]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'martin-t/rpc-acc' into 'master'
authorMario <zacjardine@y7mail.com>
Tue, 3 Jul 2018 03:16:23 +0000 (03:16 +0000)
committerMario <zacjardine@y7mail.com>
Tue, 3 Jul 2018 03:16:23 +0000 (03:16 +0000)
Fix RPC accuracy

See merge request xonotic/xonotic-data.pk3dir!535

1  2 
qcsrc/common/mutators/mutator/overkill/okrpc.qc
qcsrc/server/g_damage.qc

index 37d82e22ef72d9f1579d4056349bcf39f61d012a,c786a921f40d65676bf6056832bc773b5d79f5df..3174fa7ff31ee4006231c4f45fbba5395619fe74
@@@ -2,12 -2,20 +2,20 @@@
  
  #ifdef SVQC
  
+ .float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies
  void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitentity)
  {
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
  
-       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+       float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+       if (explosion_damage > 0 && this.m_chainsaw_damage > 0)
+       {
+               // if chainsaw hit something, it removed fired damage (so that direct hit is 100%)
+               // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back
+               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(okrpc, damage), 0);
+       }
  
        delete(this);
  }
@@@ -28,15 -36,15 +36,15 @@@ void W_OverkillRocketPropelledChainsaw_
  
  void W_OverkillRocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
  {
 -      if (this.health <= 0)
 +      if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
                return;
  
        if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
  
 -      this.health = this.health - damage;
 +      TakeResource(this, RESOURCE_HEALTH, damage);
  
 -      if (this.health <= 0)
 +      if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, W_OverkillRocketPropelledChainsaw_Explode_think);
  }
  
@@@ -53,8 -61,22 +61,22 @@@ void W_OverkillRocketPropelledChainsaw_
        vector mydir = normalize(this.velocity);
  
        tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
-       if(IS_PLAYER(trace_ent))
+       if (IS_PLAYER(trace_ent))
+       {
+               if (accuracy_isgooddamage(this.realowner, trace_ent))
+               {
+                       if (this.m_chainsaw_damage == 0) // first hit
+                       {
+                               // The fired damage of the explosion is already counted in the statistics (when launching the chainsaw).
+                               // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%.
+                               float fired_damage = WEP_CVAR_PRI(okrpc, damage2) - WEP_CVAR_PRI(okrpc, damage);
+                               float hit_damage = WEP_CVAR_PRI(okrpc, damage2);
+                               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, fired_damage, hit_damage);
+                       }
+                       this.m_chainsaw_damage += WEP_CVAR_PRI(okrpc, damage2);
+               }
                Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(okrpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(okrpc, force));
+       }
  
        this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(okrpc, speedaccel) * sys_frametime));
  
@@@ -78,7 -100,7 +100,7 @@@ void W_OverkillRocketPropelledChainsaw_
  
        missile.takedamage = DAMAGE_YES;
        missile.damageforcescale = WEP_CVAR_PRI(okrpc, damageforcescale);
 -      missile.health = WEP_CVAR_PRI(okrpc, health);
 +      SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_PRI(okrpc, health));
        missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage;
        missile.damagedbycontents = true;
        IL_PUSH(g_damagedbycontents, missile);
        SUB_SetFade (flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
+       missile.m_chainsaw_damage = 0;
  
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
  }
diff --combined qcsrc/server/g_damage.qc
index 38284c30decd8a5b3adae3fbebe9039ef7e560ef,c2db32650dd851c363ca44ed123641dcdbf8d5d6..a25ae5bec9f878d9ba5feca5a6bb2f7e7c55bae6
@@@ -35,7 -35,7 +35,7 @@@ void UpdateFrags(entity player, int f
        GameRules_scoring_add_team(player, SCORE, f);
  }
  
- void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
+ void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
  {
        // TODO route through PlayerScores instead
        if(game_stopped) return;
@@@ -477,9 -477,9 +477,9 @@@ void Ice_Think(entity this
        this.nextthink = time;
  }
  
 -void Freeze (entity targ, float revivespeed, float frozen_type, float show_waypoint)
 +void Freeze(entity targ, float revivespeed, int frozen_type, bool show_waypoint)
  {
 -      if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
 +      if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // TODO: only specified entities can be freezed
                return;
  
        if(STAT(FROZEN, targ))
        });
  
        // add waypoint
 -      if(show_waypoint)
 +      if(MUTATOR_CALLHOOK(Freeze, targ, revivespeed, frozen_type) || show_waypoint)
                WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
  }
  
@@@ -562,11 -562,9 +562,11 @@@ void Unfreeze(entity targ
        if(targ.iceblock)
                delete(targ.iceblock);
        targ.iceblock = NULL;
 +
 +      MUTATOR_CALLHOOK(Unfreeze, targ);
  }
  
- void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+ void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
  {
        float complainteamdamage = 0;
        float mirrordamage = 0;
                // These are ALWAYS lethal
                // No damage modification here
                // Instead, prepare the victim for his death...
 -              SetResourceAmount(targ, RESOURCE_ARMOR, 0);
 +              SetResourceAmountExplicit(targ, RESOURCE_ARMOR, 0);
                targ.spawnshieldtime = 0;
 -              SetResourceAmount(targ, RESOURCE_HEALTH, 0.9); // this is < 1
 +              SetResourceAmountExplicit(targ, RESOURCE_HEALTH, 0.9); // this is < 1
                targ.flags -= targ.flags & FL_GODMODE;
                damage = 100000;
        }
  
                                                        if(autocvar_g_mirrordamage_virtual)
                                                        {
 -                                                              vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
 +                                                              vector v  = healtharmor_applydamage(GetResourceAmount(attacker, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
                                                                attacker.dmg_take += v.x;
                                                                attacker.dmg_save += v.y;
                                                                attacker.dmg_inflictor = inflictor;
  
                                                        if(autocvar_g_friendlyfire_virtual)
                                                        {
 -                                                              vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
 +                                                              vector v = healtharmor_applydamage(GetResourceAmount(targ, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
                                                                targ.dmg_take += v.x;
                                                                targ.dmg_save += v.y;
                                                                targ.dmg_inflictor = inflictor;
@@@ -1040,9 -1038,9 +1040,9 @@@ float RadiusDamageForSource (entity inf
                                                }
  
                                                if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
-                                                       Damage (targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
+                                                       Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
                                                else
-                                                       Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
+                                                       Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
                                        }
                                }
                        }
        return total_damage_to_creatures;
  }
  
- float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
+ float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
  {
-       return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
+       return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
  }
  
 +bool Heal(entity targ, entity inflictor, float amount, float limit)
 +{
 +      if(game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR) || STAT(FROZEN, targ) || IS_DEAD(targ))
 +              return false;
 +
 +      bool healed = false;
 +      if(targ.event_heal)
 +              healed = targ.event_heal(targ, inflictor, amount, limit);
 +      // TODO: additional handling? what if the healing kills them? should this abort if healing would do so etc
 +      // TODO: healing fx!
 +      // TODO: armor healing?
 +      return healed;
 +}
 +
  float Fire_IsBurning(entity e)
  {
        return (time < e.fire_endtime);