From: terencehill Date: Tue, 16 Jul 2024 14:53:02 +0000 (+0200) Subject: Avoid sending beam settings every time a player starts firing with the Arc. Also... X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9f267eda5bc5113f079b1206a320cbdf2ba0b7b9;p=xonotic%2Fxonotic-data.pk3dir.git Avoid sending beam settings every time a player starts firing with the Arc. Also bound beam_tightness cvar to sane values. It turns out the Arc beam settings were already networked along with all the Arc cvars by the weapon system so there was no need to explicitly send them --- diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index 3bb17da8e..8f710b242 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -18,15 +18,8 @@ bool W_Arc_Beam_Send(entity this, entity to, int sf) WriteByte(MSG_ENTITY, sf); WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld)); - if(sf & ARC_SF_SETTINGS) // settings information + if(sf & ARC_SF_UPDATE) { - WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment)); - WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment)); - WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle)); - WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range)); - WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed)); - WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10); - WriteByte(MSG_ENTITY, drawlocal); WriteByte(MSG_ENTITY, etof(this.owner)); } @@ -358,7 +351,8 @@ void W_Arc_Beam_Think(entity this) } vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range))); - vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness))); + float beam_controlpoint_dist = WEP_CVAR(arc, beam_range) * bound(0.001, 1 - WEP_CVAR(arc, beam_tightness), 1); + vector beam_controlpoint = w_shotorg + w_shotdir * beam_controlpoint_dist; int new_beam_type = 0; vector last_origin = w_shotorg; @@ -935,7 +929,7 @@ void Draw_ArcBeam(entity this) // trace forward with an estimation WarpZone_TraceLine( start_pos_saved, - start_pos_saved + forward * this.beam_range, + start_pos_saved + forward * WEP_CVAR(arc, beam_range), MOVE_NOMONSTERS, this ); @@ -987,22 +981,22 @@ void Draw_ArcBeam(entity this) else { float max_blendfactor = 1; - if(angle && (angle > this.beam_maxangle)) - max_blendfactor = this.beam_maxangle / angle; - float blendfactor = bound(0, (1 - (this.beam_returnspeed * dt)), max_blendfactor); + if(angle && (angle > WEP_CVAR(arc, beam_maxangle))) + max_blendfactor = WEP_CVAR(arc, beam_maxangle) / angle; + float blendfactor = bound(0, (1 - (WEP_CVAR(arc, beam_returnspeed) * dt)), max_blendfactor); this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor)); // calculate how many segments are needed float max_allowed_segments = ARC_MAX_SEGMENTS; - if(this.beam_distancepersegment) + if(WEP_CVAR(arc, beam_distancepersegment)) { - max_allowed_segments = 1 + (vlen(wantdir / this.beam_distancepersegment)); + max_allowed_segments = 1 + (vlen(wantdir / WEP_CVAR(arc, beam_distancepersegment))); max_allowed_segments = bound(1, max_allowed_segments, ARC_MAX_SEGMENTS); } - if(this.beam_degreespersegment) + if(WEP_CVAR(arc, beam_degreespersegment)) { - segments = min(angle, this.beam_maxangle) / this.beam_degreespersegment; + segments = min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment); segments = bound(1, segments, max_allowed_segments); } } @@ -1030,15 +1024,15 @@ void Draw_ArcBeam(entity this) // calculate how many segments are needed float max_allowed_segments = ARC_MAX_SEGMENTS; - if(this.beam_distancepersegment) + if(WEP_CVAR(arc, beam_distancepersegment)) { - max_allowed_segments = 1 + (vlen(wantdir / this.beam_distancepersegment)); + max_allowed_segments = 1 + (vlen(wantdir / WEP_CVAR(arc, beam_distancepersegment))); max_allowed_segments = bound(1, max_allowed_segments, ARC_MAX_SEGMENTS); } - if(this.beam_degreespersegment) + if(WEP_CVAR(arc, beam_degreespersegment)) { - segments = min(angle, this.beam_maxangle) / this.beam_degreespersegment; + segments = min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment); segments = bound(1, segments, max_allowed_segments); } } @@ -1047,8 +1041,9 @@ void Draw_ArcBeam(entity this) setorigin(this, start_pos); this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead? - vector beam_endpos = (start_pos + (beamdir * this.beam_range)); - vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness)); + vector beam_endpos = (start_pos + (beamdir * WEP_CVAR(arc, beam_range))); + float beam_controlpoint_dist = WEP_CVAR(arc, beam_range) * bound(0.001, 1 - WEP_CVAR(arc, beam_tightness), 1); + vector beam_controlpoint = start_pos + wantdir * beam_controlpoint_dist; Draw_ArcBeam_callback_entity = this; if(!autocvar_cl_arcbeam_simple) @@ -1201,16 +1196,9 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) flash = this.beam_muzzleentity; } - if(sf & ARC_SF_SETTINGS) // settings information + if(sf & ARC_SF_UPDATE) { - this.beam_degreespersegment = ReadShort(); - this.beam_distancepersegment = ReadShort(); - this.beam_maxangle = ReadShort(); - this.beam_range = ReadCoord(); - this.beam_returnspeed = ReadShort(); - this.beam_tightness = (ReadByte() / 10); - - if(ReadByte()) + if(ReadByte()) // drawlocal? { this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2; } diff --git a/qcsrc/common/weapons/weapon/arc.qh b/qcsrc/common/weapons/weapon/arc.qh index 1aa5cd8db..971ad8001 100644 --- a/qcsrc/common/weapons/weapon/arc.qh +++ b/qcsrc/common/weapons/weapon/arc.qh @@ -102,7 +102,7 @@ const int ARC_BT_BURST_HEAL = 0x12; const int ARC_BT_BURST_HIT = 0x13; const int ARC_BT_BURSTMASK = 0x10; -const int ARC_SF_SETTINGS = BIT(0); +const int ARC_SF_UPDATE = BIT(0); const int ARC_SF_START = BIT(1); const int ARC_SF_WANTDIR = BIT(2); const int ARC_SF_BEAMDIR = BIT(3); @@ -136,14 +136,8 @@ const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR; .entity beam_muzzleentity; -.float beam_degreespersegment; -.float beam_distancepersegment; .float beam_usevieworigin; .bool beam_initialized; -.float beam_maxangle; -.float beam_range; -.float beam_returnspeed; -.float beam_tightness; .vector beam_shotorigin; entity Draw_ArcBeam_callback_entity; diff --git a/qcsrc/server/client.qc b/qcsrc/server/client.qc index c97f09c77..769ce238d 100644 --- a/qcsrc/server/client.qc +++ b/qcsrc/server/client.qc @@ -1919,7 +1919,7 @@ void SetSpectatee(entity this, entity spectatee) { .entity weaponentity = weaponentities[slot]; if(old_spectatee.(weaponentity).arc_beam) - old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS; + old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_UPDATE; } } if(spectatee) @@ -1928,7 +1928,7 @@ void SetSpectatee(entity this, entity spectatee) { .entity weaponentity = weaponentities[slot]; if(spectatee.(weaponentity).arc_beam) - spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS; + spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_UPDATE; } }