]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
fix some bugs
authorRudolf Polzer <divverent@xonotic.org>
Tue, 19 Nov 2013 18:44:03 +0000 (19:44 +0100)
committerRudolf Polzer <divverent@xonotic.org>
Tue, 19 Nov 2013 18:44:03 +0000 (19:44 +0100)
qcsrc/server/w_common.qc

index fa119c7b7527ea340fe9aa5d0d5abe5af196ce92..49de67dbf6418593ee8c3b1590f48a62f43a9a2b 100644 (file)
@@ -239,15 +239,15 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat
                // Avoid self-damage // FIXME can this happen?
                if (hit != self)
                {
-                       if(hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
-                               Damage_DamageInfo(self.origin, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
+                       if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
+                               Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
 
                        if(hit && hit != last_hit)
                        {
                                yoda = 0;
                                float g = accuracy_isgooddamage(self, hit);
                                // FIXME preserve trace stuff
-                               Damage(hit, self, self, damage * solid_penetration_left, dtype, self.origin, force * dir * solid_penetration_left);
+                               Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
                                // calculate hits for ballistic weapons
                                if(g)
                                {
@@ -266,7 +266,7 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat
 
                // go through solid!
                // outside the world? forget it
-               if(end_x > world.maxs_x || end_y > world.maxs_y || end_z > world.maxs_z || end_x < world.mins_x || end_y < world.mins_y || end_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;
@@ -285,7 +285,7 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat
                        break;
 
                // move the entity along its velocity until it's out of solid, then let it resume
-               traceline_inverted (start, self.origin + dir * maxdist, MOVE_NORMAL, self, TRUE);
+               traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, self, TRUE);
                if(trace_fraction == 1) // 1: we never got out of solid
                        break;