X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=12abae6eac7463294df678d82cf4e496263665e1;hb=74a82a7354648fcc2698c19afc0581f7bdc3b1ca;hp=4c8bca3b062586b3d8092bdd1b729d3d7a182a32;hpb=4e7a9df98c335ef22684e81b0a2a6091ba60c462;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 4c8bca3b0..12abae6ea 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -25,14 +25,21 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat if (self.health <= 0) return; - if ((inflictor.realowner == self.realowner) && !autocvar_g_balance_hagar_secondary_load_linkexplode) - return; + float is_linkexplode = ((inflictor.realowner == self.realowner) + && (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); - print(strcat("hagar rocket health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n")); - if (self.health <= 0) W_PrepareExplosionByDamage(attacker, self.think); } @@ -60,7 +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); @@ -102,7 +109,7 @@ 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); @@ -143,14 +150,14 @@ void W_Hagar_Attack2 (void) 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, spread_pershot; - local vector s; + entity missile; + float counter, shots, spread_pershot; + vector s; vector forward, right, up; if(!self.hagar_load) @@ -186,7 +193,7 @@ void W_Hagar_Attack2_Load_Release (void) 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; @@ -220,7 +227,7 @@ void W_Hagar_Attack2_Load_Release (void) counter = counter + 1; } - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_animtime, 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; } @@ -229,12 +236,12 @@ 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; @@ -291,6 +298,18 @@ void W_Hagar_Attack2_Load (void) if(self.hagar_load) { + // 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; @@ -300,6 +319,7 @@ 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 @@ -329,7 +349,7 @@ float w_hagar(float req) } else if (req == WR_THINK) { - local float loadable_secondary; + float loadable_secondary; loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary; if (loadable_secondary) @@ -341,7 +361,7 @@ float w_hagar(float req) if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) { W_Hagar_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_animtime, w_ready); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); } } else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary) @@ -349,7 +369,7 @@ float w_hagar(float req) if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) { W_Hagar_Attack2(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_animtime, w_ready); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); } } } @@ -387,13 +407,13 @@ 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) @@ -412,7 +432,7 @@ float w_hagar(float req) 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"); } return TRUE; -}; +} #endif #ifdef CSQC float w_hagar(float req)