-       setorigin(proj, start);
-       proj.flags = FL_PROJECTILE;
-
-       proj.touch = W_BallisticBullet_Touch;
-       proj.dmg = damage;
-       proj.dmg_force = force;
-       proj.projectiledeathtype = dtype;
-
-       proj.oldvelocity = proj.velocity;
+       // TODO antilag takeback
+       vector  end;
 
-       other = proj; MUTATOR_CALLHOOK(EditProjectile);
+       dir = normalize(dir + randomvec() * spread);
+       end = start + dir * MAX_SHOT_DISTANCE;
 
-       float eff;
+       entity pl;
+       entity last_hit = world;
+       float solid_penetration_left = 1;
+       float total_damage = 0;
 
        if(tracereffects & EF_RED)
-               eff = particleeffectnum("tr_rifle");
+               fireBullet_trace_callback_eff = particleeffectnum("tr_rifle");
        else if(tracereffects & EF_BLUE)
-               eff = particleeffectnum("tr_rifle_weak");
+               fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
        else
-               eff = particleeffectnum("tr_bullet");
+               fireBullet_trace_callback_eff = particleeffectnum("tr_bullet");
 
-       // NOTE: this may severely throw off weapon balance
-       lag = ANTILAG_LATENCY(self);
+       float lag = ANTILAG_LATENCY(self);
        if(lag < 0.001)
                lag = 0;
        if (!IS_REAL_CLIENT(self))
                lag = 0;
        if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
                lag = 0; // only do hitscan, but no antilag
-
        if(lag)
                FOR_EACH_PLAYER(pl)
                        if(pl != self)
                                antilag_takeback(pl, time - lag);
 
-       oldself = self;
-       self = proj;
-
-       savetime = frametime;
-       frametime = 0.05;
+       WarpZone_trace_forent = self;
 
-       for(;;)
+       for (;;)
        {
-               // DP tracetoss is stupid and always traces in 0.05s
-               // ticks. This makes it trace in 0.05*0.125s ticks
-               // instead.
-               vector v0;
-               v0 = self.velocity;
-               self.velocity = self.velocity * 0.125;
-               trace_fraction = 0;
-               fireBallisticBullet_trace_callback_ent = self;
-               fireBallisticBullet_trace_callback_eff = eff;
-               WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
-               self.velocity = v0;
-
-               if(trace_fraction == 1)
+               // 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);
+               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)
                        break;
-                       // won't hit anything anytime soon (DP's
-                       // tracetoss does 200 tics of, here,
-                       // 0.05*0.125s, that is, 1.25 seconds
-
-               other = trace_ent;
-               dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
-               setorigin(self, trace_endpos);
-               self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
-
-               if(!SUB_OwnerCheck())
-               {
-                       if(SUB_NoImpactCheck())
-                               break;
 
-                       // hit the player
-                       W_BallisticBullet_Hit();
-               }
-
-               if(proj.dmg_radius < 0) // these NEVER penetrate solid
+               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
                        break;
 
                // if we hit "weapclip", bail out
@@ -500,54 +231,85 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f
                //
                // matching shaders:
                //   common/weapclip (intended)
-               //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
+               //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
+               float is_weapclip = 0;
                if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
                if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
                if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
+                       is_weapclip = 1;
+
+               // Avoid self-damage (except after going through a warp)
+               // FIXME can this actually happen in any other case? Probably
+               // only with weird shotorigin outside the player bbox.
+               if (hit != WarpZone_trace_forent)
+               {
+                       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);
+
+                       if(hit && hit != last_hit)
+                       {
+                               yoda = 0;
+                               float g = accuracy_isgooddamage(self, hit);
+                               Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
+                               // calculate hits for ballistic weapons
+                               if(g)
+                               {
+                                       // 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);
+                               }
+                       }
+
+                       last_hit = hit; // don't hit the same player twice with the same bullet
+               }
+
+               if (is_weapclip)
                        break;
 
                // go through solid!
-               if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
+               // outside the world? forget it
+               if(start_x > world.maxs_x || start_y > world.maxs_y || start_z > world.maxs_z || start_x < world.mins_x || start_y < world.mins_y || start_z < world.mins_z)
                        break;
 
-               W_BallisticBullet_LeaveSolid_think();
-
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-       }
-       frametime = savetime;
-       self = oldself;
-
-       if(lag)
-               FOR_EACH_PLAYER(pl)
-                       if(pl != self)
-                               antilag_restore(pl);
-
-       remove(proj);
+               float maxdist;
+               if(max_solid_penetration < 0)
+                       break;
+               else if(hit.ballistics_density < -1)
+                       break; // -2: no solid penetration, ever
+               else if(hit.ballistics_density < 0)
+                       maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
+               else if(hit.ballistics_density == 0)
+                       maxdist = max_solid_penetration * solid_penetration_left;
+               else
+                       maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
 
-       return;
-}
+               if(maxdist <= autocvar_g_ballistics_mindistance)
+                       break;
 
-void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
-{
-       vector  end;
+               // move the entity along its velocity until it's out of solid, then let it resume
+               traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, TRUE);
+               if(trace_fraction == 1) // 1: we never got out of solid
+                       break;
 
-       dir = normalize(dir + randomvec() * spread);
-       end = start + dir * MAX_SHOT_DISTANCE;
-       if(self.antilag_debug)
-               traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
-       else
-               traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
+               float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
+               solid_penetration_left *= (dist_taken / maxdist);
 
-       end = trace_endpos;
+               // 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 (pointcontents (trace_endpos) != CONTENT_SKY)
-       {
-               if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
-                       Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
+               start = trace_endpos;
 
-               Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
+               if(hit.solid == SOLID_BSP)
+                       Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);
        }
-       trace_endpos = end;
+
+       if(lag)
+               FOR_EACH_PLAYER(pl)
+                       if(pl != self)
+                               antilag_restore(pl);
 }
 
 float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
index 90db2ad75c4aa7007409257c5d320a883fb7d888..0e3a5c0b02efed14c2c0eac782edf1a8a532b04a 100644 (file)
@@ -15,7 +15,7 @@ REGISTER_WEAPON(
 
 .float rifle_accumulator;
 
-void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant, float pTracer, float pShots, string pSound)
+void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, float deathtype, float pTracer, float pShots, string pSound)
 {
        float i;
 
@@ -32,8 +32,7 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed
        }
 
        for(i = 0; i < pShots; ++i)
-               fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), pBulletConstant);
-       endFireBallisticBullet();
+               fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
 
        if (autocvar_g_casings >= 2)
                SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
@@ -41,12 +40,12 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed
 
 void W_Rifle_Attack()
 {
-       W_Rifle_FireBullet(autocvar_g_balance_rifle_primary_spread, autocvar_g_balance_rifle_primary_damage, autocvar_g_balance_rifle_primary_force, autocvar_g_balance_rifle_primary_speed, autocvar_g_balance_rifle_primary_lifetime, autocvar_g_balance_rifle_primary_ammo, WEP_RIFLE, autocvar_g_balance_rifle_primary_bulletconstant, autocvar_g_balance_rifle_primary_tracer, autocvar_g_balance_rifle_primary_shots, "weapons/campingrifle_fire.wav");
+       W_Rifle_FireBullet(autocvar_g_balance_rifle_primary_spread, autocvar_g_balance_rifle_primary_damage, autocvar_g_balance_rifle_primary_force, autocvar_g_balance_rifle_primary_solidpenetration, autocvar_g_balance_rifle_primary_ammo, WEP_RIFLE, autocvar_g_balance_rifle_primary_tracer, autocvar_g_balance_rifle_primary_shots, "weapons/campingrifle_fire.wav");
 }
 
 void W_Rifle_Attack2()
 {
-       W_Rifle_FireBullet(autocvar_g_balance_rifle_secondary_spread, autocvar_g_balance_rifle_secondary_damage, autocvar_g_balance_rifle_secondary_force, autocvar_g_balance_rifle_secondary_speed, autocvar_g_balance_rifle_secondary_lifetime, autocvar_g_balance_rifle_secondary_ammo, WEP_RIFLE | HITTYPE_SECONDARY, autocvar_g_balance_rifle_secondary_bulletconstant, autocvar_g_balance_rifle_secondary_tracer, autocvar_g_balance_rifle_secondary_shots, "weapons/campingrifle_fire2.wav");
+       W_Rifle_FireBullet(autocvar_g_balance_rifle_secondary_spread, autocvar_g_balance_rifle_secondary_damage, autocvar_g_balance_rifle_secondary_force, autocvar_g_balance_rifle_secondary_solidpenetration, autocvar_g_balance_rifle_secondary_ammo, WEP_RIFLE | HITTYPE_SECONDARY, autocvar_g_balance_rifle_secondary_tracer, autocvar_g_balance_rifle_secondary_shots, "weapons/campingrifle_fire2.wav");
 }
 
 void spawnfunc_weapon_rifle (void)
@@ -126,7 +125,7 @@ float w_rifle(float req)
                        self.bot_secondary_riflemooth = 0;
                if(self.bot_secondary_riflemooth == 0)
                {
-                       if(bot_aim(autocvar_g_balance_rifle_primary_speed, 0, autocvar_g_balance_rifle_primary_lifetime, FALSE))
+                       if(bot_aim(1000000, 0, 0.001, FALSE))
                        {
                                self.BUTTON_ATCK = TRUE;
                                if(random() < 0.01) self.bot_secondary_riflemooth = 1;
@@ -134,7 +133,7 @@ float w_rifle(float req)
                }
                else
                {
-                       if(bot_aim(autocvar_g_balance_rifle_secondary_speed, 0, autocvar_g_balance_rifle_secondary_lifetime, FALSE))
+                       if(bot_aim(1000000, 0, 0.001, FALSE))
                        {
                                self.BUTTON_ATCK2 = TRUE;
                                if(random() < 0.03) self.bot_secondary_riflemooth = 0;
index 2fb6214017c0f1de374817fc596b44d9d3f66104..6ac38747526568f66579eefe6580d95ea1555e94 100644 (file)
@@ -21,8 +21,7 @@ void W_Shotgun_Attack (void)
        float   d;
        float   f;
        float   spread;
-       float   bulletspeed;
-       float   bulletconstant;
+       float   solidpenetration;
        entity flash;
 
        ammoamount = autocvar_g_balance_shotgun_primary_ammo;
@@ -30,15 +29,13 @@ void W_Shotgun_Attack (void)
        d = autocvar_g_balance_shotgun_primary_damage;
        f = autocvar_g_balance_shotgun_primary_force;
        spread = autocvar_g_balance_shotgun_primary_spread;
-       bulletspeed = autocvar_g_balance_shotgun_primary_speed;
-       bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
+       solidpenetration = autocvar_g_balance_shotgun_primary_solidpenetration;
 
        W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
 
        W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
        for (sc = 0;sc < bullets;sc = sc + 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, bulletconstant);
-       endFireBallisticBullet();
+               fireBullet(w_shotorg, w_shotdir, spread, solidpenetration, d, f, WEP_SHOTGUN, 0);
 
        pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
 
index 5fd890a0b7c600124db484093997aefcb62c4bf4..4fb6047430c77e7671cca794854c7182c13f3cbd 100644 (file)
@@ -62,10 +62,9 @@ void W_UZI_Attack (float deathtype)
        ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
 
        if (self.misc_bulletcounter == 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, autocvar_g_balance_uzi_first_force, deathtype, 0, autocvar_g_balance_uzi_bulletconstant);
+               fireBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_first_damage, autocvar_g_balance_uzi_first_force, deathtype, 0);
        else
-               fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, deathtype, 0, autocvar_g_balance_uzi_bulletconstant);
-       endFireBallisticBullet();
+               fireBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, deathtype, 0);
 
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -136,8 +135,7 @@ void uzi_mode1_fire_auto()
        }
 
        uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max);
-       fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, autocvar_g_balance_uzi_bulletconstant);
-       endFireBallisticBullet();
+       fireBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0);
 
        self.misc_bulletcounter = self.misc_bulletcounter + 1;
 
@@ -162,9 +160,7 @@ void uzi_mode1_fire_burst()
                self.punchangle_y = random () - 0.5;
        }
 
-       fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, autocvar_g_balance_uzi_bulletconstant);
-       endFireBallisticBullet();
-
+       fireBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0);
 
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
index 88fba2714dbebda0df79d0d27a1150123b6023ff..253ed31662c94c71e101955e66bab079547ac470 100644 (file)
@@ -30,8 +30,7 @@ set g_vehicle_spiderbot_minigun_damage          24       // 400 (x2) DPS
 set g_vehicle_spiderbot_minigun_refire          0.06
 set g_vehicle_spiderbot_minigun_force           9
 set g_vehicle_spiderbot_minigun_spread          0.015
-set g_vehicle_spiderbot_minigun_speed           45000  // ~ 32QU
-set g_vehicle_spiderbot_minigun_bulletconstant  110
+set g_vehicle_spiderbot_minigun_solidpenetration 32
 set g_vehicle_spiderbot_minigun_ammo_cost       1
 set g_vehicle_spiderbot_minigun_ammo_max        100
 set g_vehicle_spiderbot_minigun_ammo_regen      40