X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=87330e79970d32415724d51d18b15f093b9c0436;hp=6b07d8a0f59c4f3d1c89d2f4d83a5a2fec2631bb;hb=b945d959784e5b249c66aea4f3326d8ae048f1cd;hpb=aff8020b9fbf75b9cceb0df0fc781cde77c8c7d3 diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 6b07d8a0f5..87330e7997 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -1,5 +1,7 @@ #include "tracing.qh" +#include + #include "accuracy.qh" #include "common.qh" #include "hitplot.qh" @@ -14,6 +16,7 @@ #include #include +#include #include #include @@ -25,10 +28,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect { 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; - vector vecs, dv; - oldsolid = ent.dphitcontentsmask; - if (IS_PLAYER(ent) && ent.(weaponentity).m_weapon == WEP_RIFLE) + float oldsolid = ent.dphitcontentsmask; + if(!IS_CLIENT(ent)) + antilag = false; // no antilag for non-clients! + 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; @@ -60,12 +63,9 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up); vector md = ent.(weaponentity).movedir; - if(md.x > 0) - vecs = md; - else - vecs = '0 0 0'; + vector vecs = ((md.x > 0) ? md : '0 0 0'); - dv = v_right * -vecs.y + v_up * vecs.z; + vector dv = v_right * -vecs.y + v_up * vecs.z; w_shotorg = ent.origin + ent.view_ofs + dv; // now move the shotorg forward as much as requested if possible @@ -87,7 +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 { @@ -108,10 +108,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect else if(autocvar_g_antilag == 3) // client side hitscan { // this part MUST use prydon cursor - if (ent.cursor_trace_ent) // client was aiming at someone - if (ent.cursor_trace_ent != ent) // just to make sure - if (ent.cursor_trace_ent.takedamage) // and that person is killable - if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player + if (CS(ent).cursor_trace_ent) // client was aiming at someone + if (CS(ent).cursor_trace_ent != ent) // just to make sure + if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable + if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player { // verify that the shot would miss without antilag // (avoids an issue where guns would always shoot at their origin) @@ -119,11 +119,11 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect if (!trace_ent.takedamage) { // verify that the shot would hit if altered - traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent); - if (trace_ent == ent.cursor_trace_ent) - w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg); + traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent); + 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"); } } } @@ -135,7 +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); } @@ -186,7 +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); @@ -265,7 +272,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector // Find all non-hit players the beam passed close by if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) { - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA( + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, { if(!it.railgunhit) if(!(IS_SPEC(it) && it.enemy == this)) { @@ -281,7 +288,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE); } - )); + }); if(pseudoprojectile) delete(pseudoprojectile); @@ -351,21 +358,14 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo else fireBullet_trace_callback_eff = EFFECT_BULLET; - float lag = ANTILAG_LATENCY(this); + float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0); if(lag < 0.001) lag = 0; - if (!IS_REAL_CLIENT(this)) - 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; @@ -443,16 +443,17 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo break; float maxdist; + entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit; if(max_solid_penetration < 0) break; - else if(hit.ballistics_density < -1) + else if(hitstore.ballistics_density < -1) break; // -2: no solid penetration, ever - else if(hit.ballistics_density < 0) + else if(hitstore.ballistics_density < 0) maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance - else if(hit.ballistics_density == 0) + else if(hitstore.ballistics_density == 0) maxdist = max_solid_penetration * solid_penetration_left; else - maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density; + maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density; if(maxdist <= autocvar_g_ballistics_mindistance) break; @@ -481,13 +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)