X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=96062375af35f23a3d59d48ef2c75e7ce68010b9;hb=6ba37d06b4afe2b08882f5cc5b211441227586b2;hp=98cbb2ba872a10794dc057693612c108163ec23e;hpb=0e3eea33053f3a86b7b44b755c31b3147075598e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 98cbb2ba8..96062375a 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -1,20 +1,20 @@ #include "tracing.qh" -#include "../_all.qh" #include "accuracy.qh" #include "common.qh" #include "hitplot.qh" +#include "weaponsystem.qh" #include "../g_damage.qh" #include "../g_subs.qh" #include "../antilag.qh" -#include "../../common/constants.qh" -#include "../../common/util.qh" +#include +#include -#include "../../common/weapons/all.qh" +#include -#include "../../warpzonelib/common.qh" +#include // 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. @@ -25,7 +25,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m float oldsolid; vector vecs, dv; oldsolid = ent.dphitcontentsmask; - if(ent.weapon == WEP_RIFLE) + if (IS_PLAYER(ent) && PS(ent).m_weapon == WEP_RIFLE) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -50,13 +50,15 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange; // track max damage - if(accuracy_canbegooddamage(ent)) - accuracy_add(ent, ent.weapon, maxdamage, 0); + if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent)) + accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0); W_HitPlotAnalysis(ent, v_forward, v_right, v_up); - if(ent.weaponentity.movedir.x > 0) - vecs = ent.weaponentity.movedir; + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + vector md = ent.(weaponentity).movedir; + if(md.x > 0) + vecs = md; else vecs = '0 0 0'; @@ -118,7 +120,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if (trace_ent == ent.cursor_trace_ent) w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg); else - print("antilag fail\n"); + LOG_INFO("antilag fail\n"); } } } @@ -131,7 +133,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if (snd != "") { - sound (ent, chan, snd, VOL_BASE, ATTN_NORM); + _sound (ent, chan, snd, VOL_BASE, ATTN_NORM); W_PlayStrengthSound(ent); } @@ -182,7 +184,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p #if 0 mspercallsum += gettime(GETTIME_HIRES); mspercallcount += 1; - print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n"); + LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n"); #endif proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute); @@ -194,7 +196,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p // ==================== void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype) -{ +{SELFPARAM(); vector hitloc, force, endpoint, dir; entity ent, endent; float endq3surfaceflags; @@ -273,26 +275,27 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f //explosion = spawn(); // Find all non-hit players the beam passed close by - if(deathtype == WEP_VAPORIZER || deathtype == WEP_VORTEX) + if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) { - FOR_EACH_REALCLIENT(msg_entity) - if(msg_entity != self) - if(!msg_entity.railgunhit) - if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too - { - // nearest point on the beam - beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != self, LAMBDA( + if(!it.railgunhit) + if(!(IS_SPEC(it) && it.enemy == self)) + { + msg_entity = it; + // nearest point on the beam + beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); - f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); - if(f <= 0) - continue; + f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); + if(f <= 0) + continue; - snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav"); + snd = SND(NEXWHOOSH_RANDOM()); - if(!pseudoprojectile) - pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume - soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE); - } + if(!pseudoprojectile) + pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume + soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE); + } + )); if(pseudoprojectile) remove(pseudoprojectile); @@ -329,7 +332,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f } // calculate hits and fired shots for hitscan - accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg)); + accuracy_add(self, PS(self).m_weapon.m_id, 0, min(bdamage, totaldmg)); trace_endpos = endpoint; trace_ent = endent; @@ -345,23 +348,22 @@ void fireBullet_trace_callback(vector start, vector hit, vector end) } void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects) -{ +{SELFPARAM(); vector end; dir = normalize(dir + randomvec() * spread); end = start + dir * MAX_SHOT_DISTANCE; - entity pl; fireBullet_last_hit = world; float solid_penetration_left = 1; float total_damage = 0; if(tracereffects & EF_RED) - fireBullet_trace_callback_eff = particleeffectnum("tr_rifle"); + fireBullet_trace_callback_eff = EFFECT_RIFLE; else if(tracereffects & EF_BLUE) - fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak"); + fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK; else - fireBullet_trace_callback_eff = particleeffectnum("tr_bullet"); + fireBullet_trace_callback_eff = EFFECT_BULLET; float lag = ANTILAG_LATENCY(self); if(lag < 0.001) @@ -372,11 +374,11 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat lag = 0; // only do hitscan, but no antilag if(lag) { - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_takeback(pl, time - lag); - FOR_EACH_MONSTER(pl) - antilag_takeback(pl, time - lag); + FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(antilag_takeback(it, time - lag))); + FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA( + if(it != self) + antilag_takeback(it, time - lag); + )); } WarpZone_trace_forent = self; @@ -422,6 +424,8 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat { fireBullet_last_hit = hit; yoda = 0; + MUTATOR_CALLHOOK(FireBullet_Hit, self, hit, start, end, damage); + damage = frag_damage; float g = accuracy_isgooddamage(self, hit); Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left); // calculate hits for ballistic weapons @@ -430,7 +434,7 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat // do not exceed 100% float added_damage = min(damage - total_damage, damage * solid_penetration_left); total_damage += damage * solid_penetration_left; - accuracy_add(self, self.weapon, 0, added_damage); + accuracy_add(self, PS(self).m_weapon.m_id, 0, added_damage); } } @@ -479,10 +483,10 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat if(lag) { - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_restore(pl); - FOR_EACH_MONSTER(pl) - antilag_restore(pl); + FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(antilag_restore(it))); + FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA( + if(it != self) + antilag_restore(it); + )); } }