X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=4f50165080601983f2e7da63552539a220b6e74d;hp=46c26b2e866182fbaaa332000e366c0794317424;hb=3331142a41bd023ef15ced5210a2e1a2206bbb3c;hpb=defe7ea25b8d1cc20b5c302104854db5666e6fcc diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 46c26b2e86..4f50165080 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -8,7 +8,6 @@ #include "weaponsystem.qh" #include "../g_damage.qh" -#include "../g_subs.qh" #include "../antilag.qh" #include @@ -33,7 +32,16 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect 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) @@ -43,14 +51,14 @@ 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; - 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)) @@ -58,28 +66,30 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect // track max damage if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent)) - accuracy_add(ent, wep.m_id, maxdamage, 0); + 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_right * -vecs.y + v_up * vecs.z; + // 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 + 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; @@ -139,7 +149,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect ent.punchangle_x = recoil * -1; if (snd != SND_Null) { - sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM); + sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM); W_PlayStrengthSound(ent); } @@ -206,7 +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 @@ -267,22 +277,22 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector //explosion = spawn(); // Find all non-hit players the beam passed close by - if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) + 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); } }); @@ -322,7 +332,8 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector IL_CLEAR(g_railgunhit); // calculate hits and fired shots for hitscan - accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg)); + if(this.(weaponentity)) + accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg)); trace_endpos = endpoint; trace_ent = endent; @@ -337,7 +348,7 @@ void fireBullet_trace_callback(vector start, vector hit, vector end) fireBullet_last_hit = NULL; } -void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects) +void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect) { vector end; @@ -345,16 +356,11 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo end = start + dir * max_shot_distance; fireBullet_last_hit = NULL; + fireBullet_trace_callback_eff = tracer_effect; + float solid_penetration_left = 1; float total_damage = 0; - if(tracereffects & EF_RED) - fireBullet_trace_callback_eff = EFFECT_RIFLE; - else if(tracereffects & EF_BLUE) - fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK; - else - fireBullet_trace_callback_eff = EFFECT_BULLET; - float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0); if(lag < 0.001) lag = 0; @@ -427,7 +433,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo // do not exceed 100% float added_damage = min(damage - total_damage, damage * solid_penetration_left); total_damage += damage * solid_penetration_left; - accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage); + accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage); } }