]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Clean up the code a little
authorSamual Lenks <samual@xonotic.org>
Sun, 22 Jul 2012 16:08:09 +0000 (12:08 -0400)
committerSamual Lenks <samual@xonotic.org>
Sun, 22 Jul 2012 16:08:09 +0000 (12:08 -0400)
qcsrc/server/w_laser.qc

index 78a824d2d9bd4c46087a661b2c533604c5dc30d7..18d9d92358257ac5b7e8feb0137c44e00d1f18cd 100644 (file)
@@ -126,14 +126,11 @@ void W_Laser_Shockwave (void)
        // did we hit a player directly?
        if(aim_ent.takedamage)
        {
-               // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) // todo
-               if (aim_ent.classname == "player")
-                       center = aim_ent.origin + aim_ent.view_ofs;
-               else
-                       center = aim_ent.origin + (aim_ent.mins + aim_ent.maxs) * 0.5;
-
+               // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+               center = (aim_ent.origin + ((aim_ent.classname == "player") ? aim_ent.view_ofs : ((aim_ent.mins + aim_ent.maxs) * 0.5)));
                final_force = (normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force);
                Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, aim_ent.origin, final_force);
+               print(strcat("direct hit damage: ", ftos(autocvar_g_balance_laser_primary_damage), ", force: ", vtos(final_force), ".\n"));
        }
 
        // now figure out if I hit anything else than what my aim directly pointed at...
@@ -144,20 +141,17 @@ void W_Laser_Shockwave (void)
                
                if((head != self && head != aim_ent) && (head.takedamage))
                {
-                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) // todo
-                       if (head.classname == "player")
-                               center = head.origin + head.view_ofs;
-                       else
-                               center = head.origin + (head.mins + head.maxs) * 0.5;
+                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
+                       center = (head.origin + ((head.classname == "player") ? head.view_ofs : ((head.mins + head.maxs) * 0.5)));
 
                        // find the closest point on the enemy to the center of the attack
-                       float h = vlen(center - self.origin);
-                       float ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
-                       float a = h * cos(ang);
+                       float ang; // angle between shotdir and h
+                       float h; // hypotenuse, which is the distance between attacker to head
+                       float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
                        
-                       // ang = angle between shotdir and h
-                       // h = hypotenuse, which is the distance between attacker to head
-                       // a = adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
+                       h = vlen(center - self.origin);
+                       ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
+                       a = h * cos(ang);
 
                        vector nearest_on_line = (w_shotorg + a * w_shotdir);
                        vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
@@ -169,18 +163,15 @@ void W_Laser_Shockwave (void)
                                if(W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_hitpos))
                                {
                                        float multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_hitpos));
-                                       float multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_to_target / autocvar_g_balance_laser_primary_radius)) : 1));
-
+                                       float multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_to_target / autocvar_g_balance_laser_primary_radius)) : 0));
                                        float multiplier = max(autocvar_g_balance_laser_primary_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_primary_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_primary_multiplier_distance)));
-                                       print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), "\n");
 
-                                       //print(strcat("head.origin: ", vtos(head.origin), ", nearest_on_line: ", vtos(nearest_on_line), ".\n"));
                                        final_force = ((normalize(center - nearest_on_line) * autocvar_g_balance_laser_primary_force) * multiplier);
                                        final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
-                                       
-                                       print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));
-                                       
                                        Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
+
+                                       print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), "\n");
+                                       print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));
                                        
                                        //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);
                                        //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);