Knife fix and disabled new headshot code

This commit is contained in:
Bryce Hutchings 2002-05-15 05:38:36 +00:00
parent fae8dcf912
commit 48fdeade66

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.73 2002/05/15 05:38:36 niceass
// Knife fix and disabled new headshot code
//
// Revision 1.72 2002/05/12 18:07:08 jbravo
// Yet another obit fix
//
@ -2198,7 +2201,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
targ->client->lasthurt_location = LOCATION_NONE;
// NiceAss: Added for better head hit-detection.
if (!G_HitPlayer(targ, dir, point)) {
if (!G_HitPlayer(targ, dir, point) && mod != MOD_KNIFE && mod != MOD_KNIFE_THROWN) {
// NiceAss: It didn't intersect the sphere (head) and it's above the shoulders so it hit the air.
return;
}
@ -2404,20 +2407,52 @@ qboolean G_HitPlayer ( gentity_t *targ, vec3_t dir, vec3_t point )
clientHeight = targ->r.maxs[2] - targ->r.mins[2];
bulletHeight = point[2] - clientFeetZ;
// Hal: targ->client isn't necessarily valid
if ( targ->client )
{
// NiceAss: Added for better head hit-detection. Numbers derived by testing with Mr. T
VectorCopy(targ->r.currentOrigin, s_origin);
s_origin[2] = targ->r.currentOrigin[2] + targ->r.maxs[2] - 4; // Center in the face.
AngleVectors(targ->client->ps.viewangles, s_forward, s_right, s_up);
VectorMA(s_origin, 3.2, s_forward, s_origin); // Move origin of sphere foreward a little (better centerage of the head)
/* // NiceAss: Failed attempt to mimick AQ2's head hit detection. Anyone care to try and fixed?
// Comment the stuff below this if you do.
if ( bulletHeight > clientHeight - 8 && targ->client ) {
vec3_t new_point, normdir;
G_Printf("HEADSHOT\n");
VectorNormalize2(dir, normdir);
VectorMA(point, 12, normdir, new_point);
VectorSubtract( new_point, targ->r.currentOrigin, new_point );
G_Printf("Location: %d %d %d\n", (targ->r.maxs[2] - new_point[2]) < 8,
abs(new_point[1]),
abs(new_point[0]));
if ( (targ->r.maxs[2] - new_point[2]) < 8
&& (abs(new_point[1])) < 8*.8
&& (abs(new_point[0])) < 8*.8 )
{
G_Printf("HEADSHOT2\n");
// Above should and hit something.
return qtrue;
}
// Above shoulders and hit nothing.
return qfalse;
}
// Not above shoulders or not client. It's all good.
return qtrue;
*/
// Hal: targ->client isn't necessarily valid
if ( !targ->client ) return qtrue;
// NiceAss: Added for better head hit-detection. Numbers derived by testing with Mr. T
VectorCopy(targ->r.currentOrigin, s_origin);
s_origin[2] = targ->r.currentOrigin[2] + targ->r.maxs[2] - 4; // Center in the face.
AngleVectors(targ->client->ps.viewangles, s_forward, s_right, s_up);
VectorMA(s_origin, 3.2, s_forward, s_origin); // Move origin of sphere foreward a little (better centerage of the head)
if ( !RaySphereIntersections(s_origin, 6, point, dir, s_intersections ) && bulletHeight > clientHeight - 8) {
// NiceAss: It didn't intersect the sphere and it's above the shoulders so it hit the air.
return qfalse;
}
// It must have hit...
return qtrue;
}
@ -2429,7 +2464,7 @@ CanDamage
Returns qtrue if the inflictor can directly damage the target. Used for
explosions and melee attacks.
NICEASS TODO: Impliment G_HitPlayer in this func for clients.
NICEASS TODO: Impliment G_HitPlayer in this func for clients. Not a big deal though.
============
*/
qboolean CanDamage (gentity_t *targ, vec3_t origin) {