]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into terencehill/accuracy_shotgun
authorterencehill <piuntn@gmail.com>
Wed, 31 Jan 2018 18:17:40 +0000 (19:17 +0100)
committerterencehill <piuntn@gmail.com>
Wed, 31 Jan 2018 18:17:40 +0000 (19:17 +0100)
# Conflicts:
# qcsrc/server/g_damage.qc

qcsrc/common/mutators/mutator/nades/nades.qc
qcsrc/common/weapons/weapon/hagar.qc
qcsrc/server/client.qc
qcsrc/server/defs.qh
qcsrc/server/g_damage.qc
qcsrc/server/player.qc
qcsrc/server/weapons/accuracy.qc
qcsrc/server/weapons/tracing.qc

index 3dc7e4e0e3e050c4eb7e72d838945492aa552750..b0c8d314091f5afee4a3c81c4d4a127feca44416 100644 (file)
@@ -370,11 +370,11 @@ void nade_napalm_boom(entity this)
        CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
 }
 
-void nade_ice_freeze(entity freezefield, entity frost_target, float freeze_time)
+void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
 {
        frost_target.frozen_by = freezefield.realowner;
        Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
-       Freeze(frost_target, 1/freeze_time, 3, false);
+       Freeze(frost_target, 1 / freezetime, 3, false);
 
        Drop_Special_Items(frost_target);
 }
index ff2e74539ce83faf9acb719b3faf4c26cd376bc7..026ad6ad8a5007d957419e5f8dcc04dc47f217a0 100644 (file)
@@ -181,14 +181,14 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
 
        weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       shots = actor.(weaponentity).hagar_load;
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots);
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
        right = v_right;
        up = v_up;
 
-       shots = actor.(weaponentity).hagar_load;
        missile = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
index 3333c04e49180286b6ef8806c91aa410baf0de1e..3688c4eceb49022b6cf05770addf58ff4635d305 100644 (file)
@@ -2765,6 +2765,11 @@ void PlayerPostThink (entity this)
        }
 
        if (IS_PLAYER(this)) {
+               if(this.death_time == time && IS_DEAD(this))
+               {
+                       this.maxs.z = 5;
+                       setsize(this, this.mins, this.maxs);
+               }
                DrownPlayer(this);
                UpdateChatBubble(this);
                if (CS(this).impulse) ImpulseCommands(this);
index e9cf6ee286a7d8831806504435737977436d8e08..6b626a74eb09f117ae914469dfca92f935111ecb 100644 (file)
@@ -370,6 +370,7 @@ const float ACTIVE_TOGGLE   = 3;
 .float revive_progress = _STAT(REVIVE_PROGRESS);
 .float revival_time; // time at which player was last revived
 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
+.float freeze_time;
 .entity iceblock;
 .entity frozen_by; // for ice fields
 
index 029660c2bf05c2e98975f609e8c35d943d4f168d..713cf385dccc4387f6283b34433f064ea177cf55 100644 (file)
@@ -521,7 +521,7 @@ void Ice_Think(entity this)
        this.nextthink = time;
 }
 
-void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
+void Freeze (entity targ, float revivespeed, float frozen_type, float show_waypoint)
 {
        if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
                return;
@@ -534,10 +534,11 @@ void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypo
        STAT(FROZEN, targ) = frozen_type;
        targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
        SetResourceAmount(targ, RESOURCE_HEALTH, ((frozen_type == 3) ? targ_maxhealth : 1));
-       targ.revive_speed = freeze_time;
+       targ.revive_speed = revivespeed;
        if(targ.bot_attack)
                IL_REMOVE(g_bot_targets, targ);
        targ.bot_attack = false;
+       targ.freeze_time = time;
 
        entity ice = new(ice);
        ice.owner = targ;
index 26fc9e659204d7bf6305a5d2483bf1b2b4ba9819..9d9281c0e9eb079298e25f4e08010298a9599aa8 100644 (file)
@@ -173,9 +173,6 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da
        vector v;
        Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
 
-       // damage resistance (ignore most of the damage from a bullet or similar)
-       damage = max(damage - 5, 1);
-
        v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
        take = v.x;
        save = v.y;
@@ -630,11 +627,16 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                        animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
                else
                        animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
+
+               /* // postpone resize until frame end so that dead player can still
+               // properly get hit by all the projectiles fired in this frame (shotgun)
                if (this.maxs.z > 5)
                {
                        this.maxs_z = 5;
                        setsize(this, this.mins, this.maxs);
                }
+               */
+
                // set damage function to corpse damage
                this.event_damage = PlayerCorpseDamage;
                // call the corpse damage function just in case it wants to gib
@@ -653,7 +655,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
                        // remove corpse
                        // clones don't run any animation code any more, so we must gib them when they die :(
-                       PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
+                       this.event_damage(this, inflictor, attacker, autocvar_sv_gibhealth + 1, deathtype, hitloc, force);
                }
 
                // reset fields the weapons may use just in case
index 0d6ecf066f70637deeb0f94ef64e47c079204427..879dd88327bdf17824d08dfd85c7a819ceb4010b 100644 (file)
@@ -93,8 +93,8 @@ bool accuracy_isgooddamage(entity attacker, entity targ)
        int mutator_check = MUTATOR_CALLHOOK(AccuracyTargetValid, attacker, targ);
 
        if (warmup_stage) return false;
-       if (IS_DEAD(targ)) return false;
-       if (STAT(FROZEN, targ)) return false;
+       if (IS_DEAD(targ) && time > targ.death_time) return false;
+       if (STAT(FROZEN, targ) && time > targ.freeze_time) return false;
        if (SAME_TEAM(attacker, targ)) return false;
 
        if (mutator_check == MUT_ACCADD_INVALID) return true;
index 486ae180a2a0c80c3dea73f34dc0f45b36c45322..87330e79970d32415724d51d18b15f093b9c0436 100644 (file)
@@ -422,10 +422,10 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
                        yoda = 0;
                        MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
                        damage = M_ARGV(4, float);
-                       float g = accuracy_isgooddamage(this, hit);
+                       bool gooddamage = accuracy_isgooddamage(this, hit);
                        Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
                        // calculate hits for ballistic weapons
-                       if(g)
+                       if(gooddamage)
                        {
                                // do not exceed 100%
                                float added_damage = min(damage - total_damage, damage * solid_penetration_left);