case PROJECTILE_ELECTRO:
// only new engines support sound moving with object
loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
- self.mins = '0 0 -3';
- self.maxs = '0 0 -3';
+ self.mins = '0 0 -4';
+ self.maxs = '0 0 -4';
self.move_movetype = MOVETYPE_BOUNCE;
self.move_touch = SUB_Null;
break;
void lgbeam_think()
{
vector endpos;
+ float oldsolid;
+
self.owner.prevlgfire = time;
if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK)
{
vecs = debug_shotorg;
org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * -vecs_y + v_up * vecs_z;
- WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+ oldsolid = self.owner.dphitcontentsmask;
+ self.owner.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
+ WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
endpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- WarpZone_traceline_antilag(self.owner, org, endpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+ WarpZone_traceline_antilag(self.owner, org, endpos + 4 * normalize(endpos - org), MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+
+ self.owner.dphitcontentsmask = oldsolid;
if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
void gauntletbeam_think()
{
vector endpos;
+ float oldsolid;
+
float damage, myforce, myradius;
if(self.cnt)
{
vecs = debug_shotorg;
org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * -vecs_y + v_up * vecs_z;
- WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * myradius, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+ oldsolid = self.owner.dphitcontentsmask;
+ self.owner.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
+ WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * myradius, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
endpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- WarpZone_traceline_antilag(self.owner, org, endpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+ WarpZone_traceline_antilag(self.owner, org, endpos + 4 * normalize(endpos - org), MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+
+ self.owner.dphitcontentsmask = oldsolid;
// apply the damage
if(trace_fraction < 1)
+float trace_dphitcontents;
+.float dphitcontents;
+
void WarpZone_Accumulator_Clear(entity acc)
{
acc.warpzone_transform = '0 0 0';
{
float nomonsters_adjusted;
float frac, sol, i;
+ float contentshack;
vector o0, e0;
entity wz;
vector vf, vr, vu;
nomonsters_adjusted = nomonsters;
break;
}
+ if((contentshack = (forent.dphitcontentsmask && !(forent.dphitcontentsmask & DPCONTENTS_SOLID))))
+ forent.dphitcontentsmask |= DPCONTENTS_SOLID;
WarpZone_Trace_InitTransform();
// if starting in warpzone, first transform
break;
if(trace_ent.classname != "trigger_warpzone")
{
- if((nomonsters == MOVE_NOTHING) || ((nomonsters == MOVE_WORLDONLY) && trace_ent))
+ if((nomonsters == MOVE_NOTHING) || ((nomonsters == MOVE_WORLDONLY) && trace_ent) || (contentshack && (trace_dphitcontents & forent.dphitcontentsmask) == DPCONTENTS_SOLID))
{
// continue the trace, ignoring this hit (we only care for warpzones)
org = trace_endpos + normalize(end - org);
}
WarpZone_MakeAllOther();
:fail
+ if(contentshack)
+ forent.dphitcontentsmask &~= DPCONTENTS_SOLID;
trace_startsolid = sol;
v_forward = vf;
v_right = vr;