From 5bd770d6578cf166202218e666772f162237c061 Mon Sep 17 00:00:00 2001 From: Samual Lenks Date: Sat, 21 Jul 2012 17:23:28 -0400 Subject: [PATCH] New "IsVisible" tracing method for detecting whether or not the shockwave hit someone --- qcsrc/common/util.qh | 4 ++ qcsrc/server/w_laser.qc | 102 +++++++++++++++++++++++++++------------- 2 files changed, 73 insertions(+), 33 deletions(-) diff --git a/qcsrc/common/util.qh b/qcsrc/common/util.qh index 8abd36ece..119ba9830 100644 --- a/qcsrc/common/util.qh +++ b/qcsrc/common/util.qh @@ -337,3 +337,7 @@ float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor); #ifndef MENUQC vector W_CalculateSpread(vector forward, float spread, float spreadfactor, float spreadstyle) #endif + +#ifdef SVQC +vector get_corner_position(entity box, float corner); +#endif diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index 5406bfcfc..cccc21968 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -43,6 +43,53 @@ void W_Laser_Think() CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE); } +// 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) +{ + 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) + return TRUE; + else + return FALSE; +} + +float W_Laser_Shockwave_IsVisible(entity head, vector sw_shotorg, vector sw_shotdir) +{ + vector nearest = 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)) + { + WarpZone_TraceLine(sw_shotorg, nearest, 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)) + { + 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 + } + + // STEP THREE: Check each corner to see if they are clear + for(i=1; i<=8; ++i) + { + corner = get_corner_position(head, i); + if(W_Laser_Shockwave_CheckSpreadAngle(corner, 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 + } + } + + return FALSE; +} + void W_Laser_Shockwave (void) { // declarations @@ -107,43 +154,32 @@ void W_Laser_Shockwave (void) if(vlen(w_shotorg - nearest) <= autocvar_g_balance_laser_primary_radius) { - // is it within the limit of the spread? - nearest = head.WarpZone_findradius_nearest; - angle_to_head = normalize(nearest - w_shotorg); - angle_to_attack = w_shotdir; - final_spread = vlen(angle_to_head - angle_to_attack); - if(final_spread <= autocvar_g_balance_laser_primary_spread) + if(W_Laser_Shockwave_IsVisible(head, w_shotorg, w_shotdir)) { - // TODO! we MUST check this, otherwise you can shoot through walls! - // just how to make sure that if a small part of the player is visible, we'll hit him? - // we can just do it the cheap way of tracing from shotorg to nearest, but what if there's an obstruction between those points, but the player still sees the enemy...? - - // is it visible to the weapon? //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 - final_damage = 1; - - //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")); - print("a = ", ftos(a), " h = ", ftos(h), " ang = ", ftos(ang), "\n"); - final_force = (normalize(center - (w_shotorg + a * w_shotdir)) * autocvar_g_balance_laser_primary_force); - final_damage = (autocvar_g_balance_laser_primary_damage * final_damage + autocvar_g_balance_laser_primary_edgedamage * (1 - final_damage)); - - 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); - //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos); - //} + // finally lets do some damage bitches! + if(autocvar_g_balance_laser_primary_spread) + final_damage = (final_spread / autocvar_g_balance_laser_primary_spread); + else + final_damage = 1; + + //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")); + print("a = ", ftos(a), " h = ", ftos(h), " ang = ", ftos(ang), "\n"); + final_force = (normalize(center - (w_shotorg + a * w_shotdir)) * autocvar_g_balance_laser_primary_force); + final_damage = (autocvar_g_balance_laser_primary_damage * final_damage + autocvar_g_balance_laser_primary_edgedamage * (1 - final_damage)); + + 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); + //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos); } } } -- 2.39.2