+
void W_GiveWeapon (entity e, float wep, string name)
{
entity oldself;
}
.float railgundistance;
+.vector railgunforce;
void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
{
local vector hitloc, force, endpoint, dir;
local entity ent, endent;
local float endq3surfaceflags;
+ float totaldmg;
float length;
vector beampos;
entity pseudoprojectile;
float f, ffs;
- float hit;
-
railgun_start = start;
railgun_end = end;
// go a little bit into the wall because we need to hit this wall later
end = end + dir;
+ totaldmg = 0;
+
// trace multiple times until we hit a wall, each obstacle will be made
// non-solid so we can hit the next, while doing this we spawn effects and
// note down which entities were hit so we can damage them later
trace_ent.railgunhitloc = end;
trace_ent.railgunhitsolidbackup = trace_ent.solid;
trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
+ trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
// stop if this is a wall
if (trace_ent.solid == SOLID_BSP)
// get the details we need to call the damage function
hitloc = ent.railgunhitloc;
- //for stats so that team hit will count as a miss
- if(ent.flags & FL_CLIENT)
- if(ent.deadflag == DEAD_NO)
- hit = 1;
-
- if(teams_matter)
- if(ent.team == self.team)
- hit = 0;
-
f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
+ if(accuracy_isgooddamage(self.owner, ent))
+ totaldmg += bdamage * f;
+
// apply the damage
if (ent.takedamage)
- Damage (ent, self, self, bdamage * f, deathtype, hitloc, force * ffs);
+ Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
// create a small explosion to throw gibs around (if applicable)
//setorigin (explosion, hitloc);
}
// calculate hits and fired shots for hitscan
- if not(inWarmupStage)
- {
- self.stats_fired[self.weapon - 1] += 1;
- self.stat_fired = self.weapon + 64 * floor(self.stats_fired[self.weapon - 1]);
-
- if(hit) {
- self.stats_hit[self.weapon - 1] += 1;
- self.stat_hit = self.weapon + 64 * floor(self.stats_hit[self.weapon - 1]);
- }
- }
+ accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
trace_endpos = endpoint;
trace_ent = endent;
.float dmg_edge;
.float dmg_force;
.float dmg_radius;
+.float dmg_total;
void W_BallisticBullet_Hit (void)
{
- float f;
+ float f, q, g;
f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
+ q = 1 + self.dmg_edge / self.dmg;
if(other.solid == SOLID_BSP)
Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, self);
headshot = 0;
yoda = 0;
- damage_headshotbonus = self.dmg_edge;
+ damage_headshotbonus = self.dmg_edge * f;
railgun_start = self.origin - 2 * frametime * self.velocity;
railgun_end = self.origin + 2 * frametime * self.velocity;
-
+ g = accuracy_isgooddamage(self.owner, other);
Damage(other, self, self.owner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
damage_headshotbonus = 0;
- if(self.dmg_edge != 0)
+ if(headshot)
+ f *= q;
+ if(DEATH_WEAPONOF(self.projectiledeathtype) == WEP_SNIPERRIFLE)
{
if(headshot)
AnnounceTo(self.owner, "headshot");
}
// calculate hits for ballistic weapons
- if (other.flags & FL_CLIENT) // is the player a client
- if (other.deadflag == DEAD_NO) // is the victim a corpse
- if ((!(teamplay)) | (other.team != self.owner.team)) // not teamplay (ctf, kh, tdm etc) or the victim is in the same team
- if not(inWarmupStage) // not in warm up stage
+ if(g)
{
- self.owner.stats_hit[self.owner.weapon - 1] += 1;
- self.owner.stat_hit = self.owner.weapon + 64 * floor(self.owner.stats_hit[self.owner.weapon - 1]);
+ // do not exceed 100%
+ q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
+ self.dmg_total += f * self.dmg;
+ accuracy_add(self.owner, self.owner.weapon, 0, q);
}
}
// maxdist = 0.5 * v0 * v0 / constant
// dprint("max dist = ", ftos(maxdist), "\n");
- if(maxdist <= cvar("g_ballistics_mindistance"))
+ if(maxdist <= autocvar_g_ballistics_mindistance)
return 0;
traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
- dst = vlen(trace_endpos - self.origin);
+ dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
// E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
Es_m = E0_m - constant * dst;
if(Es_m <= 0)
PROJECTILE_TOUCH;
W_BallisticBullet_Hit ();
+ // if we hit "weapclip", bail out
+ //
+ // rationale of this check:
+ //
+ // any shader that is solid, nodraw AND trans is meant to clip weapon
+ // shots and players, but has no other effect!
+ //
+ // if it is not trans, it is caulk and should not have this side effect
+ //
+ // matching shaders:
+ // common/weapclip (intended)
+ // common/noimpact (is supposed to eat projectiles, but is erased farther above)
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+ if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
+ if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
+ {
+ remove(self);
+ return;
+ }
+
density = other.ballistics_density;
if(density == 0)
density = 1;
{
float lag, dt, savetime, density;
entity pl, oldself;
+ float antilagging;
+
+ antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
entity proj;
proj = spawn();
proj.movetype = MOVETYPE_FLY;
proj.think = SUB_Remove;
proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
- W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread);
+ W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
proj.angles = vectoangles(proj.velocity);
- proj.dmg_radius = cvar("g_ballistics_materialconstant") / bulletconstant;
+ proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
// so: bulletconstant = bullet mass / area of bullet circle
setorigin(proj, start);
proj.flags = FL_PROJECTILE;
proj.oldvelocity = proj.velocity;
- if(cvar("g_antilag_bullets"))
- if(pSpeed >= cvar("g_antilag_bullets"))
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+
+ if(antilagging)
{
float eff;
if(tracereffects & EF_RED)
eff = particleeffectnum("tr_rifle");
+ else if(tracereffects & EF_BLUE)
+ eff = particleeffectnum("tr_rifle_weak");
else
eff = particleeffectnum("tr_bullet");
lag = 0;
if(clienttype(self) != CLIENTTYPE_REAL)
lag = 0;
- if(cvar("g_antilag") == 0 || self.cvar_cl_noantilag)
+ if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
lag = 0; // only do hitscan, but no antilag
if(lag)
savetime = frametime;
frametime = 0.05;
- // update the accuracy stats - increase shots fired by 1
- if not(inWarmupStage)
- {
- oldself.stats_fired[oldself.weapon - 1] += 1;
- oldself.stat_fired = oldself.weapon + 64 * floor(oldself.stats_fired[oldself.weapon - 1]);
- }
-
for(;;)
{
// DP tracetoss is stupid and always traces in 0.05s
W_BallisticBullet_Hit();
}
+ // if we hit "weapclip", bail out
+ //
+ // rationale of this check:
+ //
+ // any shader that is solid, nodraw AND trans is meant to clip weapon
+ // shots and players, but has no other effect!
+ //
+ // if it is not trans, it is caulk and should not have this side effect
+ //
+ // matching shaders:
+ // common/weapclip (intended)
+ // common/noimpact (is supposed to eat projectiles, but is erased farther above)
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+ if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
+ if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
+ break;
+
density = other.ballistics_density;
if(density == 0)
density = 1;
return;
}
- // update the accuracy stats
- if not(inWarmupStage)
- {
- self.stats_fired[self.weapon - 1] += 1;
- self.stat_fired = self.weapon + 64 * floor(self.stats_fired[self.weapon - 1]);
- }
-
if(tracereffects & EF_RED)
CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
else if(tracereffects & EF_BLUE)
self.takedamage = DAMAGE_NO;
self.event_damage = SUB_Null;
self.owner = attacker;
+ self.realowner = attacker;
// do not explode NOW but in the NEXT FRAME!
// because recursive calls to RadiusDamage are not allowed