]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Merge branch 'master' into martin-t/globals
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index 56aa5abe4ed44e78d850e4d8d48069d9c2ff58a4..4f50165080601983f2e7da63552539a220b6e74d 100644 (file)
@@ -51,7 +51,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                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;
 
-       NEW_VECS(forward, right, up);
+       vector forward, right, up;
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -216,7 +216,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
        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
@@ -277,22 +277,22 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
        //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);
                        }
                });