From: Samual Date: Sun, 22 Jul 2012 04:28:57 +0000 (-0400) Subject: Refining the spread even more X-Git-Tag: xonotic-v0.8.0~152^2~408^2~70 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=cf7bc2ed1ccf8bbd7bbf429f0afc9760b3db5697;p=xonotic%2Fxonotic-data.pk3dir.git Refining the spread even more --- diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index 95d9adf7f..287f56df0 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -44,23 +44,28 @@ void W_Laser_Think() } -float W_Laser_Shockwave_CheckSpreadAngle(vector targetorg, vector nearest_on_line, float distance_on_line, vector sw_shotorg) +float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_hitpos) { - vector angle_to_head = normalize(targetorg - sw_shotorg); - - float spreadlimit = (autocvar_g_balance_laser_primary_spread_min * (1 - distance_on_line) + autocvar_g_balance_laser_primary_spread_max * distance_on_line); - - te_lightning2(world, targetorg, nearest_on_line); - + float spreadlimit; + float distance_of_attack = vlen(sw_shotorg - attack_hitpos); + float distance_from_line = vlen(targetorg - nearest_on_line); + spreadlimit = (vlen(sw_shotorg - nearest_on_line) / (distance_of_attack ? distance_of_attack : 1)); + spreadlimit = (autocvar_g_balance_laser_primary_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_primary_spread_max * spreadlimit); - if(vlen(targetorg - nearest_on_line) <= spreadlimit) - return TRUE; + if(spreadlimit && (distance_from_line <= spreadlimit)) + { + te_lightning2(world, targetorg, nearest_on_line); + te_lightning2(world, targetorg, sw_shotorg); + print("just in case: ", ftos(distance_from_line), ", ", ftos(spreadlimit), ".\n"); + + return bound(0, (distance_from_line / spreadlimit), 1); + } else return FALSE; } -float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, float distance_on_line, vector sw_shotorg) +float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_hitpos) { vector nearest_to_attacker = head.WarpZone_findradius_nearest; vector center = (head.origin + (head.mins + head.maxs) * 0.5); @@ -68,14 +73,14 @@ float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, float dis float i; // STEP ONE: Check if the nearest point is clear - if(W_Laser_Shockwave_CheckSpreadAngle(nearest_to_attacker, nearest_on_line, distance_on_line, sw_shotorg)) + if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_hitpos)) { 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, nearest_on_line, distance_on_line, sw_shotorg)) + if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_hitpos)) { 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 @@ -85,7 +90,7 @@ float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, float dis for(i=1; i<=8; ++i) { corner = get_corner_position(head, i); - if(W_Laser_Shockwave_CheckSpreadAngle(corner, nearest_on_line, distance_on_line, sw_shotorg)) + if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_hitpos)) { 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 @@ -107,7 +112,7 @@ void W_Laser_Shockwave (void) W_SetupShot_Dir(self, wanted_shot_direction, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage); vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius)); - // find out what we're pointing at + // find out what we're pointing at and acquire the warpzone transform WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self); aim_ent = trace_ent; attack_hitpos = trace_endpos; @@ -121,7 +126,7 @@ void W_Laser_Shockwave (void) // did we hit a player directly? if(aim_ent.takedamage) { - // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) + // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) // todo if (aim_ent.classname == "player") center = aim_ent.origin + aim_ent.view_ofs; else @@ -129,7 +134,6 @@ void W_Laser_Shockwave (void) final_force = (normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force); Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, aim_ent.origin, final_force); - print("Player hit directly via aim!\n"); } // now figure out if I hit anything else than what my aim directly pointed at... @@ -140,7 +144,7 @@ void W_Laser_Shockwave (void) if((head != self && head != aim_ent) && (head.takedamage)) { - // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) + // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) // todo if (head.classname == "player") center = head.origin + head.view_ofs; else @@ -161,12 +165,9 @@ void W_Laser_Shockwave (void) if(vlen(w_shotorg - nearest_to_attacker) <= autocvar_g_balance_laser_primary_radius) { - if(W_Laser_Shockwave_IsVisible(head, nearest_on_line, a, w_shotorg)) + if(W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_hitpos)) { - if(autocvar_g_balance_laser_primary_spread) - final_damage = (vlen(center - nearest_on_line) / autocvar_g_balance_laser_primary_spread_max); // todo make this match with the spread check - else - final_damage = 1; + final_damage = W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_hitpos); //final_force = (normalize(nearest - w_shotorg) * autocvar_g_balance_laser_primary_force); // we dont want to use nearest here, because that would result in some rather weird force dirs for the attacker... print(strcat("head.origin: ", vtos(head.origin), ", (w_shotorg + a * w_shotdir): ", vtos(w_shotorg + a * w_shotdir), ".\n"));