]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/damage.qc
mapinfo: fix and rename noautomaplist flag to donotwant
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / damage.qc
index 429d3e262568b56b77cab4cd76d86c73ea8de5d2..d5a9a20c760d352a7d6631ed2530eba9cf2faad4 100644 (file)
@@ -245,8 +245,10 @@ void Obituary(entity attacker, entity inflictor, entity targ, int deathtype, .en
        if (MUTATOR_CALLHOOK(ClientObituary, inflictor, attacker, targ, deathtype, attacker.(weaponentity))) { CS(targ).killcount = 0; return; }
        notif_anonymous = M_ARGV(5, bool);
 
+       // TODO: Replace "???" with a translatable "Anonymous player" string
+       // https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2839
        if(notif_anonymous)
-               attacker_name = "Anonymous player";
+               attacker_name = "???";
 
        #ifdef NOTIFICATIONS_DEBUG
        Debug_Notification(
@@ -917,13 +919,17 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in
                if (((cantbe != targ) && !mustbe) || (mustbe == targ))
                if (targ.takedamage)
                {
-                       // measure distance from nearest point on target (not origin)
-                       // to nearest point on inflictor (not origin)
+                       // calculate distance from nearest point on target to nearest point on inflictor
+                       // instead of origin to ensure full damage on impacts
+
                        vector nearest = targ.WarpZone_findradius_nearest;
+
+                       // optimize code by getting inflictororigin_wz from WarpZone_FindRadius calculations instead of
+                       //vector inflictororigin_wz = WarpZone_TransformOrigin(targ, inflictororigin);
+
+                       vector inflictororigin_wz = targ.WarpZone_findradius_nearest + targ.WarpZone_findradius_dist;
                        vector inflictornearest = NearestPointOnBoundingBox(
-                               inflictororigin - (inflictor.maxs - inflictor.mins) * 0.5,
-                               inflictororigin + (inflictor.maxs - inflictor.mins) * 0.5,
-                               nearest);
+                               inflictororigin_wz + inflictor.mins, inflictororigin_wz + inflictor.maxs, nearest);
                        vector diff = inflictornearest - nearest;
 
                        // round up a little on the damage to ensure full damage on impacts
@@ -939,15 +945,59 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in
                                        float a;
                                        float c;
                                        vector hitloc;
-                                       vector myblastorigin;
-                                       vector center;
-
-                                       myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
 
                                        // if it's a player, use the view origin as reference
-                                       center = CENTER_OR_VIEWOFS(targ);
+                                       vector center = CENTER_OR_VIEWOFS(targ);
+
+                                       if (autocvar_g_player_damageplayercenter)
+                                       {
+                                               if (targ != attacker)
+                                               {
+                                                       // always use target's bbox centerpoint
+                                                       center = targ.origin + ((targ.mins + targ.maxs) * 0.5);
+                                               }
+                                               else // targ == attacker
+                                               {
+                                               #if 0
+                                                       // code stolen from W_SetupShot_Dir_ProjectileSize_Range()
+                                                       vector md = targ.(weaponentity).movedir;
+                                                       vector dv = v_right * -md.y + v_up * md.z;
+                                                       vector mi = '0 0 0', ma = '0 0 0';
+
+                                                       if(IS_CLIENT(targ)) // no antilag for non-clients!
+                                                       {
+                                                               if(CS(targ).antilag_debug)
+                                                                       tracebox_antilag(targ, center, mi, ma, center + dv, MOVE_NORMAL, targ, CS(targ).antilag_debug);
+                                                               else
+                                                                       tracebox_antilag(targ, center, mi, ma, center + dv, MOVE_NORMAL, targ, ANTILAG_LATENCY(targ));
+                                                       }
+                                                       else
+                                                               tracebox(center, mi, ma, center + dv, MOVE_NORMAL, targ);
+
+                                                       center.z = trace_endpos.z;
+                                               #else
+                                                       // very cheap way but it skips move into solid checks which is fine most of the time for now AFAIK
+                                                       // this should only really be an issue with some rare edge cases where
+                                                       // shot origin was prevented from going into a ceiling but it still explodes at the ceiling
+                                                       // shot origin wasn't raised as high as possible and the shooter gets upwards knockback
+                                                       // TL;DR: no bugs if vertical shot origin is always within player bbox
+                                                       center.z = center.z + targ.(weaponentity).movedir.z;
+                                               #endif
+                                               }
+                                       }
 
-                                       force = normalize(center - myblastorigin);
+                                       /* debug prints
+                                       print(sprintf("origin  vec %v\n", targ.origin));
+                                       print(sprintf("movedir vec %v\n", targ.(weaponentity).movedir));
+                                       print(sprintf("old def vec %v\n", CENTER_OR_VIEWOFS(targ)));
+                                       print(sprintf("origin+vofs %v\n", targ.origin + targ.view_ofs));
+                                       print(sprintf("bbox center %v\n", (targ.origin + ((targ.mins + targ.maxs) * 0.5))));
+                                       print(sprintf("center  vec %v\n", center));
+                                       print(sprintf("shotorg vec %v\n", w_shotorg));
+                                       print("\n");
+                                       */
+
+                                       force = normalize(center - inflictororigin_wz);
                                        force = force * (finaldmg / max(coredamage, edgedamage)) * forceintensity;
                                        hitloc = nearest;