// x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
+ mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
{
thisv = targ.origin;
self.angles = '0 0 0';
float f;
- f = 0;
if (self.state == WS_RAISE && !intermission_running)
{
f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
{
vector mdirection;
float mspeed;
- float outspeed;
- float nstyle;
vector outvelocity;
mvelocity = mvelocity * g_weaponspeedfactor;
mdirection = normalize(mvelocity);
mspeed = vlen(mvelocity);
- nstyle = autocvar_g_projectiles_newton_style;
- if(nstyle == 0 || forceAbsolute)
- {
- // absolute velocity
- outvelocity = mvelocity;
- }
- else if(nstyle == 1)
- {
- // true Newtonian projectiles
- outvelocity = pvelocity + mvelocity;
- }
- else if(nstyle == 2)
- {
- // true Newtonian projectiles with automatic aim adjustment
- //
- // solve: |outspeed * mdirection - pvelocity| = mspeed
- // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
- // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
- // PLUS SIGN!
- // not defined?
- // then...
- // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
- // velocity without mdirection component > mspeed
- // fire at smallest possible mspeed that works?
- // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
-
- vector solution;
- solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
- if(solution_z)
- outspeed = solution_y; // the larger one
- else
- {
- //outspeed = 0; // slowest possible shot
- outspeed = solution_x; // the real part (that is, the average!)
- //dprint("impossible shot, adjusting\n");
- }
-
- outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
- outvelocity = mdirection * outspeed;
- }
- else if(nstyle == 3)
- {
- // pseudo-Newtonian:
- outspeed = mspeed + mdirection * pvelocity;
- outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
- outvelocity = mdirection * outspeed;
- }
- else if(nstyle == 4)
- {
- // tZorkian:
- outspeed = mspeed + vlen(pvelocity);
- outvelocity = mdirection * outspeed;
- }
- else
- error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
+ outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
return outvelocity;
}