From eb0854f09c558b9b0db751c188761251a0b5f927 Mon Sep 17 00:00:00 2001 From: Samual Date: Sun, 22 Jul 2012 21:34:13 -0400 Subject: [PATCH] More cleanup, plus make the direct hit multiplier equation match the skew hit --- qcsrc/server/w_laser.qc | 32 +++++++++++++++++++++----------- 1 file changed, 21 insertions(+), 11 deletions(-) diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index c121fa36a..1e237bc91 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -103,9 +103,10 @@ float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw void W_Laser_Shockwave (void) { // declarations + float multiplier, multiplier_from_accuracy, multiplier_from_distance; float final_damage, final_spread; entity head, next, aim_ent; - vector attack_hitpos, final_force, center; + vector final_force, center; // set up the shot direction vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD)); @@ -115,7 +116,9 @@ void W_Laser_Shockwave (void) // 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; + vector attack_hitpos = trace_endpos; + + float distance_of_attack = vlen(w_shotorg - attack_hitpos); // do the jump explosion now (also handles the impact effect) RadiusDamageForSource(self, trace_endpos, '0 0 0', self, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_jumpradius, world, self, TRUE, autocvar_g_balance_laser_primary_force, WEP_LASER, world); @@ -128,9 +131,17 @@ void W_Laser_Shockwave (void) { // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) center = (aim_ent.origin + ((aim_ent.classname == "player") ? aim_ent.view_ofs : ((aim_ent.mins + aim_ent.maxs) * 0.5))); - 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(strcat("direct hit damage: ", ftos(autocvar_g_balance_laser_primary_damage), ", force: ", vtos(final_force), ".\n")); + + multiplier_from_accuracy = 1; + multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_of_attack / autocvar_g_balance_laser_primary_radius)) : 0)); + multiplier = max(autocvar_g_balance_laser_primary_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_primary_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_primary_multiplier_distance))); + + final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force) * multiplier); + final_damage = (autocvar_g_balance_laser_primary_damage * multiplier); + Damage(aim_ent, self, self, final_damage, WEP_LASER, aim_ent.origin, final_force); + + print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ", "); + print(strcat("direct hit damage = ", ftos(autocvar_g_balance_laser_primary_damage), ", force = ", vtos(final_force), ".\n")); } // now figure out if I hit anything else than what my aim directly pointed at... @@ -156,22 +167,21 @@ void W_Laser_Shockwave (void) vector nearest_on_line = (w_shotorg + a * w_shotdir); vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line); float distance_to_target = vlen(w_shotorg - nearest_to_attacker); - float distance_of_attack = vlen(w_shotorg - attack_hitpos); if(distance_to_target <= autocvar_g_balance_laser_primary_radius) { if(W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_hitpos)) { - float multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_hitpos)); - float multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_to_target / autocvar_g_balance_laser_primary_radius)) : 0)); - float multiplier = max(autocvar_g_balance_laser_primary_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_primary_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_primary_multiplier_distance))); + multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_hitpos)); + multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_to_target / autocvar_g_balance_laser_primary_radius)) : 0)); + multiplier = max(autocvar_g_balance_laser_primary_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_primary_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_primary_multiplier_distance))); final_force = ((normalize(center - nearest_on_line) * autocvar_g_balance_laser_primary_force) * multiplier); final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier)); Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force); - print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), "\n"); - print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n")); + print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ", "); + print(strcat("edge hit damage = ", ftos(final_damage), ", force = ", vtos(final_force), ".\n")); //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1); //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos); -- 2.39.2