]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Port the other cursor_trace_* fields to ClientState
authorMario <mario@smbclan.net>
Sat, 15 Jul 2017 18:04:19 +0000 (04:04 +1000)
committerMario <mario@smbclan.net>
Sat, 15 Jul 2017 18:04:19 +0000 (04:04 +1000)
qcsrc/server/miscfunctions.qc
qcsrc/server/weapons/tracing.qc

index 24f16c487678c3c032ab1ab9ff5dfea0178716b0..578445e815a238c40ecbd0f591b62323eeb8334a 100644 (file)
@@ -33,7 +33,7 @@
 
 void crosshair_trace(entity pl)
 {
-       traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
+       traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
 }
 .bool ctrace_solidchanged;
 void crosshair_trace_plusvisibletriggers(entity pl)
@@ -60,7 +60,7 @@ void crosshair_trace_plusvisibletriggers(entity pl)
 }
 void WarpZone_crosshair_trace(entity pl)
 {
-       WarpZone_traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
+       WarpZone_traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
 }
 
 
index 8e4f88b8cd3d8c4fcf957b1a154e815a4d5158a8..2173f0bfa6e5542db1d300282b3594a63e633278 100644 (file)
@@ -25,9 +25,9 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
 {
        TC(Sound, snd);
        float nudge = 1; // added to traceline target and subtracted from result  TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
-       float oldsolid;
-       vector vecs, dv;
-       oldsolid = ent.dphitcontentsmask;
+       float oldsolid = ent.dphitcontentsmask;
+       if(!IS_CLIENT(ent))
+               antilag = false; // no antilag for non-clients!
        if (IS_PLAYER(ent) && ent.(weaponentity).m_weapon == WEP_RIFLE)
                ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
        else
@@ -60,12 +60,9 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
 
        vector md = ent.(weaponentity).movedir;
-       if(md.x > 0)
-               vecs = md;
-       else
-               vecs = '0 0 0';
+       vector vecs = ((md.x > 0) ? md : '0 0 0');
 
-       dv = v_right * -vecs.y + v_up * vecs.z;
+       vector dv = v_right * -vecs.y + v_up * vecs.z;
        w_shotorg = ent.origin + ent.view_ofs + dv;
 
        // now move the shotorg forward as much as requested if possible
@@ -108,10 +105,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                else if(autocvar_g_antilag == 3) // client side hitscan
                {
                        // this part MUST use prydon cursor
-                       if (ent.cursor_trace_ent)                 // client was aiming at someone
-                       if (ent.cursor_trace_ent != ent)         // just to make sure
-                       if (ent.cursor_trace_ent.takedamage)      // and that person is killable
-                       if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
+                       if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
+                       if (CS(ent).cursor_trace_ent != ent)         // just to make sure
+                       if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
+                       if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
                        {
                                // verify that the shot would miss without antilag
                                // (avoids an issue where guns would always shoot at their origin)
@@ -119,9 +116,9 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                                if (!trace_ent.takedamage)
                                {
                                        // verify that the shot would hit if altered
-                                       traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
-                                       if (trace_ent == ent.cursor_trace_ent)
-                                               w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
+                                       traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
+                                       if (trace_ent == CS(ent).cursor_trace_ent)
+                                               w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
                                        else
                                                LOG_INFO("antilag fail\n");
                                }