Merge pull request #561 from mjr4077au/Client_AimFixWithCVAR

Implement accurate-aiming CVAR in baseq2 game code.
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Yamagi 2020-04-21 12:54:32 +02:00 committed by GitHub
commit 73d0812d9f
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 36 additions and 12 deletions

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@ -80,6 +80,8 @@ cvar_t *sv_maplist;
cvar_t *gib_on;
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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@ -542,6 +542,8 @@ extern cvar_t *flood_waitdelay;
extern cvar_t *sv_maplist;
extern cvar_t *aimfix;
#define world (&g_edicts[0])
/* item spawnflags */

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@ -41,10 +41,12 @@ static byte is_silenced;
void weapon_grenade_fire(edict_t *ent, qboolean held);
void
P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance,
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)
{
@ -63,6 +65,21 @@ P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance,
}
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);
}
}
}
/*
@ -670,7 +687,7 @@ 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) *
@ -870,7 +887,7 @@ 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;
@ -936,7 +953,7 @@ 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 */
@ -990,7 +1007,7 @@ 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;
@ -1245,7 +1262,7 @@ 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);
@ -1421,7 +1438,7 @@ 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,
P_ProjectSource(ent, offset,
forward, right, start);
fire_bullet(ent, start, forward, damage, kick,
@ -1487,7 +1504,7 @@ 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)
{
@ -1559,7 +1576,7 @@ 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)
{
@ -1652,7 +1669,7 @@ 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 */
@ -1748,7 +1765,7 @@ 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++;

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@ -258,6 +258,9 @@ InitGame(void)
/* dm map list */
sv_maplist = gi.cvar("sv_maplist", "", 0);
/* others */
aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
/* items */
InitItems();