X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_seeker.qc;h=eb64dddd802875bbbdcc2b98d76025e55a0b02d7;hb=7e831a7d912845a7139ee8deda891378bb4c2197;hp=691a25251aebc1e3377414f057735158124d9d45;hpb=333e64c840c6b491fe47a0b9b72b4188040ab3fa;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_seeker.qc b/qcsrc/server/w_seeker.qc index 691a25251..eb64dddd8 100644 --- a/qcsrc/server/w_seeker.qc +++ b/qcsrc/server/w_seeker.qc @@ -1,14 +1,14 @@ #ifdef REGISTER_WEAPON REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", "T.A.G. Seeker"); #else -//.float speed; = switchweapon +#ifdef SVQC //.float proxytime; = autoswitch //.float tl; = wait void Seeker_Missile_Explode () { self.event_damage = SUB_Null; - RadiusDamage (self, self.owner, cvar("g_balance_seeker_missile_damage"), cvar("g_balance_seeker_missile_edgedamage"), cvar("g_balance_seeker_missile_radius"), world, cvar("g_balance_seeker_missile_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.owner, autocvar_g_balance_seeker_missile_damage, autocvar_g_balance_seeker_missile_edgedamage, autocvar_g_balance_seeker_missile_radius, world, autocvar_g_balance_seeker_missile_force, self.projectiledeathtype, other); remove (self); } @@ -26,18 +26,20 @@ void Seeker_Missile_Think() vector desireddir, olddir, newdir, eorg; float turnrate; float dist; + float spd; if (time > self.cnt) + { + self.projectiledeathtype |= HITTYPE_SPLASH; Seeker_Missile_Explode(); + } - if (!self.switchweapon) - self.switchweapon = cvar("g_balance_seeker_missile_speed"); - - if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel")) - self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel"); - - if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max")) - self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel"); + spd = vlen(self.velocity); + spd = bound( + spd - autocvar_g_balance_seeker_missile_decel * frametime, + autocvar_g_balance_seeker_missile_speed_max, + spd + autocvar_g_balance_seeker_missile_accel * frametime + ); if (self.enemy != world) if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO) @@ -47,13 +49,13 @@ void Seeker_Missile_Think() { e = self.enemy; eorg = 0.5 * (e.absmin + e.absmax); - turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn + turnrate = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn desireddir = normalize(eorg - self.origin); - olddir = normalize(self.velocity); // get my current direction + olddir = normalize(self.velocity); // get my current direction dist = vlen(eorg - self.origin); // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P ) - if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist"))) + if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist)) { // Is it a better idea (shorter distance) to trace to the target itself? if ( vlen(self.origin + olddir * self.wait) < dist) @@ -62,28 +64,24 @@ void Seeker_Missile_Think() traceline(self.origin, eorg, FALSE, self); // Setup adaptive tracelength - self.wait = vlen(self.origin - trace_endpos); - if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min"); - if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max"); + self.wait = bound(autocvar_g_balance_seeker_missile_smart_trace_min, vlen(self.origin - trace_endpos), self.wait = autocvar_g_balance_seeker_missile_smart_trace_max); // Calc how important it is that we turn and add this to the desierd (enemy) dir. desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5); } - - //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy - newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy - - self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed + + newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy + self.velocity = newdir * spd; // make me fly in the new direction at my flight speed } // Proxy - if (cvar("g_balance_seeker_missile_proxy")) + if (autocvar_g_balance_seeker_missile_proxy) { - if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange")) + if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange) { if (self.autoswitch == 0) { - self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay"); + self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay; } else { @@ -110,9 +108,8 @@ void Seeker_Missile_Think() return; } - self.angles = vectoangles(self.velocity); // turn model in the new flight direction - self.nextthink = time + 0.05; - + //self.angles = vectoangles(self.velocity); // turn model in the new flight direction + self.nextthink = time;// + 0.05; // csqc projectiles UpdateCSQCProjectile(self); } @@ -120,21 +117,19 @@ void Seeker_Missile_Think() void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - float d; - d = damage; - if (self.health <= 0) return; if (self.owner == attacker) - d = d * 0.25; - - self.health = self.health - d; - + self.health = self.health - (damage * 0.25); + else + self.health = self.health - damage; + if (self.health <= 0) W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode); } +/* void Seeker_Missile_Animate() { self.frame = self.frame +1; @@ -149,7 +144,7 @@ void Seeker_Missile_Animate() self.think = Seeker_Missile_Think; self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles - if (cvar("g_balance_seeker_missile_proxy")) + if (autocvar_g_balance_seeker_missile_proxy) self.movetype = MOVETYPE_BOUNCEMISSILE; else self.movetype = MOVETYPE_FLYMISSILE; @@ -157,16 +152,17 @@ void Seeker_Missile_Animate() UpdateCSQCProjectile(self); } +*/ void Seeker_Fire_Missile(vector f_diff) { local entity missile; - if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo"); + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_missile_ammo; makevectors(self.v_angle); - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", cvar("g_balance_seeker_missile_damage")); + W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0); w_shotorg += f_diff; pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -176,38 +172,34 @@ void Seeker_Fire_Missile(vector f_diff) missile.owner = self; missile.classname = "seeker_missile"; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage"); + missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage; - missile.think = Seeker_Missile_Animate; - - //if (!cvar("g_balance_seeker_missile_proxy")) + missile.think = Seeker_Missile_Think; missile.touch = Seeker_Missile_Touch; - missile.event_damage = Seeker_Missile_Damage; missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay"); - missile.cnt = time + cvar("g_balance_seeker_missile_lifetime"); + missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime; missile.enemy = self.enemy; missile.solid = SOLID_BBOX; missile.scale = 2; - missile.takedamage = DAMAGE_YES; - missile.health = cvar("g_balance_seeker_missile_health"); - missile.damageforcescale = cvar("g_balance_seeker_missile_damageforcescale"); + missile.takedamage = DAMAGE_YES; + missile.health = autocvar_g_balance_seeker_missile_health; + missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale; missile.projectiledeathtype = WEP_SEEKER; + //missile.think = Seeker_Missile_Animate; // csqc projectiles. + setorigin (missile, w_shotorg); setsize (missile, '-4 -4 -4', '4 4 4'); - - - missile.movetype = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS; - + missile.movetype = MOVETYPE_FLYMISSILE; missile.flags = FL_PROJECTILE; - W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile); - missile.switchweapon = vlen(missile.velocity); missile.angles = vectoangles (missile.velocity); CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); } void Seeker_Vollycontroler_Think() @@ -216,13 +208,13 @@ void Seeker_Vollycontroler_Think() entity oldself,oldenemy; self.cnt = self.cnt - 1; - if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO)) + if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < autocvar_g_balance_seeker_missile_ammo) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER)) { remove(self); return; } - self.nextthink = time + cvar("g_balance_seeker_missile_delay"); + self.nextthink = time + autocvar_g_balance_seeker_missile_delay; oldself = self; self = self.owner; @@ -270,17 +262,13 @@ void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float d Seeker_Tag_Explode(); } -void Seeker_Tag_Think() -{ - remove(self); - return; -} void Seeker_Tag_Touch() { vector dir; vector org2; - + entity e; + dir = normalize (self.owner.origin - self.origin); org2 = findbetterlocation (self.origin, 8); @@ -290,35 +278,26 @@ void Seeker_Tag_Touch() Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self); if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO) - { - entity e; + { e = spawn(); - e.cnt = cvar("g_balance_seeker_missile_count"); + e.cnt = autocvar_g_balance_seeker_missile_count; e.owner = self.owner; e.enemy = other; e.think = Seeker_Vollycontroler_Think; e.nextthink = time; - - //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n"); - //sprint(other,"^1You are targeted!\n"); - - // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n"); - // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n"); } remove(self); return; } - - void Seeker_Fire_Tag() { local entity missile; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo"); + self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_tag_ammo; - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", 0); + W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count); missile = spawn(); missile.owner = self; @@ -326,16 +305,16 @@ void Seeker_Fire_Tag() missile.bot_dodge = TRUE; missile.bot_dodgerating = 50; missile.touch = Seeker_Tag_Touch; - missile.think = Seeker_Tag_Think; - missile.nextthink = time + cvar("g_balance_seeker_tag_lifetime"); + missile.think = SUB_Remove; + missile.nextthink = time + autocvar_g_balance_seeker_tag_lifetime; missile.movetype = MOVETYPE_FLY; missile.solid = SOLID_BBOX; missile.owner = self; missile.takedamage = DAMAGE_YES; missile.event_damage = Seeker_Tag_Explode; - missile.health = cvar("g_balance_seeker_tag_health"); - missile.damageforcescale = cvar("g_balance_seeker_tag_damageforcescale"); + missile.health = autocvar_g_balance_seeker_tag_health; + missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale; setorigin (missile, w_shotorg); setsize (missile, '-2 -2 -2', '2 2 2'); @@ -347,6 +326,8 @@ void Seeker_Fire_Tag() missile.angles = vectoangles (missile.velocity); CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound + + other = missile; MUTATOR_CALLHOOK(EditProjectile); } @@ -354,7 +335,7 @@ void Seeker_Flac_Explode () { self.event_damage = SUB_Null; - RadiusDamage (self, self.owner, cvar("g_balance_seeker_flac_damage"), cvar("g_balance_seeker_flac_edgedamage"), cvar("g_balance_seeker_flac_radius"), world, cvar("g_balance_seeker_flac_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.owner, autocvar_g_balance_seeker_flac_damage, autocvar_g_balance_seeker_flac_edgedamage, autocvar_g_balance_seeker_flac_radius, world, autocvar_g_balance_seeker_flac_force, self.projectiledeathtype, other); remove (self); } @@ -373,7 +354,7 @@ void Seeker_Fire_Flac() float c; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo"); + self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_flac_ammo; c = mod(self.bulletcounter, 4); switch(c) @@ -392,34 +373,37 @@ void Seeker_Fire_Flac() f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", cvar("g_balance_seeker_flac_damage")); + W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_flac_damage); w_shotorg += f_diff; pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - missile = spawn (); - missile.owner = missile.realowner = self; - missile.classname = "missile"; - missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage"); - missile.touch = Seeker_Flac_Explode; - missile.use = Seeker_Flac_Explode; - missile.think = Seeker_Flac_Explode; - missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand"); - missile.solid = SOLID_BBOX; - missile.scale = 0.4; // BUG: the model is too big + missile = spawn (); + missile.owner = missile.realowner = self; + missile.classname = "missile"; + missile.bot_dodge = TRUE; + missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage; + missile.touch = Seeker_Flac_Explode; + missile.use = Seeker_Flac_Explode; + missile.think = adaptor_think2use_hittype_splash; + missile.nextthink = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand; + missile.solid = SOLID_BBOX; + missile.movetype = MOVETYPE_FLY; missile.projectiledeathtype = WEP_SEEKER; + missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY; + missile.flags = FL_PROJECTILE; + + // csqc projectiles + //missile.angles = vectoangles (missile.velocity); + //missile.scale = 0.4; // BUG: the model is too big + setorigin (missile, w_shotorg); setsize (missile, '-2 -2 -2', '2 2 2'); - missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY; - - missile.movetype = MOVETYPE_FLY; + W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac); - - missile.angles = vectoangles (missile.velocity); - missile.flags = FL_PROJECTILE; - CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); } void spawnfunc_weapon_seeker (void) @@ -430,22 +414,22 @@ void spawnfunc_weapon_seeker (void) float w_seeker(float req) { if (req == WR_AIM) - self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE); + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE); else if (req == WR_THINK) { if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire"))) + if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire)) { Seeker_Fire_Tag(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready); } if (self.BUTTON_ATCK2) - if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire"))) + if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire)) { Seeker_Fire_Flac(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_seeker_flac_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready); } } @@ -461,18 +445,90 @@ float w_seeker(float req) else if (req == WR_SETUP) weapon_setup(WEP_SEEKER); else if (req == WR_CHECKAMMO1) - return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo"); + return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo; else if (req == WR_CHECKAMMO2) - return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo"); + return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo; + return TRUE; +}; +#endif +#ifdef CSQC +float w_seeker(float req) +{ + if(req == WR_IMPACTEFFECT) + { + vector org2; + org2 = w_org + w_backoff * 6; + if(w_deathtype & HITTYPE_SECONDARY) + { + pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1); + if(!w_issilent) + { + if (w_random<0.15) + sound(self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM); + else if (w_random<0.7) + sound(self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM); + else + sound(self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM); + } + } + else + { + if(w_deathtype & HITTYPE_BOUNCE) + { + pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); + if(!w_issilent) + { + if (w_random<0.15) + sound(self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM); + else if (w_random<0.7) + sound(self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM); + else + sound(self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM); + } + } + else if(w_deathtype & HITTYPE_HEADSHOT) + { + if(!w_issilent) + sound(self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM); + } + else + { + pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); + if(!w_issilent) + { + if (w_random<0.15) + sound(self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM); + else if (w_random<0.7) + sound(self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM); + else + sound(self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM); + } + } + } + } + else if(req == WR_PRECACHE) + { + precache_sound("weapons/flacexp1.wav"); + precache_sound("weapons/flacexp2.wav"); + precache_sound("weapons/flacexp3.wav"); + precache_sound("weapons/seekerexp1.wav"); + precache_sound("weapons/seekerexp2.wav"); + precache_sound("weapons/seekerexp3.wav"); + precache_sound("weapons/tagexp1.wav"); + precache_sound("weapons/tagexp2.wav"); + precache_sound("weapons/tagexp3.wav"); + precache_sound("weapons/tag_impact.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_SECONDARY) - w_deathtypestring = "ran into #'s flac"; + w_deathtypestring = "%s ran into %s's flac"; else - w_deathtypestring = "was tagged by"; + w_deathtypestring = "%s was tagged by %s"; } return TRUE; -}; +} +#endif #endif