Merge pull request #109 from BjossiAlfreds/tdam-dir

T_Damage no longer modifies dir parameter
This commit is contained in:
Yamagi 2023-07-16 09:49:16 +02:00 committed by GitHub
commit c78a7358d3
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 37 additions and 46 deletions

View file

@ -624,6 +624,24 @@ CheckTeamDamage(edict_t *targ, edict_t *attacker)
return false;
}
static void
apply_knockback(edict_t *targ, vec3_t dir, float knockback, float scale)
{
vec3_t kvel;
float mass;
if (!knockback)
{
return;
}
mass = (targ->mass < 50) ? 50.0f : (float)targ->mass;
VectorNormalize2(dir, kvel);
VectorScale(kvel, scale * (knockback / mass), kvel);
VectorAdd(targ->velocity, kvel, targ->velocity);
}
void
T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir,
vec3_t point, vec3_t normal, int damage, int knockback, int dflags,
@ -726,8 +744,6 @@ T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir,
te_sparks = TE_SPARKS;
}
VectorNormalize(dir);
/* bonus damage for suprising a monster */
if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) &&
(attacker->client) && (!targ->enemy) && (targ->health > 0))
@ -741,37 +757,14 @@ T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir,
}
/* figure momentum add */
if (!(dflags & DAMAGE_NO_KNOCKBACK))
{
if ((knockback) && (targ->movetype != MOVETYPE_NONE) &&
if (!(dflags & DAMAGE_NO_KNOCKBACK) &&
(targ->movetype != MOVETYPE_NONE) &&
(targ->movetype != MOVETYPE_BOUNCE) &&
(targ->movetype != MOVETYPE_PUSH) &&
(targ->movetype != MOVETYPE_STOP))
{
vec3_t kvel;
float mass;
if (targ->mass < 50)
{
mass = 50;
}
else
{
mass = targ->mass;
}
if (targ->client && (attacker == targ))
{
/* the rocket jump hack... */
VectorScale(dir, 1600.0 * (float)knockback / mass, kvel);
}
else
{
VectorScale(dir, 500.0 * (float)knockback / mass, kvel);
}
VectorAdd(targ->velocity, kvel, targ->velocity);
}
apply_knockback (targ, dir, knockback,
((client && attacker == targ) ? 1600.0f : 500.0f));
}
take = damage;

View file

@ -981,7 +981,14 @@ bfg_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
self->solid = SOLID_NOT;
self->touch = NULL;
VectorMA(self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
/* move it back a bit from walls so the effects aren't cut off */
if (!other->takedamage)
{
VectorNormalize(self->velocity);
VectorMA(self->s.origin, -40.0f, self->velocity, self->s.origin);
}
VectorClear(self->velocity);
self->s.modelindex = gi.modelindex("sprites/s_bfg3.sp2");
self->s.frame = 0;
@ -991,6 +998,8 @@ bfg_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
self->nextthink = level.time + FRAMETIME;
self->enemy = other;
gi.linkentity(self);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_BIGEXPLOSION);
gi.WritePosition(self->s.origin);

View file

@ -503,20 +503,9 @@ VectorNormalize(vec3_t v)
vec_t
VectorNormalize2(vec3_t v, vec3_t out)
{
float length, ilength;
VectorCopy(v, out);
length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
length = (float)sqrt(length);
if (length)
{
ilength = 1 / length;
out[0] = v[0] * ilength;
out[1] = v[1] * ilength;
out[2] = v[2] * ilength;
}
return length;
return VectorNormalize(out);
}
void