#include "weaponsystem.qh"
#include "../g_damage.qh"
-#include "../g_subs.qh"
#include "../antilag.qh"
#include <common/constants.qh>
float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
float oldsolid = ent.dphitcontentsmask;
Weapon wep = DEATH_WEAPONOF(deathtype);
- if (wep == WEP_Null)
- wep = ent.(weaponentity).m_weapon; // TODO: don't fall back, if the attack isn't a weapon we don't want it to affect the user's held weapon!
if(!IS_CLIENT(ent))
antilag = false; // no antilag for non-clients!
if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
+ {
+ // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
+ // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
+ // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
+ // TODO for fireBullet, find how far the shot will penetrate and aim at that
+ // for fireRailgunbullet, find the farthest target and aim at that
+ // this will avoid issues when another player is passing in front of you when you shoot
+ // (currently such a shot will hit him but then miss the original target)
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ }
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
if(antilag)
// track max damage
if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
- accuracy_add(ent, wep.m_id, maxdamage, 0);
+ accuracy_add(ent, wep, maxdamage, 0);
if(IS_PLAYER(ent))
W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
vector md = ent.(weaponentity).movedir;
vector vecs = ((md.x > 0) ? md : '0 0 0');
+ // TODO this is broken - see 637056bea7bf7f5c9c0fc6113e94731a2767476 for an attempted fix
+ // which fixes issue #1957 but causes #2129
vector dv = v_right * -vecs.y + v_up * vecs.z;
w_shotorg = ent.origin + ent.view_ofs + dv;
tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
w_shotorg = trace_endpos - v_forward * nudge;
// calculate the shotdir from the chosen shotorg
- w_shotdir = normalize(w_shotend - w_shotorg);
+ if(W_DualWielding(ent))
+ w_shotdir = s_forward;
+ else
+ w_shotdir = normalize(w_shotend - w_shotorg);
//vector prevdir = w_shotdir;
//vector prevorg = w_shotorg;
ent.punchangle_x = recoil * -1;
if (snd != SND_Null) {
- sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
+ sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
W_PlayStrengthSound(ent);
}
void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
{
- entity pseudoprojectile = NULL;
-
vector dir = normalize(end - start);
- float length = vlen(end - start);
vector force = dir * bforce;
// go a little bit into the wall because we need to hit this wall later
it.solid = it.railgunhitsolidbackup;
});
- // spawn a temporary explosion entity for RadiusDamage calls
- //explosion = spawn();
+ // Find all players the beam passed close by (even those hit)
+ float length = vlen(endpoint - start);
+ entity pseudoprojectile = NULL;
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
+ // not when spectating the shooter
+ if (IS_SPEC(it) && it.enemy == this) continue;
- // 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, {
- if(!it.railgunhit)
- if(!(IS_SPEC(it) && it.enemy == this))
- {
- msg_entity = it;
- // nearest point on the beam
- vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
+ // nearest point on the beam
+ vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
- float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
- if(f <= 0)
- continue;
+ if(!pseudoprojectile)
+ pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- if(!pseudoprojectile)
- 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);
- }
+ msg_entity = it;
+ // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE);
+ });
+ if(pseudoprojectile)
+ delete(pseudoprojectile);
// find all the entities the railgun hit and hurt them
IL_EACH(g_railgunhit, it.railgunhit,
{
// removal from the list is handled below
- // get the details we need to call the damage function
- vector hitloc = it.railgunhitloc;
-
float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
// apply the damage
if (it.takedamage)
- Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
-
- // create a small explosion to throw gibs around (if applicable)
- //setorigin(explosion, hitloc);
- //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
+ Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
it.railgunhitloc = '0 0 0';
it.railgunhitsolidbackup = SOLID_NOT;
IL_CLEAR(g_railgunhit);
// calculate hits and fired shots for hitscan
- accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
+ if(this.(weaponentity))
+ accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
trace_endpos = endpoint;
trace_ent = endent;
fireBullet_last_hit = NULL;
}
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
+void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
{
vector end;
end = start + dir * max_shot_distance;
fireBullet_last_hit = NULL;
+ fireBullet_trace_callback_eff = tracer_effect;
+
float solid_penetration_left = 1;
float total_damage = 0;
- if(tracereffects & EF_RED)
- fireBullet_trace_callback_eff = EFFECT_RIFLE;
- else if(tracereffects & EF_BLUE)
- fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
- else
- fireBullet_trace_callback_eff = EFFECT_BULLET;
-
float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
if(lag < 0.001)
lag = 0;
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, weaponentity, 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);
total_damage += damage * solid_penetration_left;
- accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
+ accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
}
}