r1758 - trunk/data/qcsrc/server

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Fri Jul 14 01:04:29 EDT 2006


Author: div0
Date: 2006-07-14 01:04:29 -0400 (Fri, 14 Jul 2006)
New Revision: 1758

Modified:
   trunk/data/qcsrc/server/cl_impulse.qc
   trunk/data/qcsrc/server/cl_weaponsystem.qc
   trunk/data/qcsrc/server/constants.qh
   trunk/data/qcsrc/server/w_common.qc
   trunk/data/qcsrc/server/w_nex.qc
Log:
increased max shot distance from 8192 to 32768


Modified: trunk/data/qcsrc/server/cl_impulse.qc
===================================================================
--- trunk/data/qcsrc/server/cl_impulse.qc	2006-07-12 18:18:12 UTC (rev 1757)
+++ trunk/data/qcsrc/server/cl_impulse.qc	2006-07-14 05:04:29 UTC (rev 1758)
@@ -120,7 +120,7 @@
 			if(imp == 19)
 			{
 				makevectors(self.v_angle);
-				traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * 8192, FALSE, self);
+				traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, FALSE, self);
 				if (trace_fraction < 1)
 					printsurfaceinfo(trace_ent, trace_endpos);
 			}

Modified: trunk/data/qcsrc/server/cl_weaponsystem.qc
===================================================================
--- trunk/data/qcsrc/server/cl_weaponsystem.qc	2006-07-12 18:18:12 UTC (rev 1757)
+++ trunk/data/qcsrc/server/cl_weaponsystem.qc	2006-07-14 05:04:29 UTC (rev 1758)
@@ -24,7 +24,7 @@
 {
 	local vector trueaimpoint;
 
-	traceline_hitcorpse(self, self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * 8192, MOVE_NOMONSTERS, self);
+	traceline_hitcorpse(self, self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
 	trueaimpoint = trace_endpos;
 
 	// if aiming at a player and the original trace won't hit that player
@@ -114,7 +114,7 @@
 
 	makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
 	offset = '0 0 26' + v_right*3;
-	traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * 8192, FALSE, self); // trace forward until you hit something, like a player or wall
+	traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
 	setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
 	if(trace_plane_normal != '0 0 0')
 		e.angles = vectoangles(trace_plane_normal);

Modified: trunk/data/qcsrc/server/constants.qh
===================================================================
--- trunk/data/qcsrc/server/constants.qh	2006-07-12 18:18:12 UTC (rev 1757)
+++ trunk/data/qcsrc/server/constants.qh	2006-07-14 05:04:29 UTC (rev 1758)
@@ -209,3 +209,4 @@
 float FLAG_CARRY = 2;
 float FLAG_DROPPED = 3;
 
+float MAX_SHOT_DISTANCE = 32768;

Modified: trunk/data/qcsrc/server/w_common.qc
===================================================================
--- trunk/data/qcsrc/server/w_common.qc	2006-07-12 18:18:12 UTC (rev 1757)
+++ trunk/data/qcsrc/server/w_common.qc	2006-07-14 05:04:29 UTC (rev 1758)
@@ -139,7 +139,7 @@
 
 	// use traceline_hitcorpse to make sure it can hit gibs and corpses too
 	dir = dir + randomvec() * spread;
-	end = start + dir * 8192;
+	end = start + dir * MAX_SHOT_DISTANCE;
 	traceline_hitcorpse (self, start, end, FALSE, self);
 
 	if (tracer)

Modified: trunk/data/qcsrc/server/w_nex.qc
===================================================================
--- trunk/data/qcsrc/server/w_nex.qc	2006-07-12 18:18:12 UTC (rev 1757)
+++ trunk/data/qcsrc/server/w_nex.qc	2006-07-14 05:04:29 UTC (rev 1758)
@@ -6,9 +6,9 @@
 
 	// assure that nexdamage is high enough in minstagib
 	if (cvar("g_minstagib"))
-		FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * 8192, 1000, IT_NEX);
+		FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 1000, IT_NEX);
 	else
-		FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * 8192, cvar("g_balance_nex_damage"), IT_NEX);
+		FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, cvar("g_balance_nex_damage"), IT_NEX);
 
 	// show as if shot started outside of gun
 	// muzzleflash light




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