]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
some fixes... this should fix case 1. Upon closer investigation I noticed a bug in...
authorFruitieX <fruitiex@gmail.com>
Tue, 22 May 2012 23:05:41 +0000 (02:05 +0300)
committerFruitieX <fruitiex@gmail.com>
Tue, 22 May 2012 23:05:41 +0000 (02:05 +0300)
qcsrc/server/w_laser.qc

index 75402a32eb26dc9d69edbfaa85833bdf74381bae..35a82f72a5e1d0a8b9a05ea66ef7dda507d6cc30 100644 (file)
@@ -48,7 +48,7 @@ void W_Laser_Shockwave (void)
        // declarations
        float final_damage, final_spread;
        entity head, next, aim_ent;
-       vector nearest, attack_endpos, attack_hitpos, angle_to_head, angle_to_attack, final_force;
+       vector nearest, attack_endpos, attack_hitpos, angle_to_head, angle_to_attack, final_force, center;
        
        // set up the shot direction
        vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD));
@@ -76,9 +76,15 @@ void W_Laser_Shockwave (void)
                attack_hitpos = trace_endpos;
                //total_attack_range = vlen(w_shotorg - trace_endpos);
                
-               if(aim_ent.takedamage) // we actually aimed at a player
+               if(aim_ent.takedamage) // we actually aimed at a player // TODO: not sure if i should detect players like this
                {
-                       final_force = (normalize(aim_ent.origin - attack_endpos) * autocvar_g_balance_laser_primary_force);
+                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+                       if (aim_ent.classname == "player")
+                               center = aim_ent.origin + aim_ent.view_ofs;
+                       else
+                               center = aim_ent.origin + (aim_ent.mins + aim_ent.maxs) * 0.5;
+
+                       final_force = (normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force);
                        Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, w_shotorg, final_force);
                        print("Player hit directly via aim!\n");
                }
@@ -96,16 +102,22 @@ void W_Laser_Shockwave (void)
                                // is it in range of the attack?
                                //nearest = WarpZoneLib_NearestPointOnBox(head.origin + head.mins, head.origin + head.maxs, w_shotorg); // won't this just find the nearest point on the bbox from the attacker? we probably don't want this...
 
+                               // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+                               if (head.classname == "player")
+                                       center = head.origin + head.view_ofs;
+                               else
+                                       center = head.origin + (head.mins + head.maxs) * 0.5;
+
                                float ang, h, a;        // ang = angle between h, a
                                                                        // h = hypotenuse, which is the distance between attacker to head
                                                                        // a = adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
 
-                               h = vlen(head.origin - self.origin);
-                               ang = acos(dotproduct(normalize(head.origin - self.origin), w_shotdir)); // angle between shotdir and h
+                               h = vlen(center - self.origin);
+                               ang = acos(dotproduct(normalize(center - self.origin), w_shotdir)); // angle between shotdir and h
 
                                a = h * cos(ang);
 
-                               nearest = WarpZoneLib_NearestPointOnBox(head.origin + head.mins, head.origin + head.maxs, w_shotorg + a * w_shotdir);
+                               nearest = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, w_shotorg + a * w_shotdir);
 
                                if(vlen(w_shotorg - nearest) <= autocvar_g_balance_laser_primary_radius)
                                {
@@ -116,6 +128,10 @@ void W_Laser_Shockwave (void)
                                        final_spread = vlen(angle_to_head - angle_to_attack);
                                        if(final_spread <= autocvar_g_balance_laser_primary_spread)
                                        {
+                                               // TODO! we MUST check this, otherwise you can shoot through walls!
+                                               // just how to make sure that if a small part of the player is visible, we'll hit him?
+                                               // we can just do it the cheap way of tracing from shotorg to nearest, but what if there's an obstruction between those points, but the player still sees the enemy...?
+
                                                // is it visible to the weapon?
                                                //WarpZone_TraceLine(w_shotorg, nearest, MOVE_WORLDONLY, self);
                                                //if(trace_fraction == 1)
@@ -125,11 +141,11 @@ void W_Laser_Shockwave (void)
                                                                final_damage = (final_spread / autocvar_g_balance_laser_primary_spread);
                                                        else
                                                                final_damage = 1;
-                                                               
+
                                                        //final_force = (normalize(nearest - w_shotorg) * autocvar_g_balance_laser_primary_force); // we dont want to use nearest here, because that would result in some rather weird force dirs for the attacker...
                                                        print(strcat("head.origin: ", vtos(head.origin), ", (w_shotorg + a * w_shotdir): ", vtos(w_shotorg + a * w_shotdir), ".\n"));
                                                        print("a = ", ftos(a), " h = ", ftos(h), " ang = ", ftos(ang), "\n");
-                                                       final_force = (normalize(head.origin - (w_shotorg + a * w_shotdir)) * autocvar_g_balance_laser_primary_force);
+                                                       final_force = (normalize(center - (w_shotorg + a * w_shotdir)) * autocvar_g_balance_laser_primary_force);
                                                        final_damage = (autocvar_g_balance_laser_primary_damage * final_damage + autocvar_g_balance_laser_primary_edgedamage * (1 - final_damage));
                                                        
                                                        print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));