X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=b023180a138b1a9cca08235f950e8e81d633b17b;hb=66d5ee9a0aea47839f244cf5346196c1c66cb490;hp=c7255ca17c1477f9e7c7b09e65d4b1c5709c0291;hpb=cdfb7f4bca080f4b949ccb109f6f2042c893cdb0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index c7255ca17..b023180a1 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -8,7 +8,6 @@ #include "weaponsystem.qh" #include "../g_damage.qh" -#include "../g_subs.qh" #include "../antilag.qh" #include @@ -16,6 +15,7 @@ #include #include +#include #include #include @@ -23,14 +23,15 @@ // 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 == WEP_RIFLE || ent.(weaponentity).m_weapon == WEP_MACHINEGUN)) + if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS)) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -56,10 +57,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect // 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'); @@ -79,14 +80,17 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect 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; //vector prevend = w_shotend; if (antilag) - if (!ent.cvar_cl_noantilag) + if (!CS(ent).cvar_cl_noantilag) { if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original { @@ -122,7 +126,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect 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"); } } } @@ -134,7 +138,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect 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); } @@ -185,7 +189,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p #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); @@ -302,7 +306,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector // 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); @@ -353,16 +357,11 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0); if(lag < 0.001) lag = 0; - if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag) + bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false); + 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; @@ -419,10 +418,10 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo 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); @@ -479,13 +478,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo } 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)