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) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
+ {
+ // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
+ // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
+ // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
+ // TODO for fireBullet, find how far the shot will penetrate and aim at that
+ // for fireRailgunbullet, find the farthest target and aim at that
+ // this will avoid issues when another player is passing in front of you when you shoot
+ // (currently such a shot will hit him but then miss the original target)
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ }
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
if(antilag)
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;
- vector vf, vr, vu;
- vf = v_forward;
- vr = v_right;
- vu = v_up;
+ vector forward, right, up;
+ forward = v_forward;
+ right = v_right;
+ up = v_up;
w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
- v_forward = vf;
- v_right = vr;
- v_up = vu;
+ v_forward = forward;
+ v_right = right;
+ v_up = up;
// un-adjust trueaim if shotend is too close
if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
accuracy_add(ent, wep, maxdamage, 0);
if(IS_PLAYER(ent))
- W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
+ W_HitPlotAnalysis(ent, wep, forward, right, up);
vector md = ent.(weaponentity).movedir;
vector vecs = ((md.x > 0) ? md : '0 0 0');
- vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
- w_shotorg = ent.origin + ent.view_ofs;
+ // TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix
+ // which fixes issue #1957 but causes #2129
+ vector dv = right * -vecs.y + up * vecs.z;
+ w_shotorg = ent.origin + ent.view_ofs + dv;
// now move the shotorg forward as much as requested if possible
if(antilag)
{
if(CS(ent).antilag_debug)
- tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, CS(ent).antilag_debug);
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
else
- tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
}
else
- tracebox(w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent);
- w_shotorg = trace_endpos;
+ tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent);
+ w_shotorg = trace_endpos - forward * nudge;
// calculate the shotdir from the chosen shotorg
if(W_DualWielding(ent))
w_shotdir = s_forward;
}
// nudge w_shotend so a trace to w_shotend hits
- w_shotend = w_shotend + normalize(w_shotend - w_shotorg);
+ w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
//if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
//if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
//if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
entity pseudoprojectile = NULL;
vector dir = normalize(end - start);
- float length = vlen(end - start);
+ //float max_length = vlen(end - start);
vector force = dir * bforce;
// go a little bit into the wall because we need to hit this wall later
//explosion = spawn();
// Find all non-hit players the beam passed close by
+ float length = vlen(trace_endpos - start);
if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
{
FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
- if(!it.railgunhit)
- if(!(IS_SPEC(it) && it.enemy == this))
+ if (!it.railgunhit && !(IS_SPEC(it) && it.enemy == this))
{
- msg_entity = it;
// nearest point on the beam
- vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
+ vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
- float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
+ float f = bound(0, 1 - vlen(beampos - it.origin) / 512, 1);
if(f <= 0)
continue;
if(!pseudoprojectile)
pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+ msg_entity = it;
soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
}
});