]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Restore preliminary support for headshots to the rifle
authorMario <mario.mario@y7mail.com>
Mon, 1 Jun 2020 22:01:52 +0000 (08:01 +1000)
committerMario <mario.mario@y7mail.com>
Mon, 1 Jun 2020 22:01:52 +0000 (08:01 +1000)
16 files changed:
bal-wep-mario.cfg
bal-wep-nexuiz25.cfg
bal-wep-samual.cfg
bal-wep-xdf.cfg
bal-wep-xonotic.cfg
qcsrc/common/mutators/mutator/overkill/okhmg.qc
qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
qcsrc/common/turrets/turret/machinegun_weapon.qc
qcsrc/common/turrets/turret/walker_weapon.qc
qcsrc/common/vehicles/vehicle/spiderbot.qc
qcsrc/common/weapons/weapon/machinegun.qc
qcsrc/common/weapons/weapon/rifle.qc
qcsrc/common/weapons/weapon/rifle.qh
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/server/weapons/tracing.qc
qcsrc/server/weapons/tracing.qh

index 5cfa34882b2710471c8e0a44157dda9feff17eb5..52dfc5f12ca507fcf15c621d2c24514468572dff 100644 (file)
@@ -557,6 +557,7 @@ set g_balance_rifle_primary_bullethail 0
 set g_balance_rifle_primary_burstcost 0
 set g_balance_rifle_primary_damage 80
 set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_headshot_multiplier 0
 set g_balance_rifle_primary_refire 1.2
 set g_balance_rifle_primary_shots 1
 set g_balance_rifle_primary_solidpenetration 62.2
@@ -571,6 +572,7 @@ set g_balance_rifle_secondary_bullethail 0
 set g_balance_rifle_secondary_burstcost 0
 set g_balance_rifle_secondary_damage 20
 set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_headshot_multiplier 0
 set g_balance_rifle_secondary_refire 0.9
 set g_balance_rifle_secondary_reload 0
 set g_balance_rifle_secondary_shots 4
index f9659814b3ea91d425b172095dbc9c264a2e5418..7bc8de485d6c5943c0b4c965cd4406909a246f79 100644 (file)
@@ -557,6 +557,7 @@ set g_balance_rifle_primary_bullethail 0
 set g_balance_rifle_primary_burstcost 0
 set g_balance_rifle_primary_damage 80
 set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_headshot_multiplier 1.25
 set g_balance_rifle_primary_refire 1.2
 set g_balance_rifle_primary_shots 1
 set g_balance_rifle_primary_solidpenetration 62.2
@@ -571,6 +572,7 @@ set g_balance_rifle_secondary_bullethail 0
 set g_balance_rifle_secondary_burstcost 0
 set g_balance_rifle_secondary_damage 20
 set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_headshot_multiplier 0.1875
 set g_balance_rifle_secondary_refire 0.9
 set g_balance_rifle_secondary_reload 0
 set g_balance_rifle_secondary_shots 4
index 6896f5f5e0be99131c379ea538b28a0ff7e3b252..a89f480215ae56c7d4abf98be80d6a7302dd6b08 100644 (file)
@@ -557,6 +557,7 @@ set g_balance_rifle_primary_bullethail 0
 set g_balance_rifle_primary_burstcost 0
 set g_balance_rifle_primary_damage 80
 set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_headshot_multiplier 0
 set g_balance_rifle_primary_refire 1.2
 set g_balance_rifle_primary_shots 1
 set g_balance_rifle_primary_solidpenetration 62.2
@@ -570,6 +571,7 @@ set g_balance_rifle_secondary_animtime 0.3
 set g_balance_rifle_secondary_bullethail 0
 set g_balance_rifle_secondary_burstcost 0
 set g_balance_rifle_secondary_damage 20
+set g_balance_rifle_secondary_headshot_multiplier 0
 set g_balance_rifle_secondary_force 50
 set g_balance_rifle_secondary_refire 0.9
 set g_balance_rifle_secondary_reload 0
index ec8029c74bf28647cae83bf57d806178f6120640..007a36cf56e217c29d8fa749dbcf166f8bcbe29c 100644 (file)
@@ -557,6 +557,7 @@ set g_balance_rifle_primary_bullethail 0
 set g_balance_rifle_primary_burstcost 0
 set g_balance_rifle_primary_damage 80
 set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_headshot_multiplier 0
 set g_balance_rifle_primary_refire 1.2
 set g_balance_rifle_primary_shots 1
 set g_balance_rifle_primary_solidpenetration 62.2
@@ -571,6 +572,7 @@ set g_balance_rifle_secondary_bullethail 0
 set g_balance_rifle_secondary_burstcost 0
 set g_balance_rifle_secondary_damage 20
 set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_headshot_multiplier 0
 set g_balance_rifle_secondary_refire 0.9
 set g_balance_rifle_secondary_reload 0
 set g_balance_rifle_secondary_shots 4
index c38ea832f3e2c53576a9cd2d9c15538d81ca1633..2f7b598b739e6d4664c284c7468fc23d36f11e8a 100644 (file)
@@ -557,6 +557,7 @@ set g_balance_rifle_primary_bullethail 0
 set g_balance_rifle_primary_burstcost 0
 set g_balance_rifle_primary_damage 80
 set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_headshot_multiplier 0
 set g_balance_rifle_primary_refire 1.2
 set g_balance_rifle_primary_shots 1
 set g_balance_rifle_primary_solidpenetration 62.2
@@ -570,6 +571,7 @@ set g_balance_rifle_secondary_animtime 0.3
 set g_balance_rifle_secondary_bullethail 0
 set g_balance_rifle_secondary_burstcost 0
 set g_balance_rifle_secondary_damage 20
+set g_balance_rifle_secondary_headshot_multiplier 0
 set g_balance_rifle_secondary_force 50
 set g_balance_rifle_secondary_refire 0.9
 set g_balance_rifle_secondary_reload 0
index 68d69ab2f027f25408d1b953cbc627b271b1b72f..8994dda66377dc70033f571e57951d13d2eca5b7 100644 (file)
@@ -36,7 +36,7 @@ void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity
        }
 
        float okhmg_spread = bound(WEP_CVAR_PRI(okhmg, spread_min), WEP_CVAR_PRI(okhmg, spread_min) + (WEP_CVAR_PRI(okhmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okhmg, spread_max));
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, EFFECT_RIFLE);
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), 0, WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, EFFECT_RIFLE);
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
index 817e369816ac69ad599ac19474fd1d39b1798ab0..698fb6f85bbb0c05a88e3bc0cbf6f75d102844ad 100644 (file)
@@ -30,7 +30,7 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
        }
 
        okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max));
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE);
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), 0, WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE);
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
index a56e7de3833a6fe4d997cda5fa4081de332c95c8..725a4fb6620798b2be464247dd957b0b6e363bd5 100644 (file)
@@ -17,7 +17,7 @@ METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .ent
             actor.tur_head = actor;
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
         }
-        fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, EFFECT_BULLET);
+        fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, EFFECT_BULLET);
         W_MachineGun_MuzzleFlash(actor, weaponentity);
         setattachment(actor.(weaponentity).muzzle_flash, actor.tur_head, "tag_fire");
     }
index bbe59aeac90aeca4980be687fb8257eb60ae545e..c16d130142056cf0da5e8ec9cec6c8b0d2cc6435 100644 (file)
@@ -16,7 +16,7 @@ METHOD(WalkerTurretAttack, wr_think, void(entity thiswep, entity actor, .entity
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
         }
         sound (actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
-        fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_BULLET);
+        fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_BULLET);
         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
     }
 }
index ca72ec1b23b034658bcb8617a9e60a2f9a4c9a21..e031222714e7b758496115675dbf3ed23b2c6846 100644 (file)
@@ -266,7 +266,7 @@ bool spiderbot_frame(entity this, float dt)
 
                        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                        fireBullet(this, weaponentity, v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_solidpenetration,
-                               autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN.m_id, EFFECT_BULLET);
+                               autocvar_g_vehicle_spiderbot_minigun_damage, 0, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN.m_id, EFFECT_BULLET);
 
                        sound (gun, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
                        //trailparticles(this, _particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos);
index 86de79f600603d02f84bab06858b5dc533b42508..9d5ed09ef494df030f1174590e9f6babe99cbaab 100644 (file)
@@ -51,9 +51,9 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity we
        ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
 
        if(actor.(weaponentity).misc_bulletcounter == 1)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET);
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), 0, WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET);
        else
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -127,7 +127,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
@@ -155,7 +155,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
                actor.punchangle_y = random() - 0.5;
        }
 
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
index 7daf4ec40803c445f109569a9a8e73e532beb4e6..57cb67e123c857372cfb4732af907e2ce2e915ca 100644 (file)
@@ -2,7 +2,7 @@
 
 #ifdef SVQC
 
-void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
+void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pHeadshotDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
 {
        float i;
 
@@ -19,7 +19,7 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
        }
 
        for(i = 0; i < pShots; ++i)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pHeadshotDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
 
        if(autocvar_g_casings >= 2)
     {
@@ -30,12 +30,12 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
 
 void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
+       W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, headshot_multiplier), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
 }
 
 void W_Rifle_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
+       W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, headshot_multiplier), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
 }
 
 .void(Weapon thiswep, entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
index ae9a3b9aa5fa2b846800d280793f515b36e06baf..3fbe1a28700b6006b9fa528bb84a34e168895e17 100644 (file)
@@ -27,6 +27,7 @@ CLASS(Rifle, Weapon)
                P(class, prefix, bursttime, float, NONE) \
                P(class, prefix, damage, float, BOTH) \
                P(class, prefix, force, float, BOTH) \
+               P(class, prefix, headshot_multiplier, float, BOTH) \
                P(class, prefix, refire, float, BOTH) \
                P(class, prefix, reload, float, SEC) \
                P(class, prefix, reload_ammo, float, NONE) \
index b8cae5fd5da0d66c0216c9806c788b1752cfab8d..6ffaf7965521825b0407239835b3732aa7adb081 100644 (file)
@@ -26,7 +26,7 @@ void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float
                antilag_takeback_all(actor, lag);
 
        for(int sc = 0;sc < bullets;sc = sc + 1)
-               fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
+               fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, 0, force, thiswep.m_id, bullet_trail_effect, false);
        
        if(lag && bullets > 0)
                antilag_restore_all(actor);
index 6209710b6dea85697a40639ebc18c2d7f47d509b..b1dbd5d596ef11ceee774920c046633ed4207536 100644 (file)
@@ -211,6 +211,17 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p
 //  Ballistics Tracing
 // ====================
 
+bool Headshot(entity targ, entity ent, vector start, vector end)
+{
+       if(!IS_PLAYER(targ) || IS_DEAD(targ) || STAT(FROZEN, targ) || !targ.takedamage)
+               return false;
+       vector org = targ.origin; // antilag is already taken into consideration //antilag_takebackorigin(targ, CS(targ), time - ANTILAG_LATENCY(ent));
+       vector headmins = org + '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
+       vector headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
+
+       return trace_hits_box(start, end, headmins, headmaxs);
+}
+
 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);
@@ -330,7 +341,7 @@ void fireBullet_trace_callback(vector start, vector hit, vector end)
        fireBullet_last_hit = NULL;
 }
 
-void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect, bool do_antilag)
+void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect, bool do_antilag)
 {
        dir = normalize(dir + randomvec() * spread);
        vector end = start + dir * max_shot_distance;
@@ -400,6 +411,11 @@ void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector
                        yoda = 0;
                        MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
                        damage = M_ARGV(4, float);
+                       if(headshot_multiplier && Headshot(hit, this, start, end))
+                       {
+                               damage *= headshot_multiplier;
+                               // TODO: sound/announcement
+                       }
                        bool gooddamage = accuracy_isgooddamage(this, hit);
                        Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
                        // calculate hits for ballistic weapons
@@ -467,7 +483,7 @@ void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector
                this.dphitcontentsmask = oldsolid;
 }
 
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
+void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
 {
-       fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, force, dtype, tracer_effect, true);
+       fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
 }
index 94bd5b503ce015d2e5559fc53aae5035ed8356b8..b622b25d95932b3c515c81d8bff1d3c266accdb6 100644 (file)
@@ -69,5 +69,5 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
 entity fireBullet_trace_callback_eff;
 entity fireBullet_last_hit;
 void fireBullet_trace_callback(vector start, vector hit, vector end);
-void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect, bool do_antilag);
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect);
+void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect, bool do_antilag);
+void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect);