]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
cleanup and a few comments
authordrjaska <drjaska83@gmail.com>
Mon, 27 Nov 2023 23:04:12 +0000 (01:04 +0200)
committerdrjaska <drjaska83@gmail.com>
Fri, 1 Dec 2023 21:41:16 +0000 (23:41 +0200)
qcsrc/client/hud/crosshair.qc
qcsrc/common/weapons/all.qc
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/devastator.qc
qcsrc/server/damage.qc
qcsrc/server/impulse.qc
qcsrc/server/weapons/tracing.qc

index 229a6024084df01cbabefa97a02de385a558a86a..6084b319effe65738b2e9a45909b7c26c04d4acb 100644 (file)
@@ -122,8 +122,6 @@ float TrueAimCheck(entity wepent)
 
        vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
 
-       vecs = decompressShotOrigin(STAT(SHOTORG));
-
        traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
        trueaimpoint = trace_endpos;
        // move trueaimpoint a little bit forward to make the final tracebox reliable
@@ -133,6 +131,8 @@ float TrueAimCheck(entity wepent)
        if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
                trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
 
+       vecs = decompressShotOrigin(STAT(SHOTORG));
+
        if(vecs.x > 0)
                vecs.y = -vecs.y;
        else
index effa087e65c57ce2efabc3d2a5d9ad54622d7c74..0d0c56858f259ab8291254634c8c512e15422167 100644 (file)
@@ -524,13 +524,34 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
                this.movedir_aligned = shotorg_adjust(v, false, true, algn);
                this.view_ofs = this.movedir_aligned - v;
        }
-       int compressed_shotorg = compressShotOrigin(this.movedir);
-       // make them match perfectly
-#ifdef SVQC
-       // null during init
-       if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
-#endif
-       this.movedir = decompressShotOrigin(compressed_shotorg);
+
+       // shotorg_adjust can give negative .x from shootfromfixedorigin
+       // recheck .x here due to it
+       if (this.movedir.x >= 0)
+       {
+               int compressed_shotorg = compressShotOrigin(this.movedir);
+               // make them match perfectly
+       #ifdef SVQC
+               // null during init
+               if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
+       #endif
+               this.movedir = decompressShotOrigin(compressed_shotorg);
+       }
+       else
+       {
+               // don't support negative x shotorgs
+               this.movedir = '0 0 0';
+
+               // reset _aligned here too even though as a side effect
+               // g_shootfromfixedorigin can make it reset
+               // it'd be only slightly better if it was checked individually
+               this.movedir_aligned = '0 0 0';
+
+       #ifdef SVQC
+               // null during init
+               if (this.owner) STAT(SHOTORG, this.owner) = 0;
+       #endif
+       }
 
 #ifdef SVQC
        this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
@@ -786,8 +807,7 @@ NET_HANDLE(w_muzzleflash, bool isNew)
                rlplayer = csqcplayer; // fall back to the global
 
        vector md = wepent.movedir_aligned;
-       vector vecs = ((md.x > 0) ? md : '0 0 0');
-       vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
+       vector dv = forward * md.x + right * -md.y + up * md.z;
        vector org = rlplayer.origin + rlplayer.view_ofs + dv;
 
        pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
index 43d7a03a400dae69ba74e6e6858435ad9ad113fe..5bacdc35e6e705e43963627cea2b5365ed226ff4 100644 (file)
@@ -564,8 +564,7 @@ void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
        makevectors(actor.v_angle);
        w_shotdir = v_forward;
        vector md = actor.(weaponentity).movedir;
-       vector vecs = ((md.x > 0) ? md : '0 0 0');
-       vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
+       vector dv = v_forward * md.x + v_right * -md.y + v_up * md.z;
        w_shotorg = actor.origin + actor.view_ofs + dv;
        //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
 
index 6f428dc6c413430cb52440659da1c3a5eac6e6b5..ef08d30b8e93a2ae424418e56bc477f88efa36dc 100644 (file)
@@ -237,9 +237,7 @@ void W_Devastator_Think(entity this)
                                f = 1;
 
                        vector md = this.realowner.(weaponentity).movedir;
-                       vector vecs = ((md.x > 0) ? md : '0 0 0');
-
-                       vector dv = v_right * -vecs.y + v_up * vecs.z;
+                       vector dv = v_right * -md.y + v_up * md.z;
 
                        if(!W_DualWielding(this.realowner))
                                dv = '0 0 0'; // don't override!
index 2e84cac3af71e089bbb921e3e59b03539983c8d3..d5a9a20c760d352a7d6631ed2530eba9cf2faad4 100644 (file)
@@ -961,8 +961,7 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in
                                                #if 0
                                                        // code stolen from W_SetupShot_Dir_ProjectileSize_Range()
                                                        vector md = targ.(weaponentity).movedir;
-                                                       vector vecs = ((md.x > 0) ? md : '0 0 0');
-                                                       vector dv = v_right * -vecs.y + v_up * vecs.z;
+                                                       vector dv = v_right * -md.y + v_up * md.z;
                                                        vector mi = '0 0 0', ma = '0 0 0';
 
                                                        if(IS_CLIENT(targ)) // no antilag for non-clients!
@@ -977,8 +976,11 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in
 
                                                        center.z = trace_endpos.z;
                                                #else
-                                                       // very cheap way but it skips movedir.x > 0 checks and move into solid checks which is fine most of the time for now AFAIK
-                                                       // this should only really be an issue with absurd g_shootfromfixedorigin custom values like "-1 0 9001"
+                                                       // very cheap way but it skips move into solid checks which is fine most of the time for now AFAIK
+                                                       // this should only really be an issue with some rare edge cases where
+                                                       // shot origin was prevented from going into a ceiling but it still explodes at the ceiling
+                                                       // shot origin wasn't raised as high as possible and the shooter gets upwards knockback
+                                                       // TL;DR: no bugs if vertical shot origin is always within player bbox
                                                        center.z = center.z + targ.(weaponentity).movedir.z;
                                                #endif
                                                }
index be66fe968c2b6a2eadc8ac35b8390805ad519289..b9f9d7766f200a270d8471f6731db4170af9f4c2 100644 (file)
@@ -340,8 +340,7 @@ IMPULSE(weapon_drop)
        {
                .entity weaponentity = weaponentities[slot];
                vector md = this.(weaponentity).movedir;
-               vector vecs = ((md.x > 0) ? md : '0 0 0');
-               vector dv = v_right * -vecs.y;
+               vector dv = v_right * -md.y;
                if(!is_dualwielding)
                        dv = '0 0 0'; // don't override!
                W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), dv, true);
index dbd3d5b27e6573b4d4125ff653daf3c3ff51f6e3..a8385b686aa87f3b456c9b25bc81bcea467bd7a6 100644 (file)
@@ -69,11 +69,15 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
        if(IS_PLAYER(ent))
                W_HitPlotAnalysis(ent, wep, forward, right, up);
 
+       // read shot origin offset, like g_shootfromcenter
+       // set in CL_WeaponEntity_SetModel (not a CSQC exclusive function...)
        vector md = ent.(weaponentity).movedir;
-       vector vecs = ((md.x > 0) ? md : '0 0 0');
+       //print(sprintf("offset of %s: %v\n", ent.(weaponentity).m_weapon.netname, md));
+       vector dv = right * -md.y + up * md.z;
 
-       vector dv = right * -vecs.y + up * vecs.z;
        w_shotorg = ent.origin + ent.view_ofs;
+
+       // move the shotorg sideways and vertically as much as requested if possible
        if(antilag)
        {
                if(CS(ent).antilag_debug)
@@ -89,13 +93,16 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
        if(antilag)
        {
                if(CS(ent).antilag_debug)
-                       tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
+                       tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (md.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
                else
-                       tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+                       tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (md.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
        }
        else
-               tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent);
+               tracebox(w_shotorg, mi, ma, w_shotorg + forward * (md.x + nudge), MOVE_NORMAL, ent);
        w_shotorg = trace_endpos - forward * nudge;
+
+       //print(sprintf("w_shotorg %v\n\n", w_shotorg - (ent.origin + ent.view_ofs)));
+
        // calculate the shotdir from the chosen shotorg
        if(W_DualWielding(ent))
                w_shotdir = s_forward;