X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_fireball.qc;h=bbb74204c68b9fbdbb0fa5e4637404bb128bb31b;hb=9342fa27f9245d9dd57c524876e583475fe3c0f9;hp=29fdab1819713b4c775e628ab3c305091b93fa0c;hpb=73546668d5d452ce8efb85f4c9c1ae9bf8d8d314;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_fireball.qc b/qcsrc/server/w_fireball.qc index 29fdab181..bbb74204c 100644 --- a/qcsrc/server/w_fireball.qc +++ b/qcsrc/server/w_fireball.qc @@ -6,21 +6,6 @@ REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE .vector fireball_impactvec; .float fireball_primarytime; -void 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; - - self.reload_ammo_player = ammo_fuel; - self.reload_ammo_min = min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo); - self.reload_ammo_amount = autocvar_g_balance_fireball_reload_ammo; - self.reload_time = autocvar_g_balance_fireball_reload_time; - self.reload_sound = "weapons/reload.wav"; - - W_Reload(); -} - void W_Fireball_Explode (void) { entity e; @@ -33,7 +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) @@ -43,7 +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); @@ -88,7 +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); @@ -142,7 +127,7 @@ 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); @@ -209,20 +194,10 @@ 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.weapon_load[WEP_FIREBALL] = 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); } @@ -270,17 +245,7 @@ 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.weapon_load[WEP_FIREBALL] = 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) @@ -299,7 +264,7 @@ 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; @@ -362,7 +327,7 @@ 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) @@ -390,11 +355,12 @@ 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); + self.current_ammo = ammo_fuel; } else if (req == WR_CHECKAMMO1) { @@ -414,7 +380,11 @@ float w_fireball(float req) } 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; }; @@ -434,7 +404,7 @@ 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)