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https://github.com/yquake2/xatrix.git
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Implement accurate-aiming CVAR in xatrix game code.
This commit is contained in:
parent
3a073766c7
commit
2f105cdbe3
4 changed files with 39 additions and 15 deletions
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@ -62,6 +62,8 @@ cvar_t *sv_maplist;
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cvar_t *gib_on;
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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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@ -535,6 +535,8 @@ extern cvar_t *flood_waitdelay;
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extern cvar_t *sv_maplist;
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extern cvar_t *aimfix;
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#define world (&g_edicts[0])
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/* item spawnflags */
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@ -28,9 +28,11 @@ void weapon_grenade_fire(edict_t *ent, qboolean held);
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void weapon_trap_fire(edict_t *ent, qboolean held);
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void
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P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance,
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P_ProjectSource(edict_t *ent, vec3_t distance,
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vec3_t forward, 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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@ -50,6 +52,21 @@ P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance,
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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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/*
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@ -746,7 +763,7 @@ 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) *
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@ -943,7 +960,7 @@ 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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@ -1013,7 +1030,7 @@ 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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@ -1076,7 +1093,7 @@ 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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@ -1341,7 +1358,7 @@ 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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@ -1523,7 +1540,7 @@ 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,
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P_ProjectSource(ent, offset, forward,
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right, start);
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fire_bullet(ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD,
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@ -1592,7 +1609,7 @@ 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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@ -1660,7 +1677,7 @@ 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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@ -1755,7 +1772,7 @@ 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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@ -1855,7 +1872,7 @@ 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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@ -1932,7 +1949,7 @@ weapon_ionripper_fire(edict_t *ent)
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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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@ -2012,7 +2029,7 @@ 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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@ -2101,7 +2118,7 @@ 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) *
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@ -235,6 +235,9 @@ InitGame(void)
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/* dm map list */
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sv_maplist = gi.cvar ("sv_maplist", "", 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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