vector w_shotorg;
vector w_shotdir;
+vector w_shotend;
// 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(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
+.float prevstrengthsound;
+.float prevstrengthsoundattempt;
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
{
float nudge = 1; // added to traceline target and subtracted from result
- local vector trueaimpoint;
local float oldsolid;
vector vecs, dv;
oldsolid = ent.dphitcontentsmask;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
if(antilag)
- WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
// passing world, because we do NOT want it to touch dphitcontentsmask
else
- WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
+ WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
vector vf, vr, vu;
vf = v_forward;
vr = v_right;
vu = v_up;
- trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+ w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
v_forward = vf;
v_right = vr;
v_up = vu;
W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
if(ent.weaponentity.movedir_x > 0)
- {
vecs = ent.weaponentity.movedir;
- vecs_y = -vecs_y;
- }
else
vecs = '0 0 0';
-
if(debug_shotorg != '0 0 0')
vecs = debug_shotorg;
- dv = v_right * vecs_y + v_up * vecs_z;
+ dv = v_right * -vecs_y + v_up * vecs_z;
w_shotorg = ent.origin + ent.view_ofs + dv;
// now move the shotorg forward as much as requested if possible
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(trueaimpoint - w_shotorg);
+ w_shotdir = normalize(w_shotend - w_shotorg);
if (antilag)
if (!ent.cvar_cl_noantilag)
{
if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
{
- traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
+ traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
if (!trace_ent.takedamage)
{
- traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
if (trace_ent.takedamage && trace_ent.classname == "player")
{
entity e;
{
// verify that the shot would miss without antilag
// (avoids an issue where guns would always shoot at their origin)
- traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
+ traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
if (!trace_ent.takedamage)
{
// verify that the shot would hit if altered
sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
}
- if (ent.items & IT_STRENGTH)
- if (!g_minstagib)
- sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+ if(ent.items & IT_STRENGTH)
+ if(!g_minstagib)
+ if(
+ (time > ent.prevstrengthsound + cvar("sv_strengthsound_antispam_time"))
+ ||
+ (time > ent.prevstrengthsoundattempt + cvar("sv_strengthsound_antispam_refire_threshold"))
+ ) // prevent insane sound spam
+ {
+ sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+ ent.prevstrengthsound = time;
+ }
+ ent.prevstrengthsoundattempt = time;
+
+ // nudge w_shotend so a trace to w_shotend hits
+ w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
};
+#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
#define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
+#define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
void LaserTarget_Think()
{
self = cl;
f = weapon_action(wpn, WR_CHECKAMMO1);
f = f + weapon_action(wpn, WR_CHECKAMMO2);
+
+ // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
+ local entity mine;
+ if(wpn == WEP_MINE_LAYER)
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ f = 1;
+
self = oldself;
}
if (!f)
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
{
+ // always keep the Mine Layer if we placed mines, so that we can detonate them
+ local entity mine;
+ if(self.weapon == WEP_MINE_LAYER)
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ return FALSE;
+
+ if(self.weapon == self.switchweapon) // only play once BEFORE starting to switch weapons
+ sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
+
W_SwitchToOtherWeapon(self);
return FALSE;
}