#include "tracing.qh"
+#include <common/effects/all.qh>
+
#include "accuracy.qh"
#include "common.qh"
#include "hitplot.qh"
#include <common/util.qh>
#include <common/weapons/_all.qh>
+#include <common/wepent.qh>
#include <common/state.qh>
#include <lib/warpzone/common.qh>
float oldsolid = ent.dphitcontentsmask;
if(!IS_CLIENT(ent))
antilag = false; // no antilag for non-clients!
- if (IS_PLAYER(ent) && ent.(weaponentity).m_weapon == WEP_RIFLE)
+ if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS))
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
//vector prevend = w_shotend;
if (antilag)
- if (!ent.cvar_cl_noantilag)
+ if (!CS(ent).cvar_cl_noantilag)
{
if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
{
if (trace_ent == CS(ent).cursor_trace_ent)
w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
else
- LOG_INFO("antilag fail\n");
+ LOG_INFO("antilag fail");
}
}
}
ent.punchangle_x = recoil * -1;
if (snd != SND_Null) {
- sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+ int held_weapons = 0; // HACK: muffle weapon sounds slightly while dual wielding!
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity wep_ent = weaponentities[slot];
+ if(ent.(wep_ent) && ent.(wep_ent).m_switchweapon != WEP_Null)
+ ++held_weapons;
+ }
+ sound (ent, chan, snd, ((held_weapons > 1) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
W_PlayStrengthSound(ent);
}
#if 0
mspercallsum += gettime(GETTIME_HIRES);
mspercallcount += 1;
- LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
+ LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
#endif
proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
// Find all non-hit players the beam passed close by
if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
{
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
if(!it.railgunhit)
if(!(IS_SPEC(it) && it.enemy == this))
{
pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
}
- ));
+ });
if(pseudoprojectile)
delete(pseudoprojectile);
float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
if(lag < 0.001)
lag = 0;
- if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag)
+ bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
+ if(autocvar_g_antilag == 0 || noantilag)
lag = 0; // only do hitscan, but no antilag
if(lag)
- {
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
- IL_EACH(g_monsters, it != this,
- {
- antilag_takeback(it, it, time - lag);
- });
- }
+ antilag_takeback_all(this, lag);
// change shooter to SOLID_BBOX so the shot can hit corpses
int oldsolid = this.dphitcontentsmask;
}
if(lag)
- {
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
- IL_EACH(g_monsters, it != this,
- {
- antilag_restore(it, it);
- });
- }
+ antilag_restore_all(this);
// restore shooter solid type
if(this)