#include "weaponsystem.qh"
#include "../g_damage.qh"
-#include "../g_subs.qh"
#include "../antilag.qh"
#include <common/constants.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
+#include <common/wepent.qh>
#include <common/state.qh>
#include <lib/warpzone/common.qh>
// this function calculates w_shotorg and w_shotdir based on the weapon model
// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
// make sure you call makevectors first (FIXME?)
-void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype)
{
TC(Sound, snd);
float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
float oldsolid = ent.dphitcontentsmask;
+ Weapon wep = DEATH_WEAPONOF(deathtype);
if(!IS_CLIENT(ent))
antilag = false; // no antilag for non-clients!
- if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS))
+ if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
// track max damage
if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
- accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
+ accuracy_add(ent, wep.m_id, maxdamage, 0);
if(IS_PLAYER(ent))
- W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
+ W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
vector md = ent.(weaponentity).movedir;
vector vecs = ((md.x > 0) ? md : '0 0 0');
tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
w_shotorg = trace_endpos - v_forward * nudge;
// calculate the shotdir from the chosen shotorg
- w_shotdir = normalize(w_shotend - w_shotorg);
+ if(W_DualWielding(ent))
+ w_shotdir = s_forward;
+ else
+ w_shotdir = normalize(w_shotend - w_shotorg);
//vector prevdir = w_shotdir;
//vector prevorg = w_shotorg;
if (trace_ent == CS(ent).cursor_trace_ent)
w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
else
- LOG_INFO("antilag fail\n");
+ LOG_INFO("antilag fail");
}
}
}
ent.punchangle_x = recoil * -1;
if (snd != SND_Null) {
- sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+ sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
W_PlayStrengthSound(ent);
}
#if 0
mspercallsum += gettime(GETTIME_HIRES);
mspercallcount += 1;
- LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
+ LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
#endif
proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
// apply the damage
if (it.takedamage)
- Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs);
+ Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
// create a small explosion to throw gibs around (if applicable)
//setorigin(explosion, hitloc);
if(autocvar_g_antilag == 0 || noantilag)
lag = 0; // only do hitscan, but no antilag
if(lag)
- {
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
- IL_EACH(g_monsters, it != this,
- {
- antilag_takeback(it, it, time - lag);
- });
- }
+ antilag_takeback_all(this, lag);
// change shooter to SOLID_BBOX so the shot can hit corpses
int oldsolid = this.dphitcontentsmask;
yoda = 0;
MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
damage = M_ARGV(4, float);
- float g = accuracy_isgooddamage(this, hit);
- Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
+ bool gooddamage = accuracy_isgooddamage(this, hit);
+ Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
// calculate hits for ballistic weapons
- if(g)
+ if(gooddamage)
{
// do not exceed 100%
float added_damage = min(damage - total_damage, damage * solid_penetration_left);
}
if(lag)
- {
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
- IL_EACH(g_monsters, it != this,
- {
- antilag_restore(it, it);
- });
- }
+ antilag_restore_all(this);
// restore shooter solid type
if(this)