X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=3ab7836369e86fad12edb76686243343db17ee94;hb=6b06fdda5f275989358af7f65974b0db7dbabf89;hp=d3723573687c76230d790fc810ed4bfc282877ea;hpb=481667b4c4389cd5bb01b88f1ccab09fa4735d40;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index d37235736..3ab783636 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -1,12 +1,13 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", "Hagar"); +REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar")) #else #ifdef SVQC // NO bounce protection, as bounces are limited! + void W_Hagar_Explode (void) { self.event_damage = SUB_Null; - RadiusDamage (self, self.realowner, cvar("g_balance_hagar_primary_damage"), cvar("g_balance_hagar_primary_edgedamage"), cvar("g_balance_hagar_primary_radius"), world, cvar("g_balance_hagar_primary_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other); remove (self); } @@ -14,7 +15,7 @@ void W_Hagar_Explode (void) void W_Hagar_Explode2 (void) { self.event_damage = SUB_Null; - RadiusDamage (self, self.realowner, cvar("g_balance_hagar_secondary_damage"), cvar("g_balance_hagar_secondary_edgedamage"), cvar("g_balance_hagar_secondary_radius"), world, cvar("g_balance_hagar_secondary_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other); remove (self); } @@ -44,9 +45,9 @@ void W_Hagar_Attack (void) { local entity missile; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo"); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_primary_damage")); + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo); + + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -54,11 +55,11 @@ void W_Hagar_Attack (void) missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage"); + missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage; missile.touch = W_Hagar_Touch; missile.use = W_Hagar_Explode; missile.think = adaptor_think2use_hittype_splash; - missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime"); + missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime; PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR; setorigin (missile, w_shotorg); @@ -71,16 +72,17 @@ void W_Hagar_Attack (void) missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); } void W_Hagar_Attack2 (void) { local entity missile; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo"); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_secondary_damage")); - //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); + + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -88,12 +90,12 @@ void W_Hagar_Attack2 (void) missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage"); + missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; missile.touch = W_Hagar_Touch2; missile.cnt = 0; missile.use = W_Hagar_Explode2; missile.think = adaptor_think2use_hittype_splash; - missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand"); + 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 | HITTYPE_SECONDARY; setorigin (missile, w_shotorg); @@ -106,6 +108,138 @@ void W_Hagar_Attack2 (void) missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); +} + +.float hagar_loadstep, hagar_loadblock; +void W_Hagar_Attack2_Load_Release (void) +{ + // time to release the rockets we've loaded + + local entity missile; + local float counter, shots; + local vector s; + vector forward, right, up; + + if(!self.hagar_load) + return; + + weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire); + + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage); + pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + + forward = v_forward; + right = v_right; + up = v_up; + + shots = self.hagar_load; + missile = world; + while (counter < shots) + { + missile = spawn (); + missile.owner = missile.realowner = self; + missile.classname = "missile"; + missile.bot_dodge = TRUE; + missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; + + missile.touch = W_Hagar_Touch; // not bouncy + missile.use = W_Hagar_Explode2; + 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; + setorigin (missile, w_shotorg); + setsize(missile, '0 0 0', '0 0 0'); + missile.movetype = MOVETYPE_FLY; + + s = '0 0 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 = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor; + W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE); + + missile.angles = vectoangles (missile.velocity); + missile.flags = FL_PROJECTILE; + + CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); + + counter = counter + 1; + } + + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire; + self.hagar_load = 0; +} + +void W_Hagar_Attack2_Load (void) +{ + // loadable hagar secondary attack, must always run each frame + + local float loaded; + loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max; + + if(self.BUTTON_ATCK2) + { + if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort) + { + if(self.hagar_load) + { + // if we pressed primary fire while loading, unload all rockets and abort + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo + self.hagar_load = 0; + sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + + // pause until we can load rockets again, once we re-press the alt fire button + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed; + + // require letting go of the alt fire button before we can load again + self.hagar_loadblock = TRUE; + } + } + else + { + // check if we can attempt to load another rocket + if(!self.hagar_loadblock && !loaded && weapon_action(self.weapon, WR_CHECKAMMO2)) + if(self.hagar_loadstep < time) + { + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); + self.hagar_load += 1; + sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); + + // if this is the last rocket we can load, play the beep sound to notify the player of that + if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max) + sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed; + } + } + } + else if(self.hagar_loadblock) + { + // the alt fire button was released, so re-enable loading if blocked + self.hagar_loadblock = FALSE; + } + + if(self.hagar_load) + if(!self.BUTTON_ATCK2 || ((loaded || !weapon_action(self.weapon, WR_CHECKAMMO2)) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold)) + W_Hagar_Attack2_Load_Release(); + + // we aren't checking ammo during an attack, so we must do it here + if not(weapon_action(self.weapon, WR_CHECKAMMO2)) + { + W_SwitchToOtherWeapon(self); + return; + } } void spawnfunc_weapon_hagar (void) @@ -115,27 +249,42 @@ void spawnfunc_weapon_hagar (void) float w_hagar(float req) { + float ammo_amount; if (req == WR_AIM) if (random()>0.15) - self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE); + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_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(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE); + self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE); } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire"))) - { - W_Hagar_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready); - } - if (self.BUTTON_ATCK2 && cvar("g_balance_hagar_secondary")) - if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire"))) + if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload + weapon_action(self.weapon, WR_RELOAD); + else { - W_Hagar_Attack2(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hagar_secondary_refire"), w_ready); + local float loadable_secondary; + loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary; + + if (loadable_secondary) + W_Hagar_Attack2_Load(); // must run each frame, even when no firing buttons are pressed + if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset + { + if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) + { + W_Hagar_Attack(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); + } + } + else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary) + { + if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) + { + W_Hagar_Attack2(); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + } + } } } else if (req == WR_PRECACHE) @@ -144,13 +293,47 @@ float w_hagar(float req) 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"); + //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_HAGAR); + self.current_ammo = ammo_rockets; + + if(self.hagar_load) + { + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary + self.hagar_load = 0; + } + } else if (req == WR_CHECKAMMO1) - return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo"); + { + ammo_amount = self.ammo_rockets >= 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) - return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo"); + { + ammo_amount = self.ammo_rockets >= 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) + { + self.hagar_load = 0; + } + else if (req == WR_PLAYERDEATH) + { + // if we have any rockets loaded when we die, release them + if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath) + W_Hagar_Attack2_Load_Release(); + } + else if (req == WR_RELOAD) + { + 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 @@ -179,13 +362,13 @@ float w_hagar(float req) precache_sound("weapons/hagexp3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "played with tiny rockets"; + w_deathtypestring = _("%s played with tiny rockets"); else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH - w_deathtypestring = "hoped #'s missiles wouldn't bounce"; + w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce"); else // unchecked: SPLASH, SECONDARY - w_deathtypestring = "was pummeled by"; + w_deathtypestring = _("%s was pummeled by %s"); } return TRUE; }