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');
// TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix
// which fixes issue #1957 but causes #2129
- vector dv = v_right * -vecs.y + v_up * vecs.z;
+ 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 + v_forward * (vecs.x + nudge), 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 + v_forward * (vecs.x + nudge), 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 + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
- w_shotorg = trace_endpos - v_forward * nudge;
+ 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;
it.solid = it.railgunhitsolidbackup;
});
- // spawn a temporary explosion entity for RadiusDamage calls
- //explosion = spawn();
-
// Find all players the beam passed close by (even those hit)
float length = vlen(endpoint - start);
entity pseudoprojectile = NULL;
// nearest point on the beam
vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
- 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);
+ // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE);
});
if(pseudoprojectile)
delete(pseudoprojectile);
{
// removal from the list is handled below
- // get the details we need to call the damage function
- vector hitloc = it.railgunhitloc;
-
float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
// apply the damage
if (it.takedamage)
- Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
-
- // create a small explosion to throw gibs around (if applicable)
- //setorigin(explosion, hitloc);
- //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
+ Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
it.railgunhitloc = '0 0 0';
it.railgunhitsolidbackup = SOLID_NOT;