]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_laser.qc
code case 2: player is not hit directly with aim, but instead via spread. This actual...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
index 8e41a6fdacbe02f37550829314b0201f9ee532fb..75402a32eb26dc9d69edbfaa85833bdf74381bae 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, angle_to_head, angle_to_attack, final_force;
+       vector nearest, attack_endpos, attack_hitpos, angle_to_head, angle_to_attack, final_force;
        
        // 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));
@@ -73,7 +73,7 @@ void W_Laser_Shockwave (void)
                //te_lightning2(world, trace_endpos, w_shotorg);
                
                aim_ent = trace_ent;
-               attack_endpos = trace_endpos;
+               attack_hitpos = trace_endpos;
                //total_attack_range = vlen(w_shotorg - trace_endpos);
                
                if(aim_ent.takedamage) // we actually aimed at a player
@@ -83,8 +83,10 @@ void W_Laser_Shockwave (void)
                        print("Player hit directly via aim!\n");
                }
 
-               // now figure out if I hit anything else than what my aim pointed at...
-               head = WarpZone_FindRadius(attack_endpos, vlen(w_shotorg - trace_endpos) + MAX_DAMAGEEXTRARADIUS, FALSE);
+               attack_endpos = w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius);
+
+               // now figure out if I hit anything else than what my aim directly pointed at...
+               head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE);
                while(head)
                {
                        next = head.chain;
@@ -92,7 +94,19 @@ void W_Laser_Shockwave (void)
                        if((head != self && head != aim_ent) && (head.takedamage))
                        {
                                // is it in range of the attack?
-                               nearest = WarpZoneLib_NearestPointOnBox(head.origin + head.mins, head.origin + head.maxs, w_shotorg);
+                               //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...
+
+                               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
+
+                               a = h * cos(ang);
+
+                               nearest = WarpZoneLib_NearestPointOnBox(head.origin + head.mins, head.origin + head.maxs, w_shotorg + a * w_shotdir);
+
                                if(vlen(w_shotorg - nearest) <= autocvar_g_balance_laser_primary_radius)
                                {
                                        // is it within the limit of the spread?
@@ -112,7 +126,10 @@ void W_Laser_Shockwave (void)
                                                        else
                                                                final_damage = 1;
                                                                
-                                                       final_force = (normalize(nearest - w_shotorg) * autocvar_g_balance_laser_primary_force);
+                                                       //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_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"));