X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_common.qc;h=2d9ecfd8b31085d0fb0ea2eb2d4294d56d3826a0;hb=ce739edbbc63e396bcdaccad69a8b29d1a5b7c26;hp=8f2de4e8ce27b777624ea583860d081df599e830;hpb=2600124c0dc3dc2d24353681d38b1e1ed79ddc35;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_common.qc b/qcsrc/server/w_common.qc index 8f2de4e8c..2d9ecfd8b 100644 --- a/qcsrc/server/w_common.qc +++ b/qcsrc/server/w_common.qc @@ -23,11 +23,13 @@ void W_GiveWeapon (entity e, float wep, string name) } .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; @@ -35,8 +37,6 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f entity pseudoprojectile; float f, ffs; - float hit; - railgun_start = start; railgun_end = end; @@ -47,6 +47,8 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // 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 @@ -66,6 +68,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f 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) @@ -121,21 +124,15 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // 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); @@ -151,16 +148,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f } // 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; @@ -170,11 +158,13 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f .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); @@ -185,14 +175,16 @@ void W_BallisticBullet_Hit (void) 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"); @@ -201,13 +193,12 @@ void W_BallisticBullet_Hit (void) } // 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); } } @@ -260,7 +251,7 @@ float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant) // 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); @@ -270,7 +261,7 @@ float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant) 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) @@ -310,6 +301,26 @@ void W_BallisticBullet_Touch (void) 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; @@ -341,6 +352,9 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f { float lag, dt, savetime, density; entity pl, oldself; + float antilagging; + + antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets)); entity proj; proj = spawn(); @@ -356,9 +370,9 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f 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; @@ -371,13 +385,16 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f 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"); @@ -387,7 +404,7 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f 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) @@ -400,13 +417,6 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f 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 @@ -445,6 +455,23 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f 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; @@ -467,13 +494,6 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f 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) @@ -511,6 +531,7 @@ void W_PrepareExplosionByDamage(entity attacker, void() explode) 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