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https://github.com/yquake2/rogue.git
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Merge pull request #70 from mjr4077au/Client_AimFixWithCVAR
Implement accurate-aiming CVAR in rogue game code.
This commit is contained in:
commit
fc18bfa568
4 changed files with 59 additions and 19 deletions
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@ -70,6 +70,8 @@ cvar_t *randomrespawn;
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cvar_t *g_disruptor;
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cvar_t *aimfix;
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void SpawnEntities(char *mapname, char *entities, char *spawnpoint);
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void ClientThink(edict_t *ent, usercmd_t *cmd);
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qboolean ClientConnect(edict_t *ent, char *userinfo);
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@ -628,6 +628,8 @@ extern cvar_t *randomrespawn;
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extern cvar_t *g_disruptor;
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extern cvar_t *aimfix;
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/* this is for the count of monsters */
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#define ENT_SLOTS_LEFT \
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(ent->monsterinfo.monster_slots - \
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@ -63,9 +63,11 @@ P_DamageModifier(edict_t *ent)
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}
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void
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P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward,
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P_ProjectSource(edict_t *ent, vec3_t distance, vec3_t forward,
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vec3_t right, vec3_t result)
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{
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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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if (!client)
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@ -85,12 +87,28 @@ P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward
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}
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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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void
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P_ProjectSource2(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward,
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P_ProjectSource2(edict_t *ent, vec3_t point, vec3_t distance, vec3_t forward,
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vec3_t right, vec3_t up, vec3_t result)
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{
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gclient_t *client = ent->client;
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vec3_t _distance;
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if (!client)
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@ -110,6 +128,21 @@ P_ProjectSource2(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forwar
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}
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G_ProjectSource2(point, _distance, forward, right, up, 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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/*
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@ -760,7 +793,7 @@ weapon_grenade_fire(edict_t *ent, qboolean held)
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VectorSet(offset, 2, 6, ent->viewheight - 14);
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}
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P_ProjectSource2(ent->client, ent->s.origin, offset,
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P_ProjectSource2(ent, ent->s.origin, offset,
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forward, right, up, start);
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timer = ent->client->grenade_time - level.time;
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@ -1037,7 +1070,7 @@ 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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@ -1135,7 +1168,7 @@ 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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fire_rocket(ent, start, forward, damage, 650, damage_radius, radius_damage);
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/* send muzzle flash */
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@ -1198,7 +1231,7 @@ Blaster_Fire(edict_t *ent, vec3_t g_offset, int damage,
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AngleVectors(ent->client->v_angle, forward, right, NULL);
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VectorSet(offset, 24, 8, ent->viewheight - 8);
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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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@ -1454,7 +1487,7 @@ 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,
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DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
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@ -1627,7 +1660,7 @@ 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,
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DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
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@ -1696,7 +1729,7 @@ 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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@ -1758,7 +1791,7 @@ 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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@ -1853,7 +1886,7 @@ weapon_railgun_fire(edict_t *ent)
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ent->client->kick_angles[0] = -3;
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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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fire_rail(ent, start, forward, damage, kick);
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/* send muzzle flash */
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@ -1953,7 +1986,7 @@ 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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@ -2016,7 +2049,7 @@ weapon_chainfist_fire(edict_t *ent)
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/* set start point */
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VectorSet(offset, 0, 8, ent->viewheight - 4);
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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_player_melee(ent, start, forward, CHAINFIST_REACH, damage,
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100, 1, MOD_CHAINFIST);
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@ -2043,7 +2076,7 @@ chainfist_smoke(edict_t *ent)
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AngleVectors(ent->client->v_angle, forward, right, up);
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VectorSet(offset, 8, 8, ent->viewheight - 4);
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P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, tempVec);
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P_ProjectSource(ent, offset, forward, right, tempVec);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_CHAINFIST_SMOKE);
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@ -2181,7 +2214,7 @@ weapon_tracker_fire(edict_t *self)
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VectorSet(maxs, 16, 16, 16);
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AngleVectors(self->client->v_angle, forward, right, NULL);
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VectorSet(offset, 24, 8, self->viewheight - 8);
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P_ProjectSource(self->client, self->s.origin, offset, forward, right, start);
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P_ProjectSource(self, offset, forward, right, start);
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VectorMA(start, 8192, forward, end);
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enemy = NULL;
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@ -2305,7 +2338,7 @@ weapon_etf_rifle_fire(edict_t *ent)
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VectorCopy(ent->s.origin, tempPt);
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tempPt[2] += ent->viewheight;
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P_ProjectSource2(ent->client, tempPt, offset, forward, right, up, start);
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P_ProjectSource2(ent, tempPt, offset, forward, right, up, start);
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fire_flechette(ent, start, forward, damage, 750, kick);
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/* send muzzle flash */
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@ -2408,7 +2441,7 @@ Heatbeam_Fire(edict_t *ent)
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/* This offset is the "view" offset for the beam start (used by trace) */
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VectorSet(offset, 7, 2, ent->viewheight - 3);
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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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/* This offset is the entity offset */
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VectorSet(offset, 2, 7, -3);
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@ -245,6 +245,9 @@ InitGame(void)
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/* disruptor availability */
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g_disruptor = gi.cvar ("g_disruptor", "0", 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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