]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Merge branch 'master' into terencehill/accuracy_shotgun
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index c7255ca17c1477f9e7c7b09e65d4b1c5709c0291..87330e79970d32415724d51d18b15f093b9c0436 100644 (file)
@@ -16,6 +16,7 @@
 #include <common/util.qh>
 
 #include <common/weapons/_all.qh>
+#include <common/wepent.qh>
 #include <common/state.qh>
 
 #include <lib/warpzone/common.qh>
@@ -30,7 +31,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
        float oldsolid = ent.dphitcontentsmask;
        if(!IS_CLIENT(ent))
                antilag = false; // no antilag for non-clients!
-       if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon == WEP_RIFLE || ent.(weaponentity).m_weapon == WEP_MACHINEGUN))
+       if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS))
                ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
        else
                ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
@@ -86,7 +87,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
        //vector prevend = w_shotend;
 
        if (antilag)
-       if (!ent.cvar_cl_noantilag)
+       if (!CS(ent).cvar_cl_noantilag)
        {
                if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
                {
@@ -122,7 +123,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                                        if (trace_ent == CS(ent).cursor_trace_ent)
                                                w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
                                        else
-                                               LOG_INFO("antilag fail\n");
+                                               LOG_INFO("antilag fail");
                                }
                        }
                }
@@ -134,7 +135,14 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                ent.punchangle_x = recoil * -1;
 
        if (snd != SND_Null) {
-               sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+               int held_weapons = 0; // HACK: muffle weapon sounds slightly while dual wielding!
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity wep_ent = weaponentities[slot];
+                       if(ent.(wep_ent) && ent.(wep_ent).m_switchweapon != WEP_Null)
+                               ++held_weapons;
+               }
+               sound (ent, chan, snd, ((held_weapons > 1) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
                W_PlayStrengthSound(ent);
        }
 
@@ -185,7 +193,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p
        #if 0
        mspercallsum += gettime(GETTIME_HIRES);
        mspercallcount += 1;
-       LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
+       LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
        #endif
 
        proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
@@ -353,16 +361,11 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
        float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
        if(lag < 0.001)
                lag = 0;
-       if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag)
+       bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
+       if(autocvar_g_antilag == 0 || noantilag)
                lag = 0; // only do hitscan, but no antilag
        if(lag)
-       {
-               FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
-               IL_EACH(g_monsters, it != this,
-               {
-                       antilag_takeback(it, it, time - lag);
-               });
-       }
+               antilag_takeback_all(this, lag);
 
        // change shooter to SOLID_BBOX so the shot can hit corpses
        int oldsolid = this.dphitcontentsmask;
@@ -419,10 +422,10 @@ 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, 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);
@@ -479,13 +482,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
        }
 
        if(lag)
-       {
-               FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
-               IL_EACH(g_monsters, it != this,
-               {
-                       antilag_restore(it, it);
-               });
-       }
+               antilag_restore_all(this);
 
        // restore shooter solid type
        if(this)