]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
use W_SetupShot for electro/laser beams
authorRudolf Polzer <divverent@alientrap.org>
Fri, 23 Jul 2010 08:24:42 +0000 (10:24 +0200)
committerRudolf Polzer <divverent@alientrap.org>
Fri, 23 Jul 2010 08:24:42 +0000 (10:24 +0200)
qcsrc/server/cl_weaponsystem.qc
qcsrc/server/w_electro.qc
qcsrc/server/w_laser.qc

index 1f58d96e1956c86b23106ff4676d535aeefe90bb..925d53fa7e3cc218cfeba460f432969db25d7a47 100644 (file)
@@ -125,14 +125,14 @@ void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright,
 
 vector w_shotorg;
 vector w_shotdir;
+vector w_shotend;
 
 // 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(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
 {
        float nudge = 1; // added to traceline target and subtracted from result
-       local vector trueaimpoint;
        local float oldsolid;
        vector vecs, dv;
        oldsolid = ent.dphitcontentsmask;
@@ -141,17 +141,17 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
        else
                ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
        if(antilag)
-               WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+               WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
                // passing world, because we do NOT want it to touch dphitcontentsmask
        else
-               WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
+               WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
        ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 
        vector vf, vr, vu;
        vf = v_forward;
        vr = v_right;
        vu = v_up;
-       trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+       w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
        v_forward = vf;
        v_right = vr;
        v_up = vu;
@@ -190,17 +190,17 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
                tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
        w_shotorg = trace_endpos - v_forward * nudge;
        // calculate the shotdir from the chosen shotorg
-       w_shotdir = normalize(trueaimpoint - w_shotorg);
+       w_shotdir = normalize(w_shotend - w_shotorg);
 
        if (antilag)
        if (!ent.cvar_cl_noantilag)
        {
                if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
                {
-                       traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
+                       traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
                        if (!trace_ent.takedamage)
                        {
-                               traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+                               traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
                                if (trace_ent.takedamage && trace_ent.classname == "player")
                                {
                                        entity e;
@@ -221,7 +221,7 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
                        {
                                // verify that the shot would miss without antilag
                                // (avoids an issue where guns would always shoot at their origin)
-                               traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
+                               traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
                                if (!trace_ent.takedamage)
                                {
                                        // verify that the shot would hit if altered
@@ -248,11 +248,16 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
        if (ent.items & IT_STRENGTH)
        if (!g_minstagib)
                sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+
+       // nudge w_shotend so a trace to w_shotend hits
+       w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
 };
 
+#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
+#define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
 
 void LaserTarget_Think()
 {
index 0296c797a60d95f9f1ec55b82f378a73ef922442..248a77e3ff91fcbbba37304c5fa427fac9705064 100644 (file)
@@ -214,9 +214,6 @@ float lgbeam_send(entity to, float sf)
 .float prevlgfire;
 void lgbeam_think()
 {
-       vector endpos;
-       float oldsolid;
-
        self.owner.prevlgfire = time;
        if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK)
        {
@@ -227,49 +224,38 @@ void lgbeam_think()
        self.nextthink = time;
 
        makevectors(self.owner.v_angle);
-       vector angle;
-       angle = v_forward;
-       // get effect origin
-       vector vecs, org;
-       if(self.owner.weaponentity.movedir_x > 0)
-               vecs = self.owner.weaponentity.movedir;
-       else
-               vecs = '0 0 0';
-       if(debug_shotorg != '0 0 0')
-               vecs = debug_shotorg;
-       org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * -vecs_y + v_up * vecs_z;
-
-       oldsolid = self.owner.dphitcontentsmask;
-       self.owner.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-
-       WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
-       endpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
-       WarpZone_traceline_antilag(self.owner, org, endpos + 4 * normalize(endpos - org), MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
-
-       self.owner.dphitcontentsmask = oldsolid;
 
+       float dt;
+       dt = frametime;
        if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+       {
+               if(cvar("g_balance_electro_primary_ammo"))
+                       dt = min(frametime, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
                self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
+       }
+
+       W_SetupShot_Range(self.owner, TRUE, 0, "", cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
+       WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
 
        // apply the damage
        if(trace_ent)
        {
                vector force;
-               force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
-               Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
+               force = w_shotdir * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
+               Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt, WEP_ELECTRO, trace_endpos, force * dt);
                W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
        }
 
        // draw effect
-       if(org != self.hook_start)
+       if(w_shotorg != self.hook_start)
        {
                self.SendFlags |= 2;
-               self.hook_start = org;
+               self.hook_start = w_shotorg;
        }
-       if(endpos != self.hook_end)
+       if(w_shotend != self.hook_end)
        {
                self.SendFlags |= 4;
-               self.hook_end = endpos;
+               self.hook_end = w_shotend;
        }
 }
 
index efb1cfab53d775f3426760e4f85e277dd40ab237..7ae406a9c63025131539715ccf3bd8a6a4a4960b 100644 (file)
@@ -131,9 +131,6 @@ float gauntletbeam_send(entity to, float sf)
 .float prevgauntletfire;
 void gauntletbeam_think()
 {
-       vector endpos;
-       float oldsolid;
-
        float damage, myforce, myradius;
        if(self.cnt)
        {
@@ -158,45 +155,31 @@ void gauntletbeam_think()
        self.nextthink = time;
 
        makevectors(self.owner.v_angle);
-       vector angle;
-       angle = v_forward;
-       // get effect origin
-       vector vecs, org;
-       if(self.owner.weaponentity.movedir_x > 0)
-               vecs = self.owner.weaponentity.movedir;
-       else
-               vecs = '0 0 0';
-       if(debug_shotorg != '0 0 0')
-               vecs = debug_shotorg;
-       org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * -vecs_y + v_up * vecs_z;
-       
-       oldsolid = self.owner.dphitcontentsmask;
-       self.owner.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 
-       WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * myradius, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
-       endpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
-       WarpZone_traceline_antilag(self.owner, org, endpos + 4 * normalize(endpos - org), MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+       float dt;
+       dt = frametime;
 
-       self.owner.dphitcontentsmask = oldsolid;
+       W_SetupShot_Range(self.owner, TRUE, 0, "", damage * dt, myradius);
+       WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
 
        // apply the damage
        if(trace_ent)
        {
                vector force;
-               force = angle * myforce;
-               Damage (trace_ent, self.owner, self.owner, damage * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
+               force = w_shotdir * myforce;
+               Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_ELECTRO, trace_endpos, force * dt);
        }
 
        // draw effect
-       if(org != self.hook_start)
+       if(w_shotorg != self.hook_start)
        {
                self.SendFlags |= 2;
-               self.hook_start = org;
+               self.hook_start = w_shotorg;
        }
-       if(endpos != self.hook_end)
+       if(w_shotend != self.hook_end)
        {
                self.SendFlags |= 4;
-               self.hook_end = endpos;
+               self.hook_end = w_shotend;
        }
 }