X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=dfa1389721aa456db09d41381b607e5688bbc584;hp=157adb5d399c976dca3da949c257c272c3b182d3;hb=76dd66af43f0f01131d019c3a8dacfe35a6f6a18;hpb=723fe3aa08556fdde679753c0afde734853f34e5 diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 157adb5d39..dfa1389721 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 @@ -16,6 +15,7 @@ #include #include +#include #include #include @@ -23,15 +23,25 @@ // 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?) -void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range) +void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype) { 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 = ent.dphitcontentsmask; + Weapon wep = DEATH_WEAPONOF(deathtype); if(!IS_CLIENT(ent)) antilag = false; // no antilag for non-clients! - if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS)) + 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) @@ -56,14 +66,16 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect // track max damage if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent)) - accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0); + accuracy_add(ent, wep, maxdamage, 0); if(IS_PLAYER(ent)) - W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up); + W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_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; w_shotorg = ent.origin + ent.view_ofs + dv; @@ -79,7 +91,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect 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); + if(W_DualWielding(ent)) + w_shotdir = s_forward; + else + w_shotdir = normalize(w_shotend - w_shotorg); //vector prevdir = w_shotdir; //vector prevorg = w_shotorg; @@ -134,7 +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, VOL_BASE, ATTN_NORM); + sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM); W_PlayStrengthSound(ent); } @@ -262,7 +277,7 @@ 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) + if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO { FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, { if(!it.railgunhit) @@ -302,7 +317,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector // apply the damage if (it.takedamage) - Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs); + 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); @@ -317,7 +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; @@ -332,7 +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; @@ -340,16 +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; @@ -414,15 +425,15 @@ 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); - Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left); + bool gooddamage = accuracy_isgooddamage(this, hit); + Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, 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); 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); } }