From 5c7b6c67920d3df0136f298def508addad0b616c Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Thu, 25 Jul 2019 21:44:29 +0200 Subject: [PATCH] remove debug code, decide final vol and atten --- qcsrc/server/weapons/tracing.qc | 26 +++----------------------- 1 file changed, 3 insertions(+), 23 deletions(-) diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 4edb093a7..6822f6774 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -211,11 +211,6 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p // Ballistics Tracing // ==================== -bool autocvar_debug; -bool autocvar_debug_real; -bool autocvar_debug_vol = 1; -bool autocvar_debug_atten; -bool autocvar_debug_old; 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 dir = normalize(end - start); @@ -282,33 +277,18 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector float length = vlen(endpoint - start); entity pseudoprojectile = NULL; FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, { - if (autocvar_debug && it.railgunhit) continue; // not when spectating the shooter if (IS_SPEC(it) && it.enemy == this) continue; // 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 (f > 0) { - debug_text_3d(beampos, sprintf("this %s -> it %s | %f", this.netname, it.netname, f)); - LOG_INFOF("this %s -> it %s | %f", this.netname, it.netname, f); - } - if(!pseudoprojectile) pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume + msg_entity = it; - if (autocvar_debug_old == 2) { - // 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_LARGE); - }else if (autocvar_debug_old == 1) { - soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE); - } else { - soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * autocvar_debug_vol, autocvar_debug_atten); - } + // 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); -- 2.39.2