X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fw_hagar.qc;h=b4b79abb832363bfea7fcd11d775bb0c8eb84554;hb=6b188d663fd973615bd71b58cfd2d7b1b2df0ca9;hp=26d2df69e89507ac3bc7bb8f10690ee96703884f;hpb=6a49bef4b396e0fbedaf2a91460896a58dbe5702;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 26d2df69e..b4b79abb8 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -6,7 +6,7 @@ REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOAD void W_Hagar_Explode (void) { - self.event_damage = SUB_Null; + self.event_damage = func_null; RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other); remove (self); @@ -14,12 +14,36 @@ void W_Hagar_Explode (void) void W_Hagar_Explode2 (void) { - self.event_damage = SUB_Null; + self.event_damage = func_null; RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other); remove (self); } +void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +{ + if (self.health <= 0) + return; + + float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE) + && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) + && (self.projectiledeathtype & HITTYPE_SECONDARY)); + + if(is_linkexplode) + is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode); + else + is_linkexplode = -1; // not secondary load, so continue as normal without exception. + + if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode)) + return; // g_projectiles_damage says to halt + + self.health = self.health - damage; + self.angles = vectoangles(self.velocity); + + if (self.health <= 0) + W_PrepareExplosionByDamage(attacker, self.think); +} + void W_Hagar_Touch (void) { PROJECTILE_TOUCH; @@ -43,7 +67,7 @@ void W_Hagar_Touch2 (void) void W_Hagar_Attack (void) { - local entity missile; + entity missile; W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo); @@ -56,6 +80,13 @@ void W_Hagar_Attack (void) missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage; + + missile.takedamage = DAMAGE_YES; + missile.health = autocvar_g_balance_hagar_primary_health; + missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale; + missile.event_damage = W_Hagar_Damage; + missile.damagedbycontents = TRUE; + missile.touch = W_Hagar_Touch; missile.use = W_Hagar_Explode; missile.think = adaptor_think2use_hittype_splash; @@ -70,6 +101,7 @@ void W_Hagar_Attack (void) missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; + missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); @@ -78,7 +110,7 @@ void W_Hagar_Attack (void) void W_Hagar_Attack2 (void) { - local entity missile; + entity missile; W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); @@ -91,6 +123,13 @@ void W_Hagar_Attack2 (void) missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; + + missile.takedamage = DAMAGE_YES; + missile.health = autocvar_g_balance_hagar_secondary_health; + missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale; + missile.event_damage = W_Hagar_Damage; + missile.damagedbycontents = TRUE; + missile.touch = W_Hagar_Touch2; missile.cnt = 0; missile.use = W_Hagar_Explode2; @@ -106,20 +145,21 @@ void W_Hagar_Attack2 (void) missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; + missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } -.float hagar_loadstep, hagar_loadblock, hagar_loadbeep; +.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; void W_Hagar_Attack2_Load_Release (void) { // time to release the rockets we've loaded - local entity missile; - local float counter, shots; - local vector s; + entity missile; + float counter, shots, spread_pershot; + vector s; vector forward, right, up; if(!self.hagar_load) @@ -136,24 +176,37 @@ void W_Hagar_Attack2_Load_Release (void) shots = self.hagar_load; missile = world; - while (counter < shots) + for(counter = 0; counter < shots; ++counter) { missile = spawn (); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; + + missile.takedamage = DAMAGE_YES; + missile.health = autocvar_g_balance_hagar_secondary_health; + missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale; + missile.event_damage = W_Hagar_Damage; + missile.damagedbycontents = TRUE; missile.touch = W_Hagar_Touch; // not bouncy missile.use = W_Hagar_Explode2; missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand; PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_HAGAR; + missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; - + missile.missile_flags = MIF_SPLASH; + + // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar) + spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); + spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias)); + spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor); + + // pattern spread calculation s = '0 0 0'; if (counter == 0) s = '0 0 0'; @@ -163,8 +216,9 @@ void W_Hagar_Attack2_Load_Release (void) s_y = v_forward_x; s_z = v_forward_y; } - s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor; - W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE); + s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor; + + W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE); missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; @@ -172,11 +226,9 @@ void W_Hagar_Attack2_Load_Release (void) CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); - - counter = counter + 1; } - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready); self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor(); self.hagar_load = 0; } @@ -185,12 +237,12 @@ void W_Hagar_Attack2_Load (void) { // loadable hagar secondary attack, must always run each frame - local float loaded, enough_ammo; + float loaded, enough_ammo; loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max; // this is different than WR_CHECKAMMO when it comes to reloading if(autocvar_g_balance_hagar_reload_ammo) - enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo; + enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo; else enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; @@ -223,9 +275,12 @@ void W_Hagar_Attack2_Load (void) W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); self.weaponentity.state = WS_INUSE; self.hagar_load += 1; - sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most - self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor(); + if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max) + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor(); + else + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor(); } } else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame @@ -244,7 +299,19 @@ void W_Hagar_Attack2_Load (void) if(self.hagar_load) { - if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold)) + // play warning sound if we're about to release + if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0) + { + if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame + { + // we're about to automatically release after holding time, play a beep sound to notify the player + sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + self.hagar_warning = TRUE; + } + } + + // release if player let go of button or if they've held it in too long + if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)) { self.weaponentity.state = WS_READY; W_Hagar_Attack2_Load_Release(); @@ -253,6 +320,7 @@ void W_Hagar_Attack2_Load (void) else { self.hagar_loadbeep = FALSE; + self.hagar_warning = FALSE; } // we aren't checking ammo during an attack, so we must do it here @@ -282,8 +350,8 @@ float w_hagar(float req) } else if (req == WR_THINK) { - local float loadable_secondary; - loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary; + float loadable_secondary; + loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary); if (loadable_secondary) W_Hagar_Attack2_Load(); // must always run each frame @@ -340,13 +408,13 @@ float w_hagar(float req) else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo; - ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo; + ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; - ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo; + ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo; return ammo_amount; } else if (req == WR_RESETPLAYER) @@ -364,8 +432,19 @@ float w_hagar(float req) if not(self.hagar_load) // require releasing loaded rockets first W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav"); } + else if (req == WR_SUICIDEMESSAGE) + { + return WEAPON_HAGAR_SUICIDE; + } + else if (req == WR_KILLMESSAGE) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_HAGAR_MURDER_BURST; + else + return WEAPON_HAGAR_MURDER_SPRAY; + } return TRUE; -}; +} #endif #ifdef CSQC float w_hagar(float req) @@ -391,15 +470,6 @@ float w_hagar(float req) precache_sound("weapons/hagexp2.wav"); precache_sound("weapons/hagexp3.wav"); } - else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = _("%s played with tiny rockets"); - else if (req == WR_KILLMESSAGE) - { - if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH - w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce"); - else // unchecked: SPLASH, SECONDARY - w_deathtypestring = _("%s was pummeled by %s"); - } return TRUE; } #endif