]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_weaponsystem.qc
Properly calculate falling damage based on player scale. Don't just offset the damage...
[voretournament/voretournament.git] / data / qcsrc / server / cl_weaponsystem.qc
index e90c78e08ac99eeeeb45b23dc647eee4a90a5171..48058cca9e23864607b36b7c0aef2052aa229df1 100644 (file)
@@ -223,7 +223,10 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
        ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)\r
 \r
        if (!g_norecoil)\r
-               ent.punchangle_x -= recoil;\r
+       {\r
+               ent.punchangle_x += crandom() * recoil;\r
+               ent.punchangle_y += crandom() * recoil;\r
+       }\r
 \r
        if (snd != "")\r
        {\r
@@ -269,7 +272,13 @@ float CL_ExteriorWeaponentity_CustomizeEntityForClient()
                return TRUE;\r
        }\r
 \r
-       self.effects &~= EF_NODEPTHTEST;\r
+       if(cvar("g_nodepthtestplayers"))\r
+               self.effects |= EF_NODEPTHTEST;\r
+       else\r
+               self.effects &~= EF_NODEPTHTEST;\r
+       if(cvar("g_fullbrightplayers"))\r
+               self.effects |= EF_FULLBRIGHT;\r
+\r
        if not(self.owner.stat_eaten)\r
                setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));\r
        else if(cvar("g_vore_neighborprey_distance") && other.predator == self.owner.predator && !(chase || other.classname == "observer"))\r
@@ -754,12 +763,19 @@ void CL_Weaponentity_Think()
 \r
        // if we are a micro or macro, size the weapon model accordingly\r
        if(cvar("g_healthsize") && cvar("g_healthsize_weapon_scalefactor"))\r
-       if(self.model != "")\r
+       if(self.owner.scale) // prevents some exceptions\r
        {\r
-               self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
-               if(self.weaponentity.scale < 0.1)\r
-                       self.weaponentity.scale = 0.1; // stuff breaks if scale is smaller than this\r
-               self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
+               self.scale = pow(1 / self.owner.scale, cvar("g_healthsize_weapon_scalefactor"));\r
+               if(self.scale < 0.1)\r
+                       self.scale = 0.1; // stuff breaks if scale is smaller than this\r
+               self.origin_z = (1 - self.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
+\r
+               // copy properties to the static weapon entity as well\r
+               if(self.weaponentity != world) // prevents assignment to world\r
+               {\r
+                       self.weaponentity.scale = self.scale;\r
+                       self.weaponentity.origin = self.origin;\r
+               }\r
        }\r
 };\r
 \r
@@ -1579,113 +1595,6 @@ void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"))\r
 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))\r
 \r
-void W_DisplayDigitThink()\r
-{\r
-       self.nextthink = time;\r
-\r
-       // the owner has switched to another weapon, remove the digits\r
-       if(self.weapon != self.owner.weapon)\r
-       {\r
-               self.nextthink = 0;\r
-               remove(self);\r
-               self = world;\r
-               return;\r
-       }\r
-\r
-       entity gun;\r
-       if(self.dmg) // exterior weapon\r
-       {\r
-               // keep the digit attached to the same bone as the gun\r
-               setattachment(self, self.owner, "bip01 r hand");\r
-               gun = self.owner.exteriorweaponentity;\r
-       }\r
-       else // view weapon\r
-       {\r
-               // keep the digit attached to the same bone as the gun\r
-               // TODO: Does this work with self-animated weapons too?\r
-               if(gettagindex(self.owner.weaponentity, "weapon"))\r
-                       setattachment(self, self.owner.weaponentity, "weapon");\r
-               else if(gettagindex(self.owner.weaponentity, "tag_weapon"))\r
-                       setattachment(self, self.owner.weaponentity, "tag_weapon");\r
-               gun = self.owner.weaponentity.weaponentity;\r
-       }\r
-\r
-       // copy all properties of the weapon to the digit\r
-       self.origin = gun.origin;\r
-       self.angles = gun.angles;\r
-       self.scale = gun.scale;\r
-       self.effects = gun.effects;\r
-       self.alpha = gun.alpha;\r
-       self.colormap = gun.colormap;\r
-       self.colormod = gun.colormod; // used by the regurgitating colors\r
-       self.glowmod = gun.glowmod;\r
-\r
-       string txt;\r
-       if(self.team) // weapon load display\r
-       {\r
-               if(self.owner.weapon_load[self.owner.weapon] <= 0)\r
-               {\r
-                       self.skin = 11; // unavailable digit\r
-                       return;\r
-               }\r
-               else\r
-               {\r
-                       txt = ftos(floor(self.owner.weapon_load[self.owner.weapon]));\r
-                       txt = substring(txt, self.cnt - 1, 1);\r
-               }\r
-       }\r
-       else // ammo display\r
-       {\r
-               txt = ftos(floor(self.owner.(self.owner.current_ammo)));\r
-               txt = substring(txt, self.cnt - 1, 1);\r
-       }\r
-\r
-       if((!txt || txt == ""))\r
-               self.skin = 10; // empty digit\r
-       else\r
-               self.skin = stof(txt);\r
-}\r
-\r
-void W_DisplayDigitSetup(entity own, float num, float load, float exterior)\r
-{\r
-       entity digit, e;\r
-       digit = spawn();\r
-       digit.owner = own;\r
-       digit.weapon = own.weapon;\r
-       digit.dmg = exterior;\r
-       digit.team = load;\r
-       digit.cnt = num;\r
-       e = get_weaponinfo(digit.weapon);\r
-\r
-       if(load)\r
-       {\r
-               // weapon load digit\r
-               setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
-       }\r
-       else\r
-       {\r
-               // ammo count digit\r
-               setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
-       }\r
-       digit.think = W_DisplayDigitThink;\r
-       digit.nextthink = time;\r
-}\r
-\r
-void W_Display(entity own, float load_num, float ammo_num)\r
-{\r
-       float i;\r
-       for(i = 1; i <= load_num; i++)\r
-       {\r
-               W_DisplayDigitSetup(own, i, TRUE, FALSE); // weapon load digit, view model\r
-               W_DisplayDigitSetup(own, i, TRUE, TRUE); // weapon load digit, exterior model\r
-       }\r
-       for(i = 1; i <= ammo_num; i++)\r
-       {\r
-               W_DisplayDigitSetup(own, i, FALSE, FALSE); // ammo count digit, view model\r
-               W_DisplayDigitSetup(own, i, FALSE, TRUE); // ammo count digit, exterior model\r
-       }\r
-}\r
-\r
 void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
 {\r
        if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)\r