From: Samual Lenks Date: Sat, 21 Jul 2012 22:32:39 +0000 (-0400) Subject: Begin implementing new spread method for shockwave- based on distance X-Git-Tag: xonotic-v0.8.0~152^2~408^2~72 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=59fd473b46a38bb26ffbc12aee8a9d826661bd7b;p=xonotic%2Fxonotic-data.pk3dir.git Begin implementing new spread method for shockwave- based on distance --- diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index cccc21968..ed8f0d4ec 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -44,33 +44,35 @@ void W_Laser_Think() } // TODO: change this into a macro to run faster (less function calls is better) -float W_Laser_Shockwave_CheckSpreadAngle(vector targetorg, vector sw_shotorg, vector sw_shotdir) +float W_Laser_Shockwave_CheckSpreadAngle(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector sw_shotdir) { vector angle_to_head = normalize(targetorg - sw_shotorg); vector angle_to_attack = sw_shotdir; - if(vlen(angle_to_head - angle_to_attack) <= autocvar_g_balance_laser_primary_spread) + te_lightning2(world, targetorg, nearest_on_line); + + if(vlen(targetorg - nearest_on_line) <= autocvar_g_balance_laser_primary_spread) return TRUE; else return FALSE; } -float W_Laser_Shockwave_IsVisible(entity head, vector sw_shotorg, vector sw_shotdir) +float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector sw_shotdir) { - vector nearest = head.WarpZone_findradius_nearest; + vector nearest_to_attacker = head.WarpZone_findradius_nearest; vector center = (head.origin + (head.mins + head.maxs) * 0.5); vector corner; float i; // STEP ONE: Check if the nearest point is clear - if(W_Laser_Shockwave_CheckSpreadAngle(nearest, sw_shotorg, sw_shotdir)) + if(W_Laser_Shockwave_CheckSpreadAngle(nearest_to_attacker, nearest_on_line, sw_shotorg, sw_shotdir)) { - WarpZone_TraceLine(sw_shotorg, nearest, MOVE_WORLDONLY, self); + WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_WORLDONLY, self); if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage } // STEP TWO: Check if shotorg to center point is clear - if(W_Laser_Shockwave_CheckSpreadAngle(center, sw_shotorg, sw_shotdir)) + if(W_Laser_Shockwave_CheckSpreadAngle(center, nearest_on_line, sw_shotorg, sw_shotdir)) { WarpZone_TraceLine(sw_shotorg, center, MOVE_WORLDONLY, self); if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage @@ -80,7 +82,7 @@ float W_Laser_Shockwave_IsVisible(entity head, vector sw_shotorg, vector sw_shot for(i=1; i<=8; ++i) { corner = get_corner_position(head, i); - if(W_Laser_Shockwave_CheckSpreadAngle(corner, sw_shotorg, sw_shotdir)) + if(W_Laser_Shockwave_CheckSpreadAngle(corner, nearest_on_line, sw_shotorg, sw_shotdir)) { WarpZone_TraceLine(sw_shotorg, corner, MOVE_WORLDONLY, self); if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage @@ -95,7 +97,7 @@ void W_Laser_Shockwave (void) // declarations float final_damage, final_spread; entity head, next, aim_ent; - vector nearest, attack_hitpos, angle_to_head, angle_to_attack, final_force, center; + vector nearest_to_attacker, nearest_on_line, attack_hitpos, final_force, center; // set up the shot direction vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD)); @@ -145,21 +147,19 @@ void W_Laser_Shockwave (void) float h = vlen(center - self.origin); float ang = acos(dotproduct(normalize(center - self.origin), w_shotdir)); float a = h * cos(ang); + + nearest_on_line = (w_shotorg + a * w_shotdir); // 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 - nearest = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, w_shotorg + a * w_shotdir); + nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line); - if(vlen(w_shotorg - nearest) <= autocvar_g_balance_laser_primary_radius) + if(vlen(w_shotorg - nearest_to_attacker) <= autocvar_g_balance_laser_primary_radius) { - if(W_Laser_Shockwave_IsVisible(head, w_shotorg, w_shotdir)) + if(W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, w_shotdir)) { - //WarpZone_TraceLine(w_shotorg, nearest, MOVE_WORLDONLY, self); - //if(trace_fraction == 1) - //{ - // finally lets do some damage bitches! if(autocvar_g_balance_laser_primary_spread) final_damage = (final_spread / autocvar_g_balance_laser_primary_spread); else @@ -174,8 +174,6 @@ void W_Laser_Shockwave (void) print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n")); Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force); - - print(strcat(vtos(angle_to_head), " - ", vtos(angle_to_attack), ": ", ftos(vlen(angle_to_head - angle_to_attack)), ".\n")); //te_lightning2(world, nearest, w_shotorg); //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);