X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_fireball.qc;h=31e5b6a02ebaf8d125bd3c57f3752e06aa37640a;hb=50e00110bb3855e1d989c0461dbf05ad9950e8e2;hp=dd1793906303d5868713a030d39ebfdc89d1dc65;hpb=b0c3dccd19b4e834a28c993430f158109ea0ca38;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_fireball.qc b/qcsrc/server/w_fireball.qc index dd1793906..31e5b6a02 100644 --- a/qcsrc/server/w_fireball.qc +++ b/qcsrc/server/w_fireball.qc @@ -1,70 +1,11 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball")); +REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball")); #else #ifdef SVQC .float bot_primary_fireballmooth; // whatever a mooth is .vector fireball_impactvec; .float fireball_primarytime; -// weapon load persistence, for weapons that support reloading -.float fireball_load; - -void W_Fireball_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_fireball_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.fireball_load; - self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display - } -} - -void W_Fireball_ReloadedAndReady() -{ - float t; - - // now do the ammo transfer - self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading - while(self.clip_load < autocvar_g_balance_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have - { - self.clip_load += 1; - self.ammo_fuel -= 1; - - // fuel can be a non-whole number, which brakes stuff here when between 0 and 1 - if(self.ammo_fuel < 1) - self.ammo_fuel = 0; - } - self.fireball_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_Fireball_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_fireball_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo))) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_fireball_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - void W_Fireball_Explode (void) { entity e; @@ -77,7 +18,7 @@ void W_Fireball_Explode (void) self.takedamage = DAMAGE_NO; // 1. dist damage - d = (self.owner.health + self.owner.armorvalue); + d = (self.realowner.health + self.realowner.armorvalue); RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other); if(self.realowner.health + self.realowner.armorvalue >= d) if(!self.cnt) @@ -87,7 +28,7 @@ void W_Fireball_Explode (void) // 2. bfg effect // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here. for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain) - if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self)) + if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self)) { // can we see fireball? traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e); @@ -132,7 +73,7 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, RandomSelection_Init(); for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain) - if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self)) + if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self)) { p = e.origin; p_x += e.mins_x + random() * (e.maxs_x - e.mins_x); @@ -174,6 +115,10 @@ void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float d { if(self.health <= 0) return; + + if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + return; // g_projectiles_damage says to halt + self.health = self.health - damage; if (self.health <= 0) { @@ -186,7 +131,7 @@ void W_Fireball_Attack1() { local entity proj; - W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CHAN_WEAPON, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage); + W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage); pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -253,20 +198,10 @@ void W_Fireball_Attack1_Frame1() void W_Fireball_Attack1_Frame0() { - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(autocvar_g_balance_fireball_reload_ammo) - { - self.clip_load -= autocvar_g_balance_fireball_primary_ammo; - self.fireball_load = self.clip_load; - } - else - self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo; - } + W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo); W_Fireball_AttackEffect(0, '-1.25 -3.75 0'); - sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1); } @@ -314,17 +249,7 @@ void W_Fireball_Attack2() vector f_diff; float c; - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(autocvar_g_balance_fireball_reload_ammo) - { - self.clip_load -= autocvar_g_balance_fireball_secondary_ammo; - self.fireball_load = self.clip_load; - } - else - self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo; - } + W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_secondary_ammo, autocvar_g_balance_fireball_reload_ammo); c = mod(self.bulletcounter, 4); switch(c) @@ -343,7 +268,7 @@ void W_Fireball_Attack2() f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CHAN_WEAPON, autocvar_g_balance_fireball_secondary_damage); + W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, autocvar_g_balance_fireball_secondary_damage); traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self); w_shotorg = trace_endpos; @@ -406,14 +331,14 @@ float w_fireball(float req) else if (req == WR_THINK) { if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload - W_Fireball_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (time >= self.fireball_primarytime) if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire)) { W_Fireball_Attack1_Frame0(); - self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2; + self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2 * W_WeaponRateFactor(); } } else if (self.BUTTON_ATCK2) @@ -434,35 +359,36 @@ float w_fireball(float req) precache_sound ("weapons/fireball_fire.wav"); precache_sound ("weapons/fireball_fire2.wav"); precache_sound ("weapons/fireball_prefire2.wav"); - precache_sound ("weapons/reload.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) { weapon_setup(WEP_FIREBALL); - W_Fireball_SetAmmoCounter(); + self.current_ammo = ammo_fuel; } else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo; - ammo_amount += (autocvar_g_balance_fireball_reload_ammo && self.fireball_load >= autocvar_g_balance_fireball_primary_ammo); + ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) { ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo; - ammo_amount += (autocvar_g_balance_fireball_reload_ammo && self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo); + ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_secondary_ammo; return ammo_amount; } else if (req == WR_RESETPLAYER) { self.fireball_primarytime = time; - - // all weapons must be fully loaded when we spawn - self.fireball_load = autocvar_g_balance_fireball_reload_ammo; } else if (req == WR_RELOAD) { - W_Fireball_Reload(); + // fuel can be a non-whole number, which brakes stuff here when between 0 and 1 + if(self.ammo_fuel < 1) + self.ammo_fuel = 0; + + W_Reload(min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -482,7 +408,7 @@ float w_fireball(float req) org2 = w_org + w_backoff * 16; pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom + sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom } } else if(req == WR_PRECACHE) @@ -492,32 +418,32 @@ float w_fireball(float req) else if (req == WR_SUICIDEMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%s forgot about some firemine"; + w_deathtypestring = _("%s forgot about some firemine"); else - w_deathtypestring = "%s should have used a smaller gun"; + w_deathtypestring = _("%s should have used a smaller gun"); } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) { if(w_deathtype & HITTYPE_HEADSHOT) - w_deathtypestring = "%s tried to catch %s's firemine"; + w_deathtypestring = _("%s tried to catch %s's firemine"); else - w_deathtypestring = "%s fatefully ignored %s's firemine"; + w_deathtypestring = _("%s fatefully ignored %s's firemine"); } else { if(w_deathtype & HITTYPE_BOUNCE) { if(w_deathtype & HITTYPE_SPLASH) // BFG effect - w_deathtypestring = "%s could not hide from %s's fireball"; + w_deathtypestring = _("%s could not hide from %s's fireball"); else // laser - w_deathtypestring = "%s saw the pretty lights of %s's fireball"; + w_deathtypestring = _("%s saw the pretty lights of %s's fireball"); } else if(w_deathtype & HITTYPE_SPLASH) - w_deathtypestring = "%s got too close to %s's fireball"; + w_deathtypestring = _("%s got too close to %s's fireball"); else - w_deathtypestring = "%s tasted %s's fireball"; + w_deathtypestring = _("%s tasted %s's fireball"); } } return TRUE;