]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Make it compile
authorSamual Lenks <samual@xonotic.org>
Mon, 10 Jun 2013 03:01:50 +0000 (23:01 -0400)
committerSamual Lenks <samual@xonotic.org>
Mon, 10 Jun 2013 03:01:50 +0000 (23:01 -0400)
qcsrc/server/autocvars.qh
qcsrc/server/w_lightning.qc

index 7e6e6ef460c1c940d73d005bb4bb052cb2b816e7..2b144420d25e663c4adbd2db07ac1fe7c804abae 100644 (file)
@@ -488,30 +488,30 @@ float autocvar_g_balance_laser_shockwave_spread_min;
 float autocvar_g_balance_lightning_primary_ammo;
 float autocvar_g_balance_lightning_primary_animtime;
 float autocvar_g_balance_lightning_primary_damage;
-float autocvar_g_balance_lightning_primary_edgedamage;
+//float autocvar_g_balance_lightning_primary_edgedamage;
 float autocvar_g_balance_lightning_primary_falloff_halflifedist;
 float autocvar_g_balance_lightning_primary_falloff_maxdist;
 float autocvar_g_balance_lightning_primary_falloff_mindist;
 float autocvar_g_balance_lightning_primary_force;
-float autocvar_g_balance_lightning_primary_lifetime;
-float autocvar_g_balance_lightning_primary_radius;
+//float autocvar_g_balance_lightning_primary_lifetime;
+//float autocvar_g_balance_lightning_primary_radius;
 float autocvar_g_balance_lightning_primary_range;
 float autocvar_g_balance_lightning_primary_refire;
-float autocvar_g_balance_lightning_primary_speed;
+//float autocvar_g_balance_lightning_primary_speed;
 float autocvar_g_balance_lightning_secondary_ammo;
-float autocvar_g_balance_lightning_secondary_animtime;
-float autocvar_g_balance_lightning_secondary_damage;
-float autocvar_g_balance_lightning_secondary_damageforcescale;
-float autocvar_g_balance_lightning_secondary_edgedamage;
-float autocvar_g_balance_lightning_secondary_flyingdamage;
-float autocvar_g_balance_lightning_secondary_flyingforce;
-float autocvar_g_balance_lightning_secondary_flyingradius;
-float autocvar_g_balance_lightning_secondary_force;
-float autocvar_g_balance_lightning_secondary_health;
-float autocvar_g_balance_lightning_secondary_lifetime;
-float autocvar_g_balance_lightning_secondary_radius;
-float autocvar_g_balance_lightning_secondary_refire;
-float autocvar_g_balance_lightning_secondary_speed;
+//float autocvar_g_balance_lightning_secondary_animtime;
+//float autocvar_g_balance_lightning_secondary_damage;
+//float autocvar_g_balance_lightning_secondary_damageforcescale;
+//float autocvar_g_balance_lightning_secondary_edgedamage;
+//float autocvar_g_balance_lightning_secondary_flyingdamage;
+//float autocvar_g_balance_lightning_secondary_flyingforce;
+//float autocvar_g_balance_lightning_secondary_flyingradius;
+//float autocvar_g_balance_lightning_secondary_force;
+//float autocvar_g_balance_lightning_secondary_health;
+//float autocvar_g_balance_lightning_secondary_lifetime;
+//float autocvar_g_balance_lightning_secondary_radius;
+//float autocvar_g_balance_lightning_secondary_refire;
+//float autocvar_g_balance_lightning_secondary_speed;
 float autocvar_g_balance_minelayer_ammo;
 float autocvar_g_balance_minelayer_animtime;
 float autocvar_g_balance_minelayer_damage;
index 02f2654f3b044b2bf1ab7c7bf39b69626c15075f..6edd0ced86dc1e9c197600377cbdb9de9ab32808 100644 (file)
@@ -102,7 +102,7 @@ void W_Lightning_Attack1 (void)
 {
        // only play fire sound if 0.5 sec has passed since player let go the fire button
        if(time - self.lg_fire_prev > 0.5)
-               sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+               sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
 
        entity beam, oldself;
 
@@ -162,10 +162,10 @@ float w_lightning(float req)
        {
                if (self.BUTTON_ATCK)
                {
-                       if(self.BUTTON_ATCK_prev)
-                               if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+                       if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
+                               /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
                                        weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready);
-                               else
+                               else*/
                                        weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
                        
                        if (weapon_prepareattack(0, 0))
@@ -219,6 +219,20 @@ float w_lightning(float req)
        }
        else if (req == WR_CHECKAMMO2)
                return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo;
+       else if (req == WR_KILLMESSAGE)
+       {
+               if(w_deathtype & HITTYPE_SECONDARY)
+               {
+                       return WEAPON_ELECTRO_MURDER_ORBS;
+               }
+               else
+               {
+                       if(w_deathtype & HITTYPE_BOUNCE)
+                               return WEAPON_ELECTRO_MURDER_COMBO;
+                       else
+                               return WEAPON_ELECTRO_MURDER_BOLT;
+               }
+       }
        else if (req == WR_RESETPLAYER)
        {
                //self.lightning_secondarytime = time;
@@ -252,13 +266,13 @@ float w_lightning(float req)
                {
                        pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1);
                        if(!w_issilent)
-                               sound(self, CHAN_PROJECTILE, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
                }
                else
                {
                        pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1);
                        if(!w_issilent)
-                               sound(self, CHAN_PROJECTILE, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
                }
        }
        else if(req == WR_PRECACHE)
@@ -266,32 +280,6 @@ float w_lightning(float req)
                precache_sound("weapons/lightning_impact.wav");
                precache_sound("weapons/lightning_impact_combo.wav");
        }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = _("%s could not remember where they put plasma");
-               else
-                       w_deathtypestring = _("%s played with plasma");
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-               {
-                       if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
-                               w_deathtypestring = _("%s just noticed %s's blue ball");
-                       else // unchecked: BOUNCE
-                               w_deathtypestring = _("%s got in touch with %s's blue ball");
-               }
-               else
-               {
-                       if(w_deathtype & HITTYPE_BOUNCE) // combo
-                               w_deathtypestring = _("%s felt the electrifying air of %s's combo");
-                       else if(w_deathtype & HITTYPE_SPLASH)
-                               w_deathtypestring = _("%s got too close to %s's blue beam");
-                       else
-                               w_deathtypestring = _("%s was blasted by %s's blue beam");
-               }
-       }
        return TRUE;
 }
 #endif