]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_common.qc
comment this sprint out, not sure we want it (centerprint should already make it...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_common.qc
index 378cab4de50b51ea503de794350f162f46558486..49e2773836c8cb8397ed883c3670d0affd19db9f 100644 (file)
@@ -125,9 +125,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
                f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
                ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
 
-               if(ent.flags & FL_CLIENT)
-               if(ent.deadflag == DEAD_NO)
-               if(!teamplay || ent.team != self.team)
+               if(accuracy_isgooddamage(self.owner, ent))
                        totaldmg += bdamage * f;
 
                // apply the damage
@@ -148,8 +146,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
        }
 
        // calculate hits and fired shots for hitscan
-       if not(inWarmupStage)
-               accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
+       accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
 
        trace_endpos = endpoint;
        trace_ent = endent;
@@ -162,7 +159,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
 .float dmg_total;
 void W_BallisticBullet_Hit (void)
 {
-       float f, q;
+       float f, q, g;
 
        f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
        q = 1 + self.dmg_edge / self.dmg;
@@ -176,29 +173,25 @@ void W_BallisticBullet_Hit (void)
 
                headshot = 0;
                yoda = 0;
-               damage_headshotbonus = self.dmg_edge;
+               damage_headshotbonus = self.dmg_edge * f;
                railgun_start = self.origin - 2 * frametime * self.velocity;
                railgun_end = self.origin + 2 * frametime * self.velocity;
-
+               g = accuracy_isgooddamage(self.owner, other);
                Damage(other, self, self.owner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
                damage_headshotbonus = 0;
 
-               if(self.dmg_edge != 0)
+               if(headshot)
+                       f *= q;
+               if(DEATH_WEAPONOF(self.projectiledeathtype) == WEP_CAMPINGRIFLE)
                {
                        if(headshot)
-                       {       
-                               f *= q;
                                AnnounceTo(self.owner, "headshot");
-                       }
+                       if(yoda)
+                               AnnounceTo(self.owner, "awesome");
                }
-               if(yoda)
-                       AnnounceTo(self.owner, "awesome");
 
                // calculate hits for ballistic weapons
-               if (other.flags & FL_CLIENT)  // is the player a client
-               if (other.deadflag == DEAD_NO)  // is the victim a corpse
-               if ((!(teamplay)) | (other.team != self.owner.team))  // not teamplay (ctf, kh, tdm etc) or the victim is in the same team
-               if not(inWarmupStage)  // not in warm up stage
+               if(g)
                {
                        // do not exceed 100%
                        q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
@@ -256,7 +249,7 @@ float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
        // maxdist = 0.5 * v0 * v0 / constant
        // dprint("max dist = ", ftos(maxdist), "\n");
 
-       if(maxdist <= cvar("g_ballistics_mindistance"))
+       if(maxdist <= autocvar_g_ballistics_mindistance)
                return 0;
 
        traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
@@ -266,7 +259,7 @@ float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
 
        self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
 
-       dst = max(cvar("g_ballistics_mindistance"), vlen(trace_endpos - self.origin));
+       dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
        // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
        Es_m = E0_m - constant * dst;
        if(Es_m <= 0)
@@ -359,7 +352,7 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f
        entity pl, oldself;
        float antilagging;
 
-       antilagging = (cvar("g_antilag_bullets") && (pSpeed >= cvar("g_antilag_bullets")));
+       antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
 
        entity proj;
        proj = spawn();
@@ -377,7 +370,7 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f
        proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
        W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
        proj.angles = vectoangles(proj.velocity);
-       proj.dmg_radius = cvar("g_ballistics_materialconstant") / bulletconstant;
+       proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
        // so: bulletconstant = bullet mass / area of bullet circle
        setorigin(proj, start);
        proj.flags = FL_PROJECTILE;
@@ -407,7 +400,7 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f
                        lag = 0;
                if(clienttype(self) != CLIENTTYPE_REAL)
                        lag = 0;
-               if(cvar("g_antilag") == 0 || self.cvar_cl_noantilag)
+               if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
                        lag = 0; // only do hitscan, but no antilag
 
                if(lag)
@@ -458,6 +451,23 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f
                                W_BallisticBullet_Hit();
                        }
 
+                       // if we hit "weapclip", bail out
+                       //
+                       // rationale of this check:
+                       //
+                       // any shader that is solid, nodraw AND trans is meant to clip weapon
+                       // shots and players, but has no other effect!
+                       //
+                       // if it is not trans, it is caulk and should not have this side effect
+                       //
+                       // matching shaders:
+                       //   common/weapclip (intended)
+                       //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
+                       if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+                       if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
+                       if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
+                               break;
+
                        density = other.ballistics_density;
                        if(density == 0)
                                density = 1;