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https://github.com/yquake2/3zb2.git
synced 2024-11-24 21:01:55 +00:00
Implement accurate-aiming CVAR in 3zb2 game code.
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parent
7b46fb5269
commit
926d01ccd0
5 changed files with 43 additions and 19 deletions
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@ -1290,7 +1290,7 @@ void CTFGrappleDrawCable(edict_t *self)
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{
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AngleVectors (self->owner->client->v_angle, f, r, NULL);
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VectorSet(offset, 16, 16, self->owner->viewheight-8);
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P_ProjectSource (self->owner->client, self->owner->s.origin, offset, f, r, start);
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P_ProjectSource (self->owner, offset, f, r, start);
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}
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else
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{
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@ -1519,7 +1519,7 @@ void CTFGrappleFire (edict_t *ent, vec3_t g_offset, int damage, int effect)
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// VectorSet(offset, 24, 16, ent->viewheight-8+2);
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VectorSet(offset, 24, 8, ent->viewheight-8+2);
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VectorAdd (offset, g_offset, offset);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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VectorScale (forward, -2, ent->client->kick_origin);
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ent->client->kick_angles[0] = -1;
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@ -51,6 +51,8 @@ cvar_t *bob_roll;
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cvar_t *sv_cheats;
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cvar_t *aimfix;
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//ponpoko
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cvar_t *gamepath;
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cvar_t *chedit;
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@ -203,6 +203,9 @@ void InitGame (void)
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bob_pitch = gi.cvar ("bob_pitch", "0.002", 0);
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bob_roll = gi.cvar ("bob_roll", "0.002", 0);
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/* others */
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aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
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// items
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InitItems ();
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@ -576,6 +576,8 @@ extern cvar_t *maxspectators;
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extern cvar_t *filterban;
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extern cvar_t *aimfix;
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//ponpoko
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extern cvar_t *gamepath;
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extern cvar_t *chedit;
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@ -834,7 +836,7 @@ void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
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// g_pweapon.c
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//
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void PlayerNoise(edict_t *who, vec3_t where, int type);
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void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
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void P_ProjectSource (edict_t *ent, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
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void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent));
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@ -14,9 +14,11 @@ void weapon_grenade_fire (edict_t *ent, qboolean held);
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// RAFAEL
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void weapon_trap_fire (edict_t *ent, qboolean held);
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void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
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void P_ProjectSource (edict_t *ent, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
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{
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vec3_t _distance;
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gclient_t *client = ent->client;
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float *point = ent->s.origin;
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vec3_t _distance;
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VectorCopy (distance, _distance);
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if (client->pers.hand == LEFT_HANDED)
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@ -24,6 +26,21 @@ void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t f
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else if (client->pers.hand == CENTER_HANDED)
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_distance[1] = 0;
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G_ProjectSource (point, _distance, forward, right, result);
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// Berserker: fix - now the projectile hits exactly where the scope is pointing.
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if (aimfix->value)
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{
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vec3_t start, end;
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VectorSet(start, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] + ent->viewheight);
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VectorMA(start, 8192, forward, end);
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trace_t tr = gi.trace(start, NULL, NULL, end, ent, MASK_SHOT);
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if (tr.fraction < 1)
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{
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VectorSubtract(tr.endpos, result, forward);
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VectorNormalize(forward);
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}
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}
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}
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@ -748,7 +765,7 @@ void weapon_grenade_fire (edict_t *ent, qboolean held)
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VectorSet(offset, 8, 8, ent->viewheight-8);
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AngleVectors (ent->client->v_angle, forward, right, NULL);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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timer = ent->client->grenade_time - level.time;
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speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
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@ -925,7 +942,7 @@ void weapon_grenadelauncher_fire (edict_t *ent)
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VectorSet(offset, 8, 8, ent->viewheight-8);
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AngleVectors (ent->client->v_angle, forward, right, NULL);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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VectorScale (forward, -2, ent->client->kick_origin);
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ent->client->kick_angles[0] = -1;
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@ -990,7 +1007,7 @@ void Weapon_RocketLauncher_Fire (edict_t *ent)
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ent->client->kick_angles[0] = -1;
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VectorSet(offset, 8, 8, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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if(ent->client->zc.aiming != 4) fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
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else
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{
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@ -1146,7 +1163,7 @@ void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, in
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if(!(ent->svflags & SVF_MONSTER))
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{
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VectorAdd (offset, g_offset, offset);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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VectorScale (forward, -2, ent->client->kick_origin);
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ent->client->kick_angles[0] = -1;
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@ -1352,7 +1369,7 @@ void Machinegun_Fire (edict_t *ent)
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VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
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AngleVectors (angles, forward, right, NULL);
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VectorSet(offset, 0, 8, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
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gi.WriteByte (svc_muzzleflash);
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@ -1481,7 +1498,7 @@ void Chaingun_Fire (edict_t *ent)
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r = 7 + crandom()*4;
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u = crandom()*4;
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VectorSet(offset, 0, r, u + ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
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}
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@ -1607,7 +1624,7 @@ void Gatringgun_Fire (edict_t *ent)
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r = 7 + crandom()*4;
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u = crandom()*4;
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VectorSet(offset, 0, r, u + ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
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}
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@ -1691,7 +1708,7 @@ void weapon_shotgun_fire (edict_t *ent)
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ent->client->kick_angles[0] = -2;
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VectorSet(offset, 0, 8, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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if (is_quad)
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{
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@ -1744,7 +1761,7 @@ void weapon_supershotgun_fire (edict_t *ent)
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ent->client->kick_angles[0] = -2;
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VectorSet(offset, 0, 8, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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if (is_quad)
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{
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@ -1886,7 +1903,7 @@ void weapon_railgun_fire (edict_t *ent)
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VectorSet(offset, 0, 7, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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if(ent->client->zc.aiming == 0) fire_rail (ent, start, forward, damage, kick);
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else
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@ -2030,7 +2047,7 @@ void weapon_bfg_fire (edict_t *ent)
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ent->client->v_dmg_time = level.time + DAMAGE_TIME;
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VectorSet(offset, 8, 8, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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fire_bfg (ent, start, forward, damage, 400, damage_radius);
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ent->client->ps.gunframe++;
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@ -2097,7 +2114,7 @@ void weapon_ionripper_fire (edict_t *ent)
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// VectorSet (offset, 0, 7, ent->viewheight - 8);
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VectorSet (offset, 16, 7, ent->viewheight - 8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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fire_ionripper (ent, start, forward, damage, 500, EF_IONRIPPER);
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@ -2160,7 +2177,7 @@ void weapon_phalanx_fire (edict_t *ent)
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ent->client->kick_angles[0] = -2;
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VectorSet(offset, 0, 8, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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if (ent->client->ps.gunframe == 8)
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{
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@ -2238,7 +2255,7 @@ void weapon_trap_fire (edict_t *ent, qboolean held)
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VectorSet(offset, 8, 8, ent->viewheight-8);
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AngleVectors (ent->client->v_angle, forward, right, NULL);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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P_ProjectSource (ent, offset, forward, right, start);
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timer = ent->client->grenade_time - level.time;
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speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
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