]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Fix weaponarena available including hidden weapons, also fix available weapons not...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index b84b03f59260dcd434a5cd607684a4100a687d2a..99fa2df749eb9215c09789e86ec24bfd22d6fad5 100644 (file)
@@ -270,9 +270,6 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
                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;
@@ -283,14 +280,12 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
                // nearest point on the beam
                vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
 
-               float f = bound(0, 1 - vlen(beampos - it.origin) / 512, 1);
-               if(f <= 0)
-                       continue;
-
                if(!pseudoprojectile)
                        pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+
                msg_entity = it;
-               soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
+               // 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);
@@ -300,9 +295,6 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
        {
                // 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);
 
@@ -311,11 +303,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
 
                // 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;