vel = view.velocity;
else
{
- vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
- MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ vector forward, right, up;
+ MAKE_VECTORS(view_angles, forward, right, up);
vel.x = view.velocity * forward;
vel.y = view.velocity * right * -1;
vel.z = view.velocity * up;
if (autocvar_cl_followmodel_velocity_absolute)
{
vector fixed_gunorg;
- vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
- MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ vector forward, right, up;
+ MAKE_VECTORS(view_angles, forward, right, up);
fixed_gunorg.x = gunorg * forward;
fixed_gunorg.y = gunorg * right * -1;
fixed_gunorg.z = gunorg * up;
showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
}
- STATIC_INIT(Porto)
- {
- entity e = new_pure(porto);
- e.draw = Porto_Draw;
- IL_PUSH(g_drawables, e);
- e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
- }
-
- const int polyline_length = 16;
- .vector polyline[polyline_length];
- void Porto_Draw(entity this)
- {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- entity wepent = viewmodels[slot];
-
- if (wepent.activeweapon != WEP_PORTO) continue;
- if (spectatee_status) continue;
- if (WEP_CVAR(porto, secondary)) continue;
- if (intermission == 1) continue;
- if (intermission == 2) continue;
- if (STAT(HEALTH) <= 0) continue;
-
- vector pos = view_origin;
- vector dir = view_forward;
- vector forward, right, up;
- MAKE_VECTORS(autocvar_chase_active ? warpzone_save_view_angles : view_angles, forward, right, up);
- pos += right * -wepent.movedir.y
- + up * wepent.movedir.z;
-
- if (wepent.angles_held_status)
- {
- MAKE_VECTORS(wepent.angles_held, forward, right, up);
- dir = forward;
- }
-
- wepent.polyline[0] = pos;
-
- int portal_number = 0, portal1_idx = 1, portal_max = 2;
- int n = 1 + 2; // 2 lines == 3 points
- for (int idx = 0; idx < n && idx < polyline_length - 1; )
- {
- traceline(pos, pos + 65536 * dir, true, this);
- dir = reflect(dir, trace_plane_normal);
- pos = trace_endpos;
- wepent.polyline[++idx] = pos;
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
- {
- n += 1;
- continue;
- }
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- {
- n = max(2, idx);
- break;
- }
- // check size
- {
- vector ang = vectoangles2(trace_plane_normal, dir);
- ang.x = -ang.x;
- MAKE_VECTORS(ang, forward, right, up);
- if (!CheckWireframeBox(this, pos - 48 * right - 48 * up + 16 * forward, 96 * right, 96 * up, 96 * forward))
- {
- n = max(2, idx);
- break;
- }
- }
- portal_number += 1;
- if (portal_number >= portal_max) break;
- if (portal_number == 1) portal1_idx = idx;
- }
- for (int idx = 0; idx < n - 1; ++idx)
- {
- vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
- if (idx == 0) p -= view_up * 16; // line from player
- vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
- Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
- }
- }
- }
-
float drawtime;
float avgspeed;
vector GetCurrentFov(float fov)
curspeed = 0;
else
{
- makevectors(view_angles);
+ vector forward, right, up;
+ MAKE_VECTORS(view_angles, forward, right, up);
v = pmove_vel;
if(csqcplayer)
v = csqcplayer.velocity;
switch(autocvar_cl_velocityzoom_type)
{
- case 3: curspeed = max(0, v_forward * v); break;
- case 2: curspeed = (v_forward * v); break;
+ case 3: curspeed = max(0, forward * v); break;
+ case 2: curspeed = (forward * v); break;
case 1: default: curspeed = vlen(v); break;
}
}
float TrueAimCheck(entity wepent)
{
+ if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
+ return SHOTTYPE_HITWORLD;
+
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?
vector vecs, trueaimpoint, w_shotorg;
vector mi, ma, dv;
switch(wepent.activeweapon) // WEAPONTODO
{
- case WEP_TUBA: // no aim
- case WEP_PORTO: // shoots from eye
- case WEP_NEXBALL: // shoots from eye
- case WEP_HOOK: // no trueaim
- case WEP_MORTAR: // toss curve
- return SHOTTYPE_HITWORLD;
case WEP_VORTEX:
case WEP_OVERKILL_NEX:
case WEP_VAPORIZER:
else if(eventchase_current_distance != chase_distance)
eventchase_current_distance = chase_distance;
- makevectors(view_angles);
+ vector forward, right, up;
+ MAKE_VECTORS(view_angles, forward, right, up);
- vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
+ vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
// If the boxtrace fails, revert back to line tracing.
if(!local_player.viewloc)
if(trace_startsolid)
{
- eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
+ eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
- setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
+ setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
}
else { setproperty(VF_ORIGIN, trace_endpos); }
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
view_angles = getpropertyvec(VF_ANGLES);
- MAKEVECTORS(makevectors, view_angles, view_forward, view_right, view_up);
+ MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
#ifdef BLURTEST
if(time > blurtest_time0 && time < blurtest_time1)
setproperty(VF_ORIGIN, '0 0 0');
setproperty(VF_ANGLES, '0 0 0');
setproperty(VF_PERSPECTIVE, 1);
- makevectors('0 0 0');
+ vector forward, right, up;
+ MAKE_VECTORS('0 0 0', forward, right, up);
vector v1, v2;
cvar_set("vid_conwidth", "800");
cvar_set("vid_conheight", "600");
- v1 = cs_project(v_forward);
+ v1 = cs_project(forward);
cvar_set("vid_conwidth", "640");
cvar_set("vid_conheight", "480");
- v2 = cs_project(v_forward);
+ v2 = cs_project(forward);
if(v1 == v2)
cs_project_is_b0rked = 1;
else
WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- vector vf, vr, vu;
- vf = v_forward;
- vr = v_right;
- vu = v_up;
+ vector forward, right, up;
+ forward = v_forward;
+ right = v_right;
+ up = v_up;
w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
- v_forward = vf;
- v_right = vr;
- v_up = vu;
+ v_forward = forward;
+ v_right = right;
+ v_up = up;
// un-adjust trueaim if shotend is too close
if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
accuracy_add(ent, wep, maxdamage, 0);
if(IS_PLAYER(ent))
- W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
+ W_HitPlotAnalysis(ent, wep, forward, right, 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;
+ vector dv = right * -vecs.y + 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(CS(ent).antilag_debug)
- tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(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 + 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);
- w_shotorg = trace_endpos - v_forward * nudge;
+ tracebox(w_shotorg, mi, ma, w_shotorg + forward * (vecs.x + nudge), MOVE_NORMAL, ent);
+ w_shotorg = trace_endpos - forward * nudge;
// calculate the shotdir from the chosen shotorg
if(W_DualWielding(ent))
w_shotdir = s_forward;
entity pseudoprojectile = NULL;
vector dir = normalize(end - start);
- float length = vlen(end - start);
+ //float max_length = vlen(end - start);
vector force = dir * bforce;
// go a little bit into the wall because we need to hit this wall later
//explosion = spawn();
// Find all non-hit players the beam passed close by
+ float length = vlen(trace_endpos - start);
if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
{
FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
- if(!it.railgunhit)
- if(!(IS_SPEC(it) && it.enemy == this))
+ if (!it.railgunhit && !(IS_SPEC(it) && it.enemy == this))
{
- msg_entity = it;
// nearest point on the beam
- vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
+ vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
- float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
+ float f = bound(0, 1 - vlen(beampos - it.origin) / 512, 1);
if(f <= 0)
continue;
if(!pseudoprojectile)
pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+ msg_entity = it;
soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
}
});