X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Felectro.qc;h=bd6fb89694bda3bb0d4a265cc3d525c66218822d;hb=65e9ceb03c81bc515d090a54f65dd620c8c6dc43;hp=09cb77c8bd9a5b2774d8178f48bccc195bead691;hpb=6a611fb362129440369cb09a590023d6292102e9;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/electro.qc b/qcsrc/common/weapons/weapon/electro.qc index 09cb77c8b..bd6fb8969 100644 --- a/qcsrc/common/weapons/weapon/electro.qc +++ b/qcsrc/common/weapons/weapon/electro.qc @@ -1,12 +1,13 @@ +#include "electro.qh" #ifndef IMPLEMENTATION CLASS(Electro, Weapon) -/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells) -/* impulse */ ATTRIB(Electro, impulse, int, 5) +/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(Electro, impulse, int, 5); /* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1'); /* modelname */ ATTRIB(Electro, mdl, string, "electro"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM); #endif /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro"); @@ -50,6 +51,7 @@ CLASS(Electro, Weapon) P(class, prefix, speed_up, float, SEC) \ P(class, prefix, speed_z, float, SEC) \ P(class, prefix, spread, float, BOTH) \ + P(class, prefix, stick, float, SEC) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, touchexplode, float, SEC) \ @@ -141,22 +143,22 @@ void W_Electro_ExplodeCombo(entity this) NULL ); - remove(this); + delete(this); } -void W_Electro_Explode(entity this) +void W_Electro_Explode(entity this, entity directhitentity) { - if(other.takedamage == DAMAGE_AIM) - if(IS_PLAYER(other)) - if(DIFF_TEAM(this.realowner, other)) - if(!IS_DEAD(other)) - if(IsFlying(other)) + if(directhitentity.takedamage == DAMAGE_AIM) + if(IS_PLAYER(directhitentity)) + if(DIFF_TEAM(this.realowner, directhitentity)) + if(!IS_DEAD(directhitentity)) + if(IsFlying(directhitentity)) Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); this.event_damage = func_null; this.takedamage = DAMAGE_NO; - if(this.movetype == MOVETYPE_BOUNCE) + if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway? { RadiusDamage( this, @@ -168,7 +170,7 @@ void W_Electro_Explode(entity this) NULL, WEP_CVAR_SEC(electro, force), this.projectiledeathtype, - other + directhitentity ); } else @@ -184,26 +186,30 @@ void W_Electro_Explode(entity this) NULL, WEP_CVAR_PRI(electro, force), this.projectiledeathtype, - other + directhitentity ); } - remove(this); + delete(this); } void W_Electro_Explode_use(entity this, entity actor, entity trigger) { - W_Electro_Explode(this); + W_Electro_Explode(this, trigger); } -void W_Electro_TouchExplode(entity this) +void W_Electro_TouchExplode(entity this, entity toucher) { - PROJECTILE_TOUCH(this); - W_Electro_Explode(this); + PROJECTILE_TOUCH(this, toucher); + W_Electro_Explode(this, toucher); } + +void sys_phys_update_single(entity this); + void W_Electro_Bolt_Think(entity this) { + // sys_phys_update_single(this); if(time >= this.ltime) { this.use(this, NULL, NULL); @@ -252,9 +258,10 @@ void W_Electro_Bolt_Think(entity this) { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); } } else { this.nextthink = this.ltime; } + // this.nextthink = time; } -void W_Electro_Attack_Bolt(Weapon thiswep, entity actor) +void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) { entity proj; @@ -262,6 +269,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor) W_SetupShot_ProjectileSize( actor, + weaponentity, '0 0 -3', '0 0 -3', false, @@ -285,29 +293,73 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor) proj.projectiledeathtype = WEP_ELECTRO.m_id; setorigin(proj, w_shotorg); - proj.movetype = MOVETYPE_FLY; + // if (IS_CSQC) + set_movetype(proj, MOVETYPE_FLY); W_SetupProjVelocity_PRI(proj, electro); proj.angles = vectoangles(proj.velocity); settouch(proj, W_Electro_TouchExplode); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true); MUTATOR_CALLHOOK(EditProjectile, actor, proj); + // proj.com_phys_pos = proj.origin; + // proj.com_phys_vel = proj.velocity; +} + +void W_Electro_Orb_Stick(entity this, entity to) +{ + entity newproj = spawn(); + newproj.classname = this.classname; + + newproj.bot_dodge = this.bot_dodge; + newproj.bot_dodgerating = this.bot_dodgerating; + + newproj.owner = this.owner; + newproj.realowner = this.realowner; + setsize(newproj, this.mins, this.maxs); + setorigin(newproj, this.origin); + setmodel(newproj, MDL_PROJECTILE_ELECTRO); + newproj.angles = vectoangles(-trace_plane_normal); // face against the surface + + newproj.takedamage = this.takedamage; + newproj.damageforcescale = this.damageforcescale; + newproj.health = this.health; + newproj.event_damage = this.event_damage; + newproj.spawnshieldtime = this.spawnshieldtime; + newproj.damagedbycontents = true; + + set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place + newproj.projectiledeathtype = this.projectiledeathtype; + + settouch(newproj, func_null); + setthink(newproj, getthink(this)); + newproj.nextthink = this.nextthink; + newproj.use = this.use; + newproj.flags = this.flags; + + delete(this); + + if(to) + SetMovetypeFollow(this, to); } -void W_Electro_Orb_Touch(entity this) +void W_Electro_Orb_Touch(entity this, entity toucher) { - PROJECTILE_TOUCH(this); - if(other.takedamage == DAMAGE_AIM) - { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this); } } + PROJECTILE_TOUCH(this, toucher); + if(toucher.takedamage == DAMAGE_AIM) + { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } } else { //UpdateCSQCProjectile(this); spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM); this.projectiledeathtype |= HITTYPE_BOUNCE; + + if(WEP_CVAR_SEC(electro, stick)) + W_Electro_Orb_Stick(this, toucher); } } @@ -353,14 +405,15 @@ void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float } } -void W_Electro_Attack_Orb(Weapon thiswep, entity actor) +void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo)); W_SetupShot_ProjectileSize( actor, - '0 0 -4', - '0 0 -4', + weaponentity, + '-4 -4 -4', + '4 4 4', false, 2, SND_ELECTRO_FIRE2, @@ -385,15 +438,16 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor) //proj.glow_size = 50; //proj.glow_color = 45; - proj.movetype = MOVETYPE_BOUNCE; + set_movetype(proj, MOVETYPE_BOUNCE); W_SetupProjVelocity_UP_SEC(proj, electro); settouch(proj, W_Electro_Orb_Touch); - setsize(proj, '0 0 -4', '0 0 -4'); + setsize(proj, '-4 -4 -4', '4 4 4'); proj.takedamage = DAMAGE_YES; proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale); proj.health = WEP_CVAR_SEC(electro, health); proj.event_damage = W_Electro_Orb_Damage; proj.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, proj); proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents)); proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor); @@ -419,7 +473,7 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i if(PHYS_INPUT_BUTTON_ATCK2(actor)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1)) { - W_Electro_Attack_Orb(WEP_ELECTRO, actor); + W_Electro_Attack_Orb(WEP_ELECTRO, actor, weaponentity); actor.electro_count -= 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); return; @@ -479,7 +533,7 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { - W_Electro_Attack_Bolt(thiswep, actor); + W_Electro_Attack_Bolt(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } } @@ -488,7 +542,7 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit if(time >= actor.electro_secondarytime) if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire))) { - W_Electro_Attack_Orb(thiswep, actor); + W_Electro_Attack_Orb(thiswep, actor, weaponentity); actor.electro_count = WEP_CVAR_SEC(electro, count); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor); @@ -522,7 +576,7 @@ METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor)) } METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD); + W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD); } METHOD(Electro, wr_suicidemessage, Notification(entity thiswep)) {