#include "../antilag.qh"
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/util.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
#include <common/state.qh>
#include <lib/warpzone/common.qh>
// this function calculates w_shotorg and w_shotdir based on the weapon model
// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
// make sure you call makevectors first (FIXME?)
-void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range)
{
- TC(Sound, snd);
+ TC(Sound, snd);
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;
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);
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
vector md = ent.(weaponentity).movedir;
if(md.x > 0)
vecs = md;
// 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;
));
if(pseudoprojectile)
- remove(pseudoprojectile);
+ delete(pseudoprojectile);
}
// find all the entities the railgun hit and hurt them
}
// 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);
}
}
- if (is_weapclip)
+ if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
break;
// go through solid!
break;
float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
- solid_penetration_left *= (dist_taken / maxdist);
+ // fraction_used_of_what_is_left = dist_taken / maxdist
+ // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
+ solid_penetration_left *= 1 - dist_taken / maxdist;
+ solid_penetration_left = max(solid_penetration_left, 0);
// Only show effect when going through a player (invisible otherwise)
if (hit && (hit.solid != SOLID_BSP))