X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_common.qc;h=3816594a97fda0a1ab824941f9947ecc3e6ee72a;hb=8d72b72b609369b8a4f9d9dc8ae022266f4ba883;hp=49e2773836c8cb8397ed883c3670d0affd19db9f;hpb=3188aedc78fc6c0f613adbfe8f1297ef5cb6a730;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_common.qc b/qcsrc/server/w_common.qc index 49e277383..3816594a9 100644 --- a/qcsrc/server/w_common.qc +++ b/qcsrc/server/w_common.qc @@ -23,12 +23,14 @@ void W_GiveWeapon (entity e, float wep, string name) } .float railgundistance; +.vector railgunforce; void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype) { local vector hitloc, force, endpoint, dir; local entity ent, endent; local float endq3surfaceflags; float totaldmg; + entity o; float length; vector beampos; @@ -51,12 +53,18 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // trace multiple times until we hit a wall, each obstacle will be made // non-solid so we can hit the next, while doing this we spawn effects and // note down which entities were hit so we can damage them later + o = self; while (1) { if(self.antilag_debug) - WarpZone_traceline_antilag (self, start, end, FALSE, self, self.antilag_debug); + WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug); else - WarpZone_traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self)); + WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self)); + if(o && WarpZone_trace_firstzone) + { + o = world; + continue; + } // if it is world we can't hurt it so stop now if (trace_ent == world || trace_fraction == 1) @@ -67,6 +75,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f trace_ent.railgunhitloc = end; trace_ent.railgunhitsolidbackup = trace_ent.solid; trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start); + trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force); // stop if this is a wall if (trace_ent.solid == SOLID_BSP) @@ -125,12 +134,12 @@ 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(accuracy_isgooddamage(self.owner, ent)) + if(accuracy_isgooddamage(self.realowner, ent)) totaldmg += bdamage * f; // apply the damage if (ent.takedamage) - Damage (ent, self, self, bdamage * f, deathtype, hitloc, force * ffs); + Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs); // create a small explosion to throw gibs around (if applicable) //setorigin (explosion, hitloc); @@ -176,18 +185,18 @@ void W_BallisticBullet_Hit (void) 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); + g = accuracy_isgooddamage(self.realowner, other); + Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f); damage_headshotbonus = 0; if(headshot) f *= q; - if(DEATH_WEAPONOF(self.projectiledeathtype) == WEP_CAMPINGRIFLE) + if(self.dmg_edge > 0) { if(headshot) - AnnounceTo(self.owner, "headshot"); + AnnounceTo(self.realowner, "headshot"); if(yoda) - AnnounceTo(self.owner, "awesome"); + AnnounceTo(self.realowner, "awesome"); } // calculate hits for ballistic weapons @@ -196,7 +205,7 @@ void W_BallisticBullet_Hit (void) // do not exceed 100% q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total; self.dmg_total += f * self.dmg; - accuracy_add(self.owner, self.owner.weapon, 0, q); + accuracy_add(self.realowner, self.realowner.weapon, 0, q); } } @@ -357,7 +366,7 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f entity proj; proj = spawn(); proj.classname = "bullet"; - proj.owner = self; + proj.owner = proj.realowner = self; PROJECTILE_MAKETRIGGER(proj); if(gravityfactor > 0) { @@ -391,6 +400,8 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f if(tracereffects & EF_RED) eff = particleeffectnum("tr_rifle"); + else if(tracereffects & EF_BLUE) + eff = particleeffectnum("tr_rifle_weak"); else eff = particleeffectnum("tr_bullet"); @@ -427,7 +438,16 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f trace_fraction = 0; fireBallisticBullet_trace_callback_ent = self; fireBallisticBullet_trace_callback_eff = eff; - WarpZone_TraceToss_ThroughZone(self, oldself, world, fireBallisticBullet_trace_callback); + // FIXME can we somehow do this with just ONE trace? + WarpZone_TraceToss(self, self.owner); + if(self.owner && WarpZone_trace_firstzone) + { + self.owner = world; + self.velocity = v0; + self.gravity = g0; + continue; + } + WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback); self.velocity = v0; self.gravity = g0; @@ -513,11 +533,10 @@ void fireBullet (vector start, vector dir, float spread, float damage, float for if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY)) { - pointparticles(particleeffectnum("TE_KNIGHTSPIKE"),end,trace_plane_normal * 2500,1); - if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) - Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, self); + if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) + Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, self); + Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force); - //void(float effectnum, vector org, vector vel, float howmany) pointparticles = #337; // same as in CSQC } trace_endpos = end; }