From: Samual Date: Sat, 19 Nov 2011 21:02:49 +0000 (-0500) Subject: Fix an issue with shotgun multihit allowing for double the damage to be inflicted... X-Git-Tag: xonotic-v0.6.0~35^2~41 X-Git-Url: https://de.git.xonotic.org/?a=commitdiff_plain;h=f4245c8857bdb3868a3932d936425c0f880303a5;hp=-c;p=xonotic%2Fxonotic-data.pk3dir.git Fix an issue with shotgun multihit allowing for double the damage to be inflicted accidentally --- f4245c8857bdb3868a3932d936425c0f880303a5 diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 6e8fa00f9..fcf9a27c2 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -52,6 +52,7 @@ void shotgun_meleethink (void) { // declarations float i, f, swing, swing_factor, swing_damage, meleetime, is_player; + entity target_victim; vector targpos; if(!self.cnt) // set start time of melee @@ -85,7 +86,7 @@ void shotgun_meleethink (void) + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side)); WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner)); - + // draw lightning beams for debugging //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); //te_customflash(targpos, 40, 2, '1 1 1'); @@ -96,26 +97,29 @@ void shotgun_meleethink (void) && (trace_ent.takedamage == DAMAGE_AIM) && (trace_ent != self.swing_alreadyhit) && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage)) - { + { + target_victim = trace_ent; // so it persists through other calls + if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught. swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1)); else swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1)); - Damage(trace_ent, self.realowner, self.realowner, + //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n")); + + Damage(target_victim, self.realowner, self.realowner, swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, self.realowner.origin + self.realowner.view_ofs, v_forward * autocvar_g_balance_shotgun_secondary_force); - if(accuracy_isgooddamage(self.realowner, trace_ent)) - accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); + if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); } // draw large red flash for debugging //te_customflash(targpos, 200, 2, '15 0 0'); if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice. { - self.swing_alreadyhit = trace_ent; + self.swing_alreadyhit = target_victim; continue; // move along to next trace } else