From: Martin Taibr Date: Fri, 15 Jun 2018 18:56:14 +0000 (+0200) Subject: Merge branch 'master' into martin-t/rpc-acc X-Git-Tag: xonotic-v0.8.5~1964^2~1 X-Git-Url: http://de.git.xonotic.org/?a=commitdiff_plain;h=ec98f5c9d50f267779fed871c9eb094a52064219;hp=81e5b9bf71122ef6392b2265a5cdd62c66cccfa5;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into martin-t/rpc-acc --- diff --git a/qcsrc/common/mutators/mutator/overkill/okrpc.qc b/qcsrc/common/mutators/mutator/overkill/okrpc.qc index c06ca5b78..c786a921f 100644 --- a/qcsrc/common/mutators/mutator/overkill/okrpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/okrpc.qc @@ -2,12 +2,20 @@ #ifdef SVQC +.float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies + void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitentity) { this.event_damage = func_null; this.takedamage = DAMAGE_NO; - RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); + float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); + if (explosion_damage > 0 && this.m_chainsaw_damage > 0) + { + // if chainsaw hit something, it removed fired damage (so that direct hit is 100%) + // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back + accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(okrpc, damage), 0); + } delete(this); } @@ -53,8 +61,22 @@ void W_OverkillRocketPropelledChainsaw_Think(entity this) vector mydir = normalize(this.velocity); tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this); - if(IS_PLAYER(trace_ent)) + if (IS_PLAYER(trace_ent)) + { + if (accuracy_isgooddamage(this.realowner, trace_ent)) + { + if (this.m_chainsaw_damage == 0) // first hit + { + // The fired damage of the explosion is already counted in the statistics (when launching the chainsaw). + // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%. + float fired_damage = WEP_CVAR_PRI(okrpc, damage2) - WEP_CVAR_PRI(okrpc, damage); + float hit_damage = WEP_CVAR_PRI(okrpc, damage2); + accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, fired_damage, hit_damage); + } + this.m_chainsaw_damage += WEP_CVAR_PRI(okrpc, damage2); + } Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(okrpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(okrpc, force)); + } this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(okrpc, speedaccel) * sys_frametime)); @@ -106,6 +128,7 @@ void W_OverkillRocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .en SUB_SetFade (flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(actor, weaponentity, flash, '5 0 0'); + missile.m_chainsaw_damage = 0; MUTATOR_CALLHOOK(EditProjectile, actor, missile); } diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qc b/qcsrc/common/mutators/mutator/overkill/rpc.qc new file mode 100644 index 000000000..643cfd4e3 --- /dev/null +++ b/qcsrc/common/mutators/mutator/overkill/rpc.qc @@ -0,0 +1,205 @@ +#include "rpc.qh" + +#ifdef SVQC + +.float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies + +void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity) +{ + this.event_damage = func_null; + this.takedamage = DAMAGE_NO; + + float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); + if (explosion_damage > 0 && this.m_chainsaw_damage > 0) { + // if chainsaw hit something, it removed fired damage (so that direct hit is 100%) + // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back + accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(rpc, damage), 0); + } + + delete(this); +} + +void W_RocketPropelledChainsaw_Explode_think(entity this) +{ + W_RocketPropelledChainsaw_Explode(this, NULL); +} + +void W_RocketPropelledChainsaw_Touch(entity this, entity toucher) +{ + if(WarpZone_Projectile_Touch(this, toucher)) + if(wasfreed(this)) + return; + + W_RocketPropelledChainsaw_Explode(this, toucher); +} + +void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) +{ + if (this.health <= 0) + return; + + if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions + return; // g_projectiles_damage says to halt + + this.health = this.health - damage; + + if (this.health <= 0) + W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode_think); +} + +void W_RocketPropelledChainsaw_Think(entity this) +{ + if(this.cnt <= time) + { + delete(this); + return; + } + + float myspeed = vlen(this.velocity); + float myspeed_accel = myspeed * sys_frametime; + vector mydir = normalize(this.velocity); + + tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this); + if (IS_PLAYER(trace_ent)) { + if (accuracy_isgooddamage(this.realowner, trace_ent)) { + if (this.m_chainsaw_damage == 0) { // first hit + // The fired damage of the explosion (WEP_CVAR(rpc, damage)) is already counted in the statistics (when launching the chainsaw). + // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%. + accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(rpc, damage2) - WEP_CVAR(rpc, damage), WEP_CVAR(rpc, damage2)); + } + this.m_chainsaw_damage += WEP_CVAR(rpc, damage2); + } + Damage(trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force)); + } + + this.velocity = mydir * (myspeed + (WEP_CVAR(rpc, speedaccel) * sys_frametime)); + + UpdateCSQCProjectile(this); + this.nextthink = time; +} + +void W_RocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .entity weaponentity) +{ + entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor); + entity flash = spawn (); + + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity); + W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage), WEP_RPC.m_id); + Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + PROJECTILE_MAKETRIGGER(missile); + + missile.owner = missile.realowner = actor; + missile.bot_dodge = true; + missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2; + + missile.takedamage = DAMAGE_YES; + missile.damageforcescale = WEP_CVAR(rpc, damageforcescale); + missile.health = WEP_CVAR(rpc, health); + missile.event_damage = W_RocketPropelledChainsaw_Damage; + missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); + set_movetype(missile, MOVETYPE_FLY); + + missile.projectiledeathtype = WEP_RPC.m_id; + missile.weaponentity_fld = weaponentity; + setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot + + setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point + W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0); + + settouch(missile, W_RocketPropelledChainsaw_Touch); + + setthink(missile, W_RocketPropelledChainsaw_Think); + missile.cnt = time + WEP_CVAR(rpc, lifetime); + missile.nextthink = time; + missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); + + CSQCProjectile(missile, true, PROJECTILE_RPC, false); + + setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below + SUB_SetFade (flash, time, 0.1); + flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; + W_AttachToShotorg(actor, weaponentity, flash, '5 0 0'); + missile.m_chainsaw_damage = 0; + + MUTATOR_CALLHOOK(EditProjectile, actor, missile); +} + +METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) +{ + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false); +} + +METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) { + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + if (fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire))) + { + W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready); + } + } + + if (fire & 2) + { + // to-do + } + } +} + +METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(rpc, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo); + return ammo_amount; +} + +METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + return false; +} + +METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, weaponentity, WEP_CVAR(rpc, ammo), SND_RELOAD); +} + +METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep)) +{ + if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) + return WEAPON_RPC_SUICIDE_SPLASH; + else + return WEAPON_RPC_SUICIDE_DIRECT; +} + +METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep)) +{ + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_BLASTER_MURDER; + else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) + return WEAPON_RPC_MURDER_SPLASH; + else + return WEAPON_RPC_MURDER_DIRECT; +} + +#endif + +#ifdef CSQC + +METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 12; + pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); +} + +#endif diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index 4bb38780d..c2db32650 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -35,7 +35,7 @@ void UpdateFrags(entity player, int f) GameRules_scoring_add_team(player, SCORE, f); } -void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity weaponentity) +void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity) { // TODO route through PlayerScores instead if(game_stopped) return; @@ -528,7 +528,7 @@ void Freeze (entity targ, float revivespeed, float frozen_type, float show_waypo WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT); } -void Unfreeze (entity targ) +void Unfreeze(entity targ) { if(!STAT(FROZEN, targ)) return; @@ -564,7 +564,7 @@ void Unfreeze (entity targ) targ.iceblock = NULL; } -void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) +void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { float complainteamdamage = 0; float mirrordamage = 0; @@ -1038,9 +1038,9 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in } if(targ == directhitentity || DEATH_ISSPECIAL(deathtype)) - Damage (targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force); + Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force); else - Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force); + Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force); } } } @@ -1056,9 +1056,9 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in return total_damage_to_creatures; } -float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity) +float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity) { - return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity); + return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity); } float Fire_IsBurning(entity e) diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index ddf1ff262..b023180a1 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -138,7 +138,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect ent.punchangle_x = recoil * -1; if (snd != SND_Null) { - sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM); + sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM); W_PlayStrengthSound(ent); }