]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_common.qc
Merge branch 'master' into terencehill/arena_stuff
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_common.qc
index 03fddcf7862f1a275ed18bdab3720d5708997f9e..f1e33ec968aec26b989f22dd29c7c98786ac0242 100644 (file)
@@ -30,6 +30,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
        local entity ent, endent;
        local float endq3surfaceflags;
        float totaldmg;
+       entity o;
 
        float length;
        vector beampos;
@@ -52,12 +53,18 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
        // trace multiple times until we hit a wall, each obstacle will be made
        // non-solid so we can hit the next, while doing this we spawn effects and
        // note down which entities were hit so we can damage them later
+       o = self;
        while (1)
        {
                if(self.antilag_debug)
-                       WarpZone_traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
+                       WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
                else
-                       WarpZone_traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
+                       WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
+               if(o && WarpZone_trace_firstzone)
+               {
+                       o = world;
+                       continue;
+               }
 
                // if it is world we can't hurt it so stop now
                if (trace_ent == world || trace_fraction == 1)
@@ -110,7 +117,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
 
                        if(!pseudoprojectile)
                                pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
-                       soundtoat(MSG_ONE, pseudoprojectile, beampos, CHAN_PROJECTILE, snd, VOL_BASE * f, ATTN_NONE);
+                       soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
                }
 
                if(pseudoprojectile)
@@ -127,7 +134,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
                f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
                ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
 
-               if(accuracy_isgooddamage(self.owner, ent))
+               if(accuracy_isgooddamage(self.realowner, ent))
                        totaldmg += bdamage * f;
 
                // apply the damage
@@ -178,18 +185,18 @@ void W_BallisticBullet_Hit (void)
                damage_headshotbonus = self.dmg_edge * f;
                railgun_start = self.origin - 2 * frametime * self.velocity;
                railgun_end = self.origin + 2 * frametime * self.velocity;
-               g = accuracy_isgooddamage(self.owner, other);
-               Damage(other, self, self.owner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
+               g = accuracy_isgooddamage(self.realowner, other);
+               Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
                damage_headshotbonus = 0;
 
                if(headshot)
                        f *= q;
-               if(DEATH_WEAPONOF(self.projectiledeathtype) == WEP_SNIPERRIFLE)
+               if(self.dmg_edge > 0)
                {
                        if(headshot)
-                               AnnounceTo(self.owner, "headshot");
+                               AnnounceTo(self.realowner, "headshot");
                        if(yoda)
-                               AnnounceTo(self.owner, "awesome");
+                               AnnounceTo(self.realowner, "awesome");
                }
 
                // calculate hits for ballistic weapons
@@ -198,7 +205,7 @@ void W_BallisticBullet_Hit (void)
                        // do not exceed 100%
                        q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
                        self.dmg_total += f * self.dmg;
-                       accuracy_add(self.owner, self.owner.weapon, 0, q);
+                       accuracy_add(self.realowner, self.realowner.weapon, 0, q);
                }
        }
 
@@ -359,7 +366,7 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f
        entity proj;
        proj = spawn();
        proj.classname = "bullet";
-       proj.owner = self;
+       proj.owner = proj.realowner = self;
        PROJECTILE_MAKETRIGGER(proj);
        if(gravityfactor > 0)
        {
@@ -431,7 +438,16 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f
                        trace_fraction = 0;
                        fireBallisticBullet_trace_callback_ent = self;
                        fireBallisticBullet_trace_callback_eff = eff;
-                       WarpZone_TraceToss_ThroughZone(self, oldself, world, fireBallisticBullet_trace_callback);
+                       // FIXME can we somehow do this with just ONE trace?
+                       WarpZone_TraceToss(self, self.owner);
+                       if(self.owner && WarpZone_trace_firstzone)
+                       {
+                               self.owner = world;
+                               self.velocity = v0;
+                               self.gravity = g0;
+                               continue;
+                       }
+                       WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
                        self.velocity = v0;
                        self.gravity = g0;