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authorMichael Levin <risujin@fastmail.fm>2009-10-03 11:15:52 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:14:48 +0000
commit5399133ec251b57770a9adf2010af5547b9af16a (patch)
treed27c04f6b71e3bca6747019812c68c5210411479 /src/game/g_weapon.c
parentc133a4946ccaa0ab54ec48bdf1fed93ef761cf94 (diff)
* Lowered dretch zoffset a bit to better fit inside bounding box, increased shadow a bit to better fit the larger modelscale we are using
* Fulfilled benmachine's lolrequest: mass driver will not fire through players and buildables (but not teammates and team buildables if FF is off)
Diffstat (limited to 'src/game/g_weapon.c')
-rw-r--r--src/game/g_weapon.c76
1 files changed, 45 insertions, 31 deletions
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index 5bfb1fce..f5dd0a4d 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -439,43 +439,57 @@ MASS DRIVER
void massDriverFire( gentity_t *ent )
{
- trace_t tr;
- vec3_t end;
- gentity_t *tent;
- gentity_t *traceEnt;
+ trace_t tr;
+ vec3_t end;
+ gentity_t *tent, *traceEnt;
+ int i, skipent;
VectorMA( muzzle, 8192 * 16, forward, end );
-
G_UnlaggedOn( muzzle, 8192 * 16 );
- trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
- G_UnlaggedOff( );
-
- if( tr.surfaceFlags & SURF_NOIMPACT )
- return;
-
- traceEnt = &g_entities[ tr.entityNum ];
-
- // snap the endpos to integers, but nudged towards the line
- SnapVectorTowards( tr.endpos, muzzle );
-
- // send impact
- if( traceEnt->takedamage && traceEnt->client )
+ VectorCopy( muzzle, tr.endpos );
+ skipent = ent->s.number;
+ for( i = 0; i < 64 && skipent != ENTITYNUM_NONE; i++ )
{
- BloodSpurt( ent, traceEnt, &tr );
- }
- else
- {
- tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
- tent->s.eventParm = DirToByte( tr.plane.normal );
- tent->s.weapon = ent->s.weapon;
- tent->s.generic1 = ent->s.generic1; //weaponMode
- }
+ trap_Trace( &tr, tr.endpos, NULL, NULL, end, skipent, MASK_SHOT );
+ if( tr.surfaceFlags & SURF_NOIMPACT )
+ break;
+ traceEnt = &g_entities[ tr.entityNum ];
+ skipent = tr.entityNum;
+
+ // don't travel through walls and movers
+ if( !( traceEnt->r.contents & CONTENTS_BODY ) )
+ skipent = ENTITYNUM_NONE;
+
+ // don't travel through teammates with FF off
+ if( OnSameTeam(ent, traceEnt) &&
+ ( !g_friendlyFire.integer || !g_friendlyFireHumans.integer ) )
+ skipent = ENTITYNUM_NONE;
+
+ // don't travel through team buildables with FF off
+ if( traceEnt->s.eType == ET_BUILDABLE &&
+ traceEnt->biteam == ent->client->pers.teamSelection &&
+ !g_friendlyBuildableFire.integer )
+ skipent = ENTITYNUM_NONE;
+
+ // snap the endpos to integers, but nudged towards the line
+ SnapVectorTowards( tr.endpos, muzzle );
+
+ // send impact
+ if( traceEnt->takedamage && traceEnt->client )
+ BloodSpurt( ent, traceEnt, &tr );
+ else
+ {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ tent->s.generic1 = ent->s.generic1; //weaponMode
+ }
- if( traceEnt->takedamage )
- {
- G_Damage( traceEnt, ent, ent, forward, tr.endpos,
- MDRIVER_DMG, 0, MOD_MDRIVER );
+ if( traceEnt->takedamage )
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ MDRIVER_DMG, 0, MOD_MDRIVER );
}
+ G_UnlaggedOff( );
}
/*