}
.float railgundistance;
+.vector railgunforce;
void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
{
local vector hitloc, force, endpoint, dir;
trace_ent.railgunhitloc = end;
trace_ent.railgunhitsolidbackup = trace_ent.solid;
trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
+ trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
// stop if this is a wall
if (trace_ent.solid == SOLID_BSP)
// apply the damage
if (ent.takedamage)
- Damage (ent, self, self, bdamage * f, deathtype, hitloc, force * ffs);
+ Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
// create a small explosion to throw gibs around (if applicable)
//setorigin (explosion, hitloc);
if(headshot)
f *= q;
- if(DEATH_WEAPONOF(self.projectiledeathtype) == WEP_CAMPINGRIFLE)
+ if(DEATH_WEAPONOF(self.projectiledeathtype) == WEP_SNIPERRIFLE)
{
if(headshot)
AnnounceTo(self.owner, "headshot");
if(tracereffects & EF_RED)
eff = particleeffectnum("tr_rifle");
+ else if(tracereffects & EF_BLUE)
+ eff = particleeffectnum("tr_rifle_weak");
else
eff = particleeffectnum("tr_bullet");
W_BallisticBullet_Hit();
}
+ // if we hit "weapclip", bail out
+ //
+ // rationale of this check:
+ //
+ // any shader that is solid, nodraw AND trans is meant to clip weapon
+ // shots and players, but has no other effect!
+ //
+ // if it is not trans, it is caulk and should not have this side effect
+ //
+ // matching shaders:
+ // common/weapclip (intended)
+ // common/noimpact (is supposed to eat projectiles, but is erased farther above)
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+ if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
+ if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
+ break;
+
density = other.ballistics_density;
if(density == 0)
density = 1;