X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_hagar.qc;h=1085c315afae03ef3992de648a29ad3c48344097;hb=f2c50fe4e6218a0a1bb0ca078ee122c5ba6a238d;hp=f311d17ebe140ee7fa3769a2c88ac470224ab3fe;hpb=2f8bafd6564a1088458a60967e356854808b2fe6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_hagar.qc b/qcsrc/common/weapons/w_hagar.qc index f311d17eb..1085c315a 100644 --- a/qcsrc/common/weapons/w_hagar.qc +++ b/qcsrc/common/weapons/w_hagar.qc @@ -7,11 +7,10 @@ REGISTER_WEAPON( /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_MID, /* color */ '1 1 0.5', -/* firstpmdl */ "models/weapons/h_hagar.iqm", -/* thirdpmdl */ "models/weapons/v_hagar.md3", -/* pickupmdl */ "models/weapons/g_hagar.md3", +/* modelname */ "hagar", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairhagar 0.8", +/* wepimg */ "weaponhagar", /* refname */ "hagar", /* wepname */ _("Hagar") ); @@ -48,64 +47,65 @@ REGISTER_WEAPON( w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) + w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ + w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_hagar() { weapon_defaultspawnfunc(WEP_HAGAR); } +void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); } // NO bounce protection, as bounces are limited! -void W_Hagar_Explode (void) +void W_Hagar_Explode(void) { self.event_damage = func_null; - RadiusDamage (self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other); - remove (self); + remove(self); } -void W_Hagar_Explode2 (void) +void W_Hagar_Explode2(void) { self.event_damage = func_null; - RadiusDamage (self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other); - remove (self); + remove(self); } -void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; - - float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE) - && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) + + 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 && WEP_CVAR_SEC(hagar, 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)) + 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) + + if(self.health <= 0) W_PrepareExplosionByDamage(attacker, self.think); } -void W_Hagar_Touch (void) +void W_Hagar_Touch(void) { PROJECTILE_TOUCH; - self.use (); + self.use(); } -void W_Hagar_Touch2 (void) +void W_Hagar_Touch2(void) { PROJECTILE_TOUCH; @@ -114,76 +114,76 @@ void W_Hagar_Touch2 (void) } else { self.cnt++; pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); - self.angles = vectoangles (self.velocity); + self.angles = vectoangles(self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; } } -void W_Hagar_Attack (void) +void W_Hagar_Attack(void) { entity missile; W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo)); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); + W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - missile = spawn (); + missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; - missile.bot_dodge = TRUE; + missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage); - + missile.takedamage = DAMAGE_YES; missile.health = WEP_CVAR_PRI(hagar, health); missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; - missile.damagedbycontents = TRUE; - + missile.damagedbycontents = true; + missile.touch = W_Hagar_Touch; missile.use = W_Hagar_Explode; missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR; - setorigin (missile, w_shotorg); + setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; W_SetupProjVelocity_PRI(missile, hagar); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; - missile.missile_flags = MIF_SPLASH; + missile.missile_flags = MIF_SPLASH; - CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); + CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); other = missile; MUTATOR_CALLHOOK(EditProjectile); } -void W_Hagar_Attack2 (void) +void W_Hagar_Attack2(void) { entity missile; W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - missile = spawn (); + missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; - missile.bot_dodge = TRUE; + missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); - + missile.takedamage = DAMAGE_YES; missile.health = WEP_CVAR_SEC(hagar, health); missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; - missile.damagedbycontents = TRUE; + missile.damagedbycontents = true; missile.touch = W_Hagar_Touch2; missile.cnt = 0; @@ -192,23 +192,23 @@ void W_Hagar_Attack2 (void) missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; - setorigin (missile, w_shotorg); + setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_BOUNCEMISSILE; W_SetupProjVelocity_SEC(missile, hagar); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; - missile.missile_flags = MIF_SPLASH; + missile.missile_flags = MIF_SPLASH; - CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); + CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true); other = missile; MUTATOR_CALLHOOK(EditProjectile); } .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; -void W_Hagar_Attack2_Load_Release (void) +void W_Hagar_Attack2_Load_Release(void) { // time to release the rockets we've loaded @@ -222,7 +222,7 @@ void W_Hagar_Attack2_Load_Release (void) weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); forward = v_forward; @@ -233,17 +233,17 @@ void W_Hagar_Attack2_Load_Release (void) missile = world; for(counter = 0; counter < shots; ++counter) { - missile = spawn (); + missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; - missile.bot_dodge = TRUE; + missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); - + missile.takedamage = DAMAGE_YES; missile.health = WEP_CVAR_SEC(hagar, health); missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; - missile.damagedbycontents = TRUE; + missile.damagedbycontents = true; missile.touch = W_Hagar_Touch; // not bouncy missile.use = W_Hagar_Explode2; @@ -251,34 +251,34 @@ void W_Hagar_Attack2_Load_Release (void) missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; - setorigin (missile, w_shotorg); + setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; - missile.missile_flags = MIF_SPLASH; - + 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) / (WEP_CVAR_SEC(hagar, load_max) - 1)); + spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1)); spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias))); spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor); - + // pattern spread calculation s = '0 0 0'; - if (counter == 0) + if(counter == 0) s = '0 0 0'; else { makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); - s_y = v_forward_x; - s_z = v_forward_y; + s.y = v_forward.x; + s.z = v_forward.y; } s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor; - - W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, FALSE); - missile.angles = vectoangles (missile.velocity); + W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false); + + missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; - CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); + CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); other = missile; MUTATOR_CALLHOOK(EditProjectile); } @@ -288,10 +288,10 @@ void W_Hagar_Attack2_Load_Release (void) self.hagar_load = 0; } -void W_Hagar_Attack2_Load (void) +void W_Hagar_Attack2_Load(void) { // loadable hagar secondary attack, must always run each frame - + if(time < game_starttime) return; @@ -320,7 +320,7 @@ void W_Hagar_Attack2_Load (void) self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); // require letting go of the alt fire button before we can load again - self.hagar_loadblock = TRUE; + self.hagar_loadblock = true; } } else @@ -335,7 +335,7 @@ void W_Hagar_Attack2_Load (void) self.hagar_load += 1; sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most - if (self.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) + if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(); else self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); @@ -345,14 +345,14 @@ void W_Hagar_Attack2_Load (void) { // if this is the last rocket we can load, play a beep sound to notify the player sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); - self.hagar_loadbeep = TRUE; + self.hagar_loadbeep = true; } } } else if(self.hagar_loadblock) { // the alt fire button has been released, so re-enable loading if blocked - self.hagar_loadblock = FALSE; + self.hagar_loadblock = false; } if(self.hagar_load) @@ -364,10 +364,10 @@ void W_Hagar_Attack2_Load (void) { // 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; + 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 && WEP_CVAR_SEC(hagar, load_hold) >= 0)) { @@ -377,8 +377,8 @@ void W_Hagar_Attack2_Load (void) } else { - self.hagar_loadbeep = FALSE; - self.hagar_warning = FALSE; + self.hagar_loadbeep = false; + self.hagar_warning = false; } // we aren't checking ammo during an attack, so we must do it here @@ -397,40 +397,40 @@ float W_Hagar(float req) { case WR_AIM: { - if (random()>0.15) - self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE); + if(random()>0.15) + self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming - self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE); - - return TRUE; + self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + + return true; } case WR_THINK: { float loadable_secondary; loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); - if (loadable_secondary) + if(loadable_secondary) W_Hagar_Attack2_Load(); // must always run each frame if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); - else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset + else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset { - if (weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire))) + if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire))) { W_Hagar_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); } } - else if (self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary)) + else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary)) { - if (weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire))) + if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire))) { W_Hagar_Attack2(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); } } - - return TRUE; + + return true; } case WR_GONETHINK: { @@ -440,31 +440,31 @@ float W_Hagar(float req) self.weaponentity.state = WS_READY; W_Hagar_Attack2_Load_Release(); } - - return TRUE; + + return true; } case WR_INIT: { - precache_model ("models/weapons/g_hagar.md3"); - precache_model ("models/weapons/v_hagar.md3"); - precache_model ("models/weapons/h_hagar.iqm"); - precache_sound ("weapons/hagar_fire.wav"); - precache_sound ("weapons/hagar_load.wav"); - precache_sound ("weapons/hagar_beep.wav"); - HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) - return TRUE; + precache_model("models/weapons/g_hagar.md3"); + precache_model("models/weapons/v_hagar.md3"); + precache_model("models/weapons/h_hagar.iqm"); + precache_sound("weapons/hagar_fire.wav"); + precache_sound("weapons/hagar_load.wav"); + precache_sound("weapons/hagar_beep.wav"); + HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); + return true; } case WR_SETUP: { - self.hagar_loadblock = FALSE; + self.hagar_loadblock = false; if(self.hagar_load) { W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary self.hagar_load = 0; } - - return TRUE; + + return true; } case WR_CHECKAMMO1: { @@ -480,28 +480,28 @@ float W_Hagar(float req) } case WR_CONFIG: { - HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) - return TRUE; + HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); + return true; } case WR_RESETPLAYER: { self.hagar_load = 0; - return TRUE; + return true; } case WR_PLAYERDEATH: { // if we have any rockets loaded when we die, release them if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) W_Hagar_Attack2_Load_Release(); - - return TRUE; + + return true; } case WR_RELOAD: { if(!self.hagar_load) // require releasing loaded rockets first W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), "weapons/reload.wav"); - - return TRUE; + + return true; } case WR_SUICIDEMESSAGE: { @@ -515,7 +515,7 @@ float W_Hagar(float req) return WEAPON_HAGAR_MURDER_SPRAY; } } - return TRUE; + return false; } #endif #ifdef CSQC @@ -530,30 +530,30 @@ float W_Hagar(float req) pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); if(!w_issilent) { - if (w_random<0.15) + if(w_random<0.15) sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); - else if (w_random<0.7) + else if(w_random<0.7) sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); else sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); } - - return TRUE; + + return true; } case WR_INIT: { precache_sound("weapons/hagexp1.wav"); precache_sound("weapons/hagexp2.wav"); precache_sound("weapons/hagexp3.wav"); - return TRUE; + return true; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon - return FALSE; + return false; } } - return TRUE; + return false; } #endif #endif