From: Mario Date: Tue, 16 Oct 2018 23:38:29 +0000 (+1000) Subject: Use an attack think loop to keep the attack going instead of spamming weapon think... X-Git-Tag: xonotic-v0.8.5~1762 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c6d667bf0b424ca5d7a54633b6cbae75b6ca49b9;p=xonotic%2Fxonotic-data.pk3dir.git Use an attack think loop to keep the attack going instead of spamming weapon think, fixes Arc disconnecting clients with buffer overflows --- diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index 8f28ec83c..ef4e3eb7d 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -539,17 +539,33 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity) getthink(beam)(beam); } -void Arc_Smoke(entity actor, .entity weaponentity) +void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire) { + if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam)) + { + w_ready(thiswep, actor, weaponentity, fire); + return; + } + + // attack handled by the beam itself, this is just a loop to keep the attack happening! + + // NOTE: arc doesn't use a refire + //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor); + actor.(weaponentity).wframe = WFRAME_FIRE1; + weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack); +} +void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire) +{ + // TODO: spamming this without checking any refires is asking for trouble! makevectors(actor.v_angle); - W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect + W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect vector smoke_origin = w_shotorg + actor.velocity*frametime; if ( actor.arc_overheat > time ) { if ( random() < actor.(weaponentity).arc_heat_percent ) Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 ); - if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) + if ( (fire & 1) || (fire & 2) ) { Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 ); if ( !actor.arc_smoke_sound ) @@ -568,7 +584,7 @@ void Arc_Smoke(entity actor, .entity weaponentity) } if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time || - !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC ) + !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != thiswep ) { actor.arc_smoke_sound = 0; sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); @@ -603,14 +619,14 @@ METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { Arc_Player_SetHeat(actor, weaponentity); - Arc_Smoke(actor, weaponentity); + Arc_Smoke(thiswep, actor, weaponentity, fire); bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt)); if (time >= actor.arc_overheat) if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting) { - + #if 0 if(actor.(weaponentity).arc_BUTTON_ATCK_prev) { #if 0 @@ -620,6 +636,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i #endif weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready); } + #endif if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam)) { @@ -629,7 +646,8 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i if(!actor.(weaponentity).arc_BUTTON_ATCK_prev) { - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); + actor.(weaponentity).wframe = WFRAME_FIRE1; + weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack); actor.(weaponentity).arc_BUTTON_ATCK_prev = true; } }