X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=c3532d3d67a4cf29bde6541827acb005189ca8f0;hp=755ab59e593e4906319debced03fd205fb16ca8e;hb=77f03e6ce033bef39ac19e0e7cb6e606ffcb26db;hpb=d2cd0d526937f5c2f892ca588690f76eb64f870f diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 755ab59e5..c3532d3d6 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -1,3 +1,18 @@ +#if defined(CSQC) +#elif defined(MENUQC) +#elif defined(SVQC) + #include "../../dpdefs/progsdefs.qh" + #include "../../dpdefs/dpextensions.qh" + #include "../../warpzonelib/common.qh" + #include "../../common/constants.qh" + #include "../../common/util.qh" + #include "../../common/weapons/weapons.qh" + #include "tracing.qh" + #include "../autocvars.qh" + #include "../defs.qh" + #include "../antilag.qh" +#endif + // this function calculates w_shotorg and w_shotdir based on the weapon model // offset, trueaim and antilag, and won't put w_shotorg inside a wall. // make sure you call makevectors first (FIXME?) @@ -37,31 +52,31 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m W_HitPlotAnalysis(ent, v_forward, v_right, v_up); - if(ent.weaponentity.movedir_x > 0) + if(ent.weaponentity.movedir.x > 0) vecs = ent.weaponentity.movedir; else vecs = '0 0 0'; - dv = v_right * -vecs_y + v_up * vecs_z; + 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 if(antilag) { if(ent.antilag_debug) - tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug); + tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, 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 + v_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); + tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent); w_shotorg = trace_endpos - v_forward * nudge; // calculate the shotdir from the chosen shotorg w_shotdir = normalize(w_shotend - w_shotorg); //vector prevdir = w_shotdir; //vector prevorg = w_shotorg; - //vector prevend = w_shotend; + //vector prevend = w_shotend; if (antilag) if (!ent.cvar_cl_noantilag) @@ -146,7 +161,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p error("Unowned missile"); dir = dir + upDir * (pUpSpeed / pSpeed); - dir_z += pZSpeed / pSpeed; + dir.z += pZSpeed / pSpeed; pSpeed *= vlen(dir); dir = normalize(dir); @@ -158,9 +173,9 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p } mspercallsum -= gettime(GETTIME_HIRES); #endif - + dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style); - + #if 0 mspercallsum += gettime(GETTIME_HIRES); mspercallcount += 1; @@ -207,9 +222,9 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f while (1) { if(self.antilag_debug) - WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug); + WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug); else - WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self)); + WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self)); if(o && WarpZone_trace_firstzone) { o = world; @@ -224,7 +239,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f break; // make the entity non-solid so we can hit the next one - trace_ent.railgunhit = TRUE; + trace_ent.railgunhit = true; trace_ent.railgunhitloc = end; trace_ent.railgunhitsolidbackup = trace_ent.solid; trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start); @@ -243,12 +258,12 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f endq3surfaceflags = trace_dphitq3surfaceflags; // find all the entities the railgun hit and restore their solid state - ent = findfloat(world, railgunhit, TRUE); + ent = findfloat(world, railgunhit, true); while (ent) { // restore their solid type ent.solid = ent.railgunhitsolidbackup; - ent = findfloat(ent, railgunhit, TRUE); + ent = findfloat(ent, railgunhit, true); } // spawn a temporary explosion entity for RadiusDamage calls @@ -281,7 +296,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f } // find all the entities the railgun hit and hurt them - ent = findfloat(world, railgunhit, TRUE); + ent = findfloat(world, railgunhit, true); while (ent) { // get the details we need to call the damage function @@ -290,7 +305,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance); ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance); - if(accuracy_isgooddamage(self.realowner, ent)) + if(accuracy_isgooddamage(self, ent)) totaldmg += bdamage * f; // apply the damage @@ -303,11 +318,11 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f ent.railgunhitloc = '0 0 0'; ent.railgunhitsolidbackup = SOLID_NOT; - ent.railgunhit = FALSE; + ent.railgunhit = false; ent.railgundistance = 0; // advance to the next entity - ent = findfloat(ent, railgunhit, TRUE); + ent = findfloat(ent, railgunhit, true); } // calculate hits and fired shots for hitscan @@ -326,7 +341,7 @@ void fireBullet_trace_callback(vector start, vector hit, vector end) fireBullet_last_hit = world; } -void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, float tracereffects) +void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects) { vector end; @@ -366,7 +381,7 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat for (;;) { // TODO also show effect while tracing - WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, WarpZone_trace_forent, world, fireBullet_trace_callback); + WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback); dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir); end = WarpZone_TransformOrigin(WarpZone_trace_transform, end); start = trace_endpos; @@ -421,7 +436,7 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat // go through solid! // outside the world? forget it - if(start_x > world.maxs_x || start_y > world.maxs_y || start_z > world.maxs_z || start_x < world.mins_x || start_y < world.mins_y || start_z < world.mins_z) + if(start.x > world.maxs.x || start.y > world.maxs.y || start.z > world.maxs.z || start.x < world.mins.x || start.y < world.mins.y || start.z < world.mins.z) break; float maxdist; @@ -441,7 +456,7 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat // move the entity along its velocity until it's out of solid, then let it resume // The previously hit entity is ignored here! - traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, TRUE, hit); + traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit); if(trace_fraction == 1) // 1: we never got out of solid break;