Implement accurate-aiming CVAR in 3zb2 game code.

This commit is contained in:
Mitchell Richters 2020-04-21 08:13:22 +10:00
parent 7b46fb5269
commit 926d01ccd0
5 changed files with 43 additions and 19 deletions

View file

@ -1290,7 +1290,7 @@ void CTFGrappleDrawCable(edict_t *self)
{
AngleVectors (self->owner->client->v_angle, f, r, NULL);
VectorSet(offset, 16, 16, self->owner->viewheight-8);
P_ProjectSource (self->owner->client, self->owner->s.origin, offset, f, r, start);
P_ProjectSource (self->owner, offset, f, r, start);
}
else
{
@ -1519,7 +1519,7 @@ void CTFGrappleFire (edict_t *ent, vec3_t g_offset, int damage, int effect)
// VectorSet(offset, 24, 16, ent->viewheight-8+2);
VectorSet(offset, 24, 8, ent->viewheight-8+2);
VectorAdd (offset, g_offset, offset);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;

View file

@ -51,6 +51,8 @@ cvar_t *bob_roll;
cvar_t *sv_cheats;
cvar_t *aimfix;
//ponpoko
cvar_t *gamepath;
cvar_t *chedit;

View file

@ -203,6 +203,9 @@ void InitGame (void)
bob_pitch = gi.cvar ("bob_pitch", "0.002", 0);
bob_roll = gi.cvar ("bob_roll", "0.002", 0);
/* others */
aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
// items
InitItems ();

View file

@ -576,6 +576,8 @@ extern cvar_t *maxspectators;
extern cvar_t *filterban;
extern cvar_t *aimfix;
//ponpoko
extern cvar_t *gamepath;
extern cvar_t *chedit;
@ -834,7 +836,7 @@ void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
// g_pweapon.c
//
void PlayerNoise(edict_t *who, vec3_t where, int type);
void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
void P_ProjectSource (edict_t *ent, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
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));

View file

@ -14,9 +14,11 @@ void weapon_grenade_fire (edict_t *ent, qboolean held);
// RAFAEL
void weapon_trap_fire (edict_t *ent, qboolean held);
void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
void P_ProjectSource (edict_t *ent, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
{
vec3_t _distance;
gclient_t *client = ent->client;
float *point = ent->s.origin;
vec3_t _distance;
VectorCopy (distance, _distance);
if (client->pers.hand == LEFT_HANDED)
@ -24,6 +26,21 @@ void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t f
else if (client->pers.hand == CENTER_HANDED)
_distance[1] = 0;
G_ProjectSource (point, _distance, forward, right, result);
// Berserker: fix - now the projectile hits exactly where the scope is pointing.
if (aimfix->value)
{
vec3_t start, end;
VectorSet(start, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] + ent->viewheight);
VectorMA(start, 8192, forward, end);
trace_t tr = gi.trace(start, NULL, NULL, end, ent, MASK_SHOT);
if (tr.fraction < 1)
{
VectorSubtract(tr.endpos, result, forward);
VectorNormalize(forward);
}
}
}
@ -748,7 +765,7 @@ void weapon_grenade_fire (edict_t *ent, qboolean held)
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
timer = ent->client->grenade_time - level.time;
speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
@ -925,7 +942,7 @@ void weapon_grenadelauncher_fire (edict_t *ent)
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
@ -990,7 +1007,7 @@ void Weapon_RocketLauncher_Fire (edict_t *ent)
ent->client->kick_angles[0] = -1;
VectorSet(offset, 8, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
if(ent->client->zc.aiming != 4) fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
else
{
@ -1146,7 +1163,7 @@ void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, in
if(!(ent->svflags & SVF_MONSTER))
{
VectorAdd (offset, g_offset, offset);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
@ -1352,7 +1369,7 @@ void Machinegun_Fire (edict_t *ent)
VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
AngleVectors (angles, forward, right, NULL);
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
gi.WriteByte (svc_muzzleflash);
@ -1481,7 +1498,7 @@ void Chaingun_Fire (edict_t *ent)
r = 7 + crandom()*4;
u = crandom()*4;
VectorSet(offset, 0, r, u + ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
}
@ -1607,7 +1624,7 @@ void Gatringgun_Fire (edict_t *ent)
r = 7 + crandom()*4;
u = crandom()*4;
VectorSet(offset, 0, r, u + ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
}
@ -1691,7 +1708,7 @@ void weapon_shotgun_fire (edict_t *ent)
ent->client->kick_angles[0] = -2;
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
if (is_quad)
{
@ -1744,7 +1761,7 @@ void weapon_supershotgun_fire (edict_t *ent)
ent->client->kick_angles[0] = -2;
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
if (is_quad)
{
@ -1886,7 +1903,7 @@ void weapon_railgun_fire (edict_t *ent)
VectorSet(offset, 0, 7, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
if(ent->client->zc.aiming == 0) fire_rail (ent, start, forward, damage, kick);
else
@ -2030,7 +2047,7 @@ void weapon_bfg_fire (edict_t *ent)
ent->client->v_dmg_time = level.time + DAMAGE_TIME;
VectorSet(offset, 8, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
fire_bfg (ent, start, forward, damage, 400, damage_radius);
ent->client->ps.gunframe++;
@ -2097,7 +2114,7 @@ void weapon_ionripper_fire (edict_t *ent)
// VectorSet (offset, 0, 7, ent->viewheight - 8);
VectorSet (offset, 16, 7, ent->viewheight - 8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
fire_ionripper (ent, start, forward, damage, 500, EF_IONRIPPER);
@ -2160,7 +2177,7 @@ void weapon_phalanx_fire (edict_t *ent)
ent->client->kick_angles[0] = -2;
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
if (ent->client->ps.gunframe == 8)
{
@ -2238,7 +2255,7 @@ void weapon_trap_fire (edict_t *ent, qboolean held)
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource (ent, offset, forward, right, start);
timer = ent->client->grenade_time - level.time;
speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);