Merge pull request #70 from mjr4077au/Client_AimFixWithCVAR

Implement accurate-aiming CVAR in rogue game code.
This commit is contained in:
Yamagi 2020-04-21 12:52:58 +02:00 committed by GitHub
commit fc18bfa568
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 59 additions and 19 deletions

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@ -70,6 +70,8 @@ cvar_t *randomrespawn;
cvar_t *g_disruptor;
cvar_t *aimfix;
void SpawnEntities(char *mapname, char *entities, char *spawnpoint);
void ClientThink(edict_t *ent, usercmd_t *cmd);
qboolean ClientConnect(edict_t *ent, char *userinfo);

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@ -628,6 +628,8 @@ extern cvar_t *randomrespawn;
extern cvar_t *g_disruptor;
extern cvar_t *aimfix;
/* this is for the count of monsters */
#define ENT_SLOTS_LEFT \
(ent->monsterinfo.monster_slots - \

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@ -63,10 +63,12 @@ P_DamageModifier(edict_t *ent)
}
void
P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward,
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;
if (!client)
{
@ -85,13 +87,29 @@ P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward
}
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);
}
}
}
void
P_ProjectSource2(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward,
P_ProjectSource2(edict_t *ent, vec3_t point, vec3_t distance, vec3_t forward,
vec3_t right, vec3_t up, vec3_t result)
{
vec3_t _distance;
gclient_t *client = ent->client;
vec3_t _distance;
if (!client)
{
@ -110,6 +128,21 @@ P_ProjectSource2(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forwar
}
G_ProjectSource2(point, _distance, forward, right, up, 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);
}
}
}
/*
@ -760,7 +793,7 @@ weapon_grenade_fire(edict_t *ent, qboolean held)
VectorSet(offset, 2, 6, ent->viewheight - 14);
}
P_ProjectSource2(ent->client, ent->s.origin, offset,
P_ProjectSource2(ent, ent->s.origin, offset,
forward, right, up, start);
timer = ent->client->grenade_time - level.time;
@ -1037,7 +1070,7 @@ 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;
@ -1135,7 +1168,7 @@ 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);
fire_rocket(ent, start, forward, damage, 650, damage_radius, radius_damage);
/* send muzzle flash */
@ -1198,7 +1231,7 @@ Blaster_Fire(edict_t *ent, vec3_t g_offset, int damage,
AngleVectors(ent->client->v_angle, forward, right, NULL);
VectorSet(offset, 24, 8, ent->viewheight - 8);
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;
@ -1454,7 +1487,7 @@ 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);
@ -1627,7 +1660,7 @@ 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);
@ -1696,7 +1729,7 @@ 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)
{
@ -1758,7 +1791,7 @@ 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)
{
@ -1853,7 +1886,7 @@ weapon_railgun_fire(edict_t *ent)
ent->client->kick_angles[0] = -3;
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);
fire_rail(ent, start, forward, damage, kick);
/* send muzzle flash */
@ -1953,7 +1986,7 @@ 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++;
@ -2016,7 +2049,7 @@ weapon_chainfist_fire(edict_t *ent)
/* set start point */
VectorSet(offset, 0, 8, ent->viewheight - 4);
P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource(ent, offset, forward, right, start);
fire_player_melee(ent, start, forward, CHAINFIST_REACH, damage,
100, 1, MOD_CHAINFIST);
@ -2043,7 +2076,7 @@ chainfist_smoke(edict_t *ent)
AngleVectors(ent->client->v_angle, forward, right, up);
VectorSet(offset, 8, 8, ent->viewheight - 4);
P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, tempVec);
P_ProjectSource(ent, offset, forward, right, tempVec);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_CHAINFIST_SMOKE);
@ -2181,7 +2214,7 @@ weapon_tracker_fire(edict_t *self)
VectorSet(maxs, 16, 16, 16);
AngleVectors(self->client->v_angle, forward, right, NULL);
VectorSet(offset, 24, 8, self->viewheight - 8);
P_ProjectSource(self->client, self->s.origin, offset, forward, right, start);
P_ProjectSource(self, offset, forward, right, start);
VectorMA(start, 8192, forward, end);
enemy = NULL;
@ -2305,7 +2338,7 @@ weapon_etf_rifle_fire(edict_t *ent)
VectorCopy(ent->s.origin, tempPt);
tempPt[2] += ent->viewheight;
P_ProjectSource2(ent->client, tempPt, offset, forward, right, up, start);
P_ProjectSource2(ent, tempPt, offset, forward, right, up, start);
fire_flechette(ent, start, forward, damage, 750, kick);
/* send muzzle flash */
@ -2408,7 +2441,7 @@ Heatbeam_Fire(edict_t *ent)
/* This offset is the "view" offset for the beam start (used by trace) */
VectorSet(offset, 7, 2, ent->viewheight - 3);
P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
P_ProjectSource(ent, offset, forward, right, start);
/* This offset is the entity offset */
VectorSet(offset, 2, 7, -3);

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@ -245,6 +245,9 @@ InitGame(void)
/* disruptor availability */
g_disruptor = gi.cvar ("g_disruptor", "0", 0);
/* others */
aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
/* items */
InitItems ();