#include "../antilag.qh"
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
float oldsolid;
vector vecs, dv;
oldsolid = ent.dphitcontentsmask;
- if (IS_PLAYER(ent) && PS(ent).m_weapon == WEP_RIFLE)
+ if (IS_PLAYER(ent) && ent.(weaponentity).m_weapon == WEP_RIFLE)
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
// track max damage
if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
- accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
+ accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
if(IS_PLAYER(ent))
- W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
+ W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
vector md = ent.(weaponentity).movedir;
if(md.x > 0)
// Ballistics Tracing
// ====================
-void FireRailgunBullet (entity this, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
+void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
{
vector hitloc, force, endpoint, dir;
entity ent, endent;
}
// calculate hits and fired shots for hitscan
- accuracy_add(this, PS(this).m_weapon.m_id, 0, min(bdamage, totaldmg));
+ accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
trace_endpos = endpoint;
trace_ent = endent;
fireBullet_last_hit = NULL;
}
-void fireBullet(entity this, 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, int tracereffects)
{
vector end;
dir = normalize(dir + randomvec() * spread);
- end = start + dir * MAX_SHOT_DISTANCE;
+ end = start + dir * max_shot_distance;
fireBullet_last_hit = NULL;
float solid_penetration_left = 1;
start = trace_endpos;
entity hit = trace_ent;
+ // traced up to max_shot_distance and didn't hit anything at all
+ if (trace_fraction == 1.0)
+ break;
+
// When hitting sky, stop.
- if (pointcontents(start) == CONTENT_SKY)
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
break;
// can't use noimpact, as we need to pass through walls
// do not exceed 100%
float added_damage = min(damage - total_damage, damage * solid_penetration_left);
total_damage += damage * solid_penetration_left;
- accuracy_add(this, PS(this).m_weapon.m_id, 0, added_damage);
+ accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
}
}