From: Martin Taibr Date: Sat, 17 Feb 2018 12:31:44 +0000 (+0100) Subject: fix RPC accuracy X-Git-Tag: xonotic-v0.8.5~1964^2~5 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=805a18b2d179f08beeeb44bd873991582a35713e;p=xonotic%2Fxonotic-data.pk3dir.git fix RPC accuracy --- diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qc b/qcsrc/common/mutators/mutator/overkill/rpc.qc index 042b03923..816659ac2 100644 --- a/qcsrc/common/mutators/mutator/overkill/rpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/rpc.qc @@ -3,14 +3,18 @@ #ifdef SVQC .float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies -.float m_explosion_damage; void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity) { this.event_damage = func_null; this.takedamage = DAMAGE_NO; - this.m_explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, directhitentity); + float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, directhitentity); + if (explosion_damage > 0 && this.m_chainsaw_damage > 0) { + // if chainsaw hit something, it removed fired damage (so that direct hit is 100%) + // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back + accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(rpc, damage), 0); + } delete(this); } @@ -58,6 +62,11 @@ void W_RocketPropelledChainsaw_Think(entity this) tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this); if (IS_PLAYER(trace_ent)) { if (accuracy_isgooddamage(this.realowner, trace_ent)) { + if (this.m_chainsaw_damage == 0) { // first hit + // The fired damage of the explosion (WEP_CVAR(rpc, damage)) is already counted in the statistics (when launching the chainsaw). + // We remove it here so that a direct hit that passes through and doesn't damage anytihng by the explosion later is still 100%. + accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(rpc, damage2) - WEP_CVAR(rpc, damage), WEP_CVAR(rpc, damage2)); + } this.m_chainsaw_damage += WEP_CVAR(rpc, damage2); } Damage(trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force)); @@ -69,19 +78,6 @@ void W_RocketPropelledChainsaw_Think(entity this) this.nextthink = time; } -void chainsaw_dtor(entity this) { - if (this.m_chainsaw_damage > 0) { - float damage_fired = WEP_CVAR(rpc, damage2); - float damage_hit = WEP_CVAR(rpc, damage2); // never go above 100% even if we hit multiple enemies - if (!this.m_explosion_damage) { - // The fired damage of the explosion (WEP_CVAR(rpc, damage)) is already counted in the statistics (when launching the chainsaw). - // We remove it here so that a direct hit that passes through and doesn't damage anytihng by the explosion later is still 100%. - damage_fired -= WEP_CVAR(rpc, damage); - } - accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, damage_fired, damage_hit); - } -} - void W_RocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .entity weaponentity) { entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor); @@ -126,8 +122,6 @@ void W_RocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .entity weap flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(actor, weaponentity, flash, '5 0 0'); missile.m_chainsaw_damage = 0; - missile.m_explosion_damage = 0; - missile.dtor = chainsaw_dtor; MUTATOR_CALLHOOK(EditProjectile, actor, missile); } diff --git a/qcsrc/server/weapons/accuracy.qc b/qcsrc/server/weapons/accuracy.qc index 0de64673d..0d6ecf066 100644 --- a/qcsrc/server/weapons/accuracy.qc +++ b/qcsrc/server/weapons/accuracy.qc @@ -63,7 +63,6 @@ void accuracy_resend(entity e) void accuracy_add(entity this, int w, int fired, int hit) { - LOG_INFOF("fired %d hit %d\n", fired, hit); if (IS_INDEPENDENT_PLAYER(this)) return; entity a = CS(this).accuracy; if (!a) return;