]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/effects/qc/damageeffects.qc
Merge branch 'pending-release' into Mario/survival
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / effects / qc / damageeffects.qc
index 3ef63b138aee0740bb80706a5a4c0f8e7e307b3a..d716672b28063a6cff0ca1443b22196ad15de9d6 100644 (file)
@@ -13,7 +13,12 @@ bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
        WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
        WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
        WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
-       WriteShort(MSG_ENTITY, this.oldorigin.x);
+       // we can't send the force vector compressed with compressShortVector as it's too inaccurate
+       // it would break decals when hit angle on a surface is small
+       // (the traceline performed by the client to spawn a decal wouldn't hit the surface at all)
+       WriteShort(MSG_ENTITY, floor(this.velocity.x / 4));
+       WriteShort(MSG_ENTITY, floor(this.velocity.y / 4));
+       WriteShort(MSG_ENTITY, floor(this.velocity.z / 4));
        WriteByte(MSG_ENTITY, this.species);
        return true;
 }
@@ -38,7 +43,6 @@ void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad
        e.dmg_radius = rad;
        e.dmg_force = vlen(force);
        e.velocity = force;
-       e.oldorigin_x = compressShortVector(e.velocity);
        e.species = bloodtype;
 
        Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
@@ -75,8 +79,8 @@ void DamageEffect_Think(entity this)
        }
        if(this.state && !this.owner.csqcmodel_isdead)
        {
-               // if the player was dead but is now alive, it means he respawned
-               // if so, clear his damage effects, or damages from his dead body will be copied back
+               // if the player was dead but is now alive, it means they respawned
+               // if so, clear their damage effects, or damages from their dead body will be copied back
                this.owner.total_damages = max(0, this.owner.total_damages - 1);
                delete(this);
                return;
@@ -192,7 +196,10 @@ NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
        thedamage = ReadByte();
        rad = ReadByte();
        edge = ReadByte();
-       force = decompressShortVector(ReadShort());
+       force.x = ReadShort() * 4 + 2;
+       force.y = ReadShort() * 4 + 2;
+       force.z = ReadShort() * 4 + 2;
+
        species = ReadByte();
 
        return = true;
@@ -208,11 +215,11 @@ NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
        else
                forcemul = 1;
 
-    FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
+       FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
                vector nearest = NearestPointOnBox(it, w_org);
                if (rad)
                {
-                       thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
+                       thisdmg = ((vlen(nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
                        if(thisdmg >= 1)
                                continue;
                        if(thisdmg < 0)
@@ -252,17 +259,18 @@ NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
 
                DamageEffect(it, w_org, thisdmg, w_deathtype, species);
 
-               if((it.isplayermodel & ISPLAYER_MODEL))
-                       hitplayer = true; // this impact damaged a player
+               if(it != csqcplayer && (it.isplayermodel & ISPLAYER_MODEL))
+                       hitplayer = true; // this impact damaged another player
        });
 
        if(DEATH_ISVEHICLE(w_deathtype))
        {
-               traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
+               vector force_dir = normalize(force);
+               traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
                if(trace_plane_normal != '0 0 0')
                        w_backoff = trace_plane_normal;
                else
-                       w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
+                       w_backoff = -1 * normalize(w_org - (w_org + force_dir * 16));
 
                setorigin(this, w_org + w_backoff * 2); // for sound() calls
 
@@ -307,7 +315,7 @@ NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
                                vector ang, vel;
                                for(i = 1; i < 4; ++i)
                                {
-                                       vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
+                                       vel = normalize(w_org - (w_org + force_dir * 16)) + randomvec() * 128;
                                        ang = vectoangles(vel);
                                        RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
                                }
@@ -332,57 +340,57 @@ NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
 
        if(DEATH_ISTURRET(w_deathtype))
        {
-               traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
+               vector force_dir = normalize(force);
+               traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
                if(trace_plane_normal != '0 0 0')
                        w_backoff = trace_plane_normal;
                else
-                       w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
+                       w_backoff = -1 * normalize(w_org - (w_org + force_dir * 16));
 
                setorigin(this, w_org + w_backoff * 2); // for sound() calls
 
                switch(DEATH_ENT(w_deathtype))
                {
-                        case DEATH_TURRET_EWHEEL:
+                       case DEATH_TURRET_EWHEEL:
                                sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
                                pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
                                break;
 
-                        case DEATH_TURRET_FLAC:
+                       case DEATH_TURRET_FLAC:
                                pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
                                sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
                                break;
 
-                        case DEATH_TURRET_MLRS:
-                        case DEATH_TURRET_HK:
-                        case DEATH_TURRET_WALK_ROCKET:
-                        case DEATH_TURRET_HELLION:
+                       case DEATH_TURRET_MLRS:
+                       case DEATH_TURRET_HK:
+                       case DEATH_TURRET_WALK_ROCKET:
+                       case DEATH_TURRET_HELLION:
                                sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
                                pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
                                break;
 
-                        case DEATH_TURRET_MACHINEGUN:
-                        case DEATH_TURRET_WALK_GUN:
+                       case DEATH_TURRET_MACHINEGUN:
+                       case DEATH_TURRET_WALK_GUN:
                                sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
                                pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
                                break;
 
-                        case DEATH_TURRET_PLASMA:
+                       case DEATH_TURRET_PLASMA:
                                sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
                                pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
                                break;
 
-                        case DEATH_TURRET_WALK_MELEE:
+                       case DEATH_TURRET_WALK_MELEE:
                                sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW);
                                pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
                                break;
 
-                        case DEATH_TURRET_PHASER:
+                       case DEATH_TURRET_PHASER:
                                break;
 
-                        case DEATH_TURRET_TESLA:
+                       case DEATH_TURRET_TESLA:
                                te_smallflash(this.origin);
                                break;
-
                }
        }
 
@@ -395,11 +403,16 @@ NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
                Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
                w_random = prandom();
 
-               traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
-               if(trace_fraction < 1 && !(hitwep.spawnflags & WEP_TYPE_HITSCAN))
+               vector force_dir = normalize(force);
+               // this traceline usually starts in solid when a hitscan shot hits a surface with a very small angle
+               // if so, try another traceline starting further back (may still start in solid but only with extremely small angles)
+               traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
+               if(trace_startsolid)
+                       traceline(w_org - force_dir * 40, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
+               if(trace_fraction < 1)
                        w_backoff = trace_plane_normal;
                else
-                       w_backoff = -1 * normalize(force);
+                       w_backoff = -force_dir;
                setorigin(this, w_org + w_backoff * 2); // for sound() calls
 
                if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))