Use the weapon instead of its ID in accuracy_add
authorMario <mario@smbclan.net>
Mon, 1 Oct 2018 05:30:21 +0000 (15:30 +1000)
committerMario <mario@smbclan.net>
Mon, 1 Oct 2018 05:30:21 +0000 (15:30 +1000)
qcsrc/common/mutators/mutator/overkill/okrpc.qc
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/fireball.qc
qcsrc/common/weapons/weapon/shockwave.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/server/g_damage.qc
qcsrc/server/weapons/accuracy.qc
qcsrc/server/weapons/accuracy.qh
qcsrc/server/weapons/tracing.qc

index 859d8dc..50c842d 100644 (file)
@@ -14,7 +14,7 @@ void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitenti
        {
                // 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);
+               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype), WEP_CVAR(okrpc, damage), 0);
        }
 
        delete(this);
@@ -71,7 +71,7 @@ void W_OverkillRocketPropelledChainsaw_Think(entity this)
                                // 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);
+                               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype), fired_damage, hit_damage);
                        }
                        this.m_chainsaw_damage += WEP_CVAR_PRI(okrpc, damage2);
                }
index b284759..35bb1e3 100644 (file)
@@ -473,7 +473,7 @@ void W_Arc_Beam_Think(entity this)
                                {
                                        accuracy_add(
                                                own,
-                                               WEP_ARC.m_id,
+                                               WEP_ARC,
                                                0,
                                                rootdamage * coefficient * falloff
                                        );
index 84113b7..ea7f5b8 100644 (file)
@@ -42,7 +42,7 @@ void W_Fireball_Explode(entity this, entity directhitentity)
                        dir = normalize(e.origin + e.view_ofs - this.origin);
 
                        if(accuracy_isgooddamage(this.realowner, e))
-                               accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+                               accuracy_add(this.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
 
                        Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, this.weaponentity_fld, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
                        Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
index b09140b..7e60667 100644 (file)
@@ -106,7 +106,7 @@ void W_Shockwave_Melee_Think(entity this)
 
                        // handle accuracy
                        if(accuracy_isgooddamage(this.realowner, target_victim))
-                               { accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
+                               { accuracy_add(this.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
 
                        #ifdef DEBUG_SHOCKWAVE
                        LOG_INFOF(
@@ -573,7 +573,7 @@ void W_Shockwave_Attack(Weapon thiswep, entity actor, .entity weaponentity)
                );
 
                if(accuracy_isgooddamage(actor, head))
-                       accuracy_add(actor, thiswep.m_id, 0, final_damage);
+                       accuracy_add(actor, thiswep, 0, final_damage);
 
                #ifdef DEBUG_SHOCKWAVE
                LOG_INFOF(
index 4a3ab17..8faac3d 100644 (file)
@@ -95,7 +95,7 @@ void W_Shotgun_Melee_Think(entity this)
                                this.realowner.origin + this.realowner.view_ofs,
                                v_forward * WEP_CVAR_SEC(shotgun, force));
 
-                       if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
+                       if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
 
                        // draw large red flash for debugging
                        //te_customflash(targpos, 200, 2, '15 0 0');
index 414459c..cefa455 100644 (file)
@@ -105,7 +105,7 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
 void W_RocketMinsta_Explosion(entity actor, .entity weaponentity, vector loc)
 {
        if(accuracy_canbegooddamage(actor))
-               accuracy_add(actor, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
+               accuracy_add(actor, WEP_DEVASTATOR, autocvar_g_rm_damage, 0);
        entity dmgent = spawn();
        dmgent.owner = dmgent.realowner = actor;
        setorigin(dmgent, loc);
index c238b93..e9ab3d7 100644 (file)
@@ -1053,7 +1053,7 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in
        RadiusDamage_running = 0;
 
        if(!DEATH_ISSPECIAL(deathtype))
-               accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
+               accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
 
        return total_damage_to_creatures;
 }
@@ -1182,7 +1182,7 @@ float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
                                }
                        }
                        if(accuracy_isgooddamage(o, e))
-                               accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
+                               accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
                        return max(0, totaldamage - mindamage); // can never be negative, but to make sure
                }
                else
@@ -1196,7 +1196,7 @@ float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
                e.fire_owner = o;
                e.fire_hitsound = false;
                if(accuracy_isgooddamage(o, e))
-                       accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
+                       accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
                return d;
        }
 }
index 8cd7ab6..8a7bac1 100644 (file)
@@ -61,30 +61,31 @@ void accuracy_resend(entity e)
 //.float hit_time;
 .float fired_time;
 
-void accuracy_add(entity this, int w, int fired, int hit)
+void accuracy_add(entity this, Weapon w, int fired, int hit)
 {
        if (IS_INDEPENDENT_PLAYER(this)) return;
        entity a = CS(this).accuracy;
        if (!a) return;
        if (!hit && !fired) return;
-       if (w == WEP_Null.m_id) return;
-       w -= WEP_FIRST;
-       int b = accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w]);
-       if (hit)    a.accuracy_hit  [w] += hit;
-       if (fired)  a.accuracy_fired[w] += fired;
+       if (w == WEP_Null) return;
+       int wepid = w.m_id;
+       wepid -= WEP_FIRST;
+       int b = accuracy_byte(a.accuracy_hit[wepid], a.accuracy_fired[wepid]);
+       if (hit)    a.accuracy_hit  [wepid] += hit;
+       if (fired)  a.accuracy_fired[wepid] += fired;
 
     if (hit && STAT(HIT_TIME, a) != time) { // only run this once per frame
-        a.accuracy_cnt_hit[w] += 1;
+        a.accuracy_cnt_hit[wepid] += 1;
         STAT(HIT_TIME, a) = time;
     }
 
     if (fired && a.fired_time != time) { // only run this once per frame
-        a.accuracy_cnt_fired[w] += 1;
+        a.accuracy_cnt_fired[wepid] += 1;
         a.fired_time = time;
     }
 
-       if (b == accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w])) return; // no change
-       int sf = 1 << (w % 24);
+       if (b == accuracy_byte(a.accuracy_hit[wepid], a.accuracy_fired[wepid])) return; // no change
+       int sf = 1 << (wepid % 24);
        a.SendFlags |= sf;
        FOREACH_CLIENT(IS_SPEC(it) && it.enemy == this, { CS(it).accuracy.SendFlags |= sf; });
 }
index d24ee1c..627698a 100644 (file)
@@ -25,7 +25,7 @@ void accuracy_free(entity e);
 void accuracy_resend(entity e);
 
 // update accuracy stats
-void accuracy_add(entity e, float w, float fired, float hit);
+void accuracy_add(entity e, Weapon w, float fired, float hit);
 
 // helper
 bool accuracy_isgooddamage(entity attacker, entity targ);
index 570d976..a1d16b5 100644 (file)
@@ -57,7 +57,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
 
        // track max damage
        if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
-               accuracy_add(ent, wep.m_id, maxdamage, 0);
+               accuracy_add(ent, wep, maxdamage, 0);
 
        if(IS_PLAYER(ent))
                W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
@@ -266,7 +266,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
        //explosion = spawn();
 
        // Find all non-hit players the beam passed close by
-       if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
+       if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
        {
                FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
                        if(!it.railgunhit)
@@ -321,7 +321,8 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
        IL_CLEAR(g_railgunhit);
 
        // calculate hits and fired shots for hitscan
-       accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
+       if(this.(weaponentity))
+               accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
 
        trace_endpos = endpoint;
        trace_ent = endent;
@@ -421,7 +422,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
                                // do not exceed 100%
                                float added_damage = min(damage - total_damage, damage * solid_penetration_left);
                                total_damage += damage * solid_penetration_left;
-                               accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
+                               accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
                        }
                }