]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_crylink.qc
Some balance fixes for arc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_crylink.qc
index 704b8e5b923946415a4b35aea02431db9f0268c5..d17826a9247908f7c1bceb42dcfc2d91645d585c 100644 (file)
@@ -1,14 +1,18 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ CRYLINK,
-/* function */ w_crylink,
-/* ammotype */ ammo_cells,
-/* impulse  */ 6,
-/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating   */ BOT_PICKUP_RATING_MID,
-/* model    */ "crylink",
-/* netname  */ "crylink",
-/* fullname */ _("Crylink")
+/* WEP_##id  */ CRYLINK,
+/* function  */ W_Crylink,
+/* ammotype  */ ammo_cells,
+/* impulse   */ 6,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_MID,
+/* color     */ '1 0.5 1',
+/* modelname */ "crylink",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshaircrylink 0.4",
+/* wepimg    */ "weaponcrylink",
+/* refname   */ "crylink",
+/* wepname   */ _("Crylink")
 );
 
 #define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
@@ -45,7 +49,8 @@ REGISTER_WEAPON(
        w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
        w_prop(id, sn, string, weaponreplace, weaponreplace) \
        w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
@@ -58,7 +63,7 @@ CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); }
+void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK); }
 
 void W_Crylink_CheckLinks(entity e)
 {
@@ -107,7 +112,7 @@ void W_Crylink_Reset(void)
 }
 
 // force projectile to explode
-void W_Crylink_LinkExplode (entity e, entity e2)
+void W_Crylink_LinkExplode(entity e, entity e2)
 {
        float a;
 
@@ -126,7 +131,7 @@ void W_Crylink_LinkExplode (entity e, entity e2)
        W_Crylink_LinkExplode(e.queuenext, e2);
 
        e.classname = "spike_oktoremove";
-       remove (e);
+       remove(e);
 }
 
 // adjust towards center
@@ -217,7 +222,7 @@ vector W_Crylink_LinkJoin(entity e, float jspeed)
        return targ_origin;
 }
 
-void W_Crylink_LinkJoinEffect_Think()
+void W_Crylink_LinkJoinEffect_Think(void)
 {
        // is there at least 2 projectiles very close?
        entity e, p;
@@ -282,7 +287,7 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
 }
 
 // NO bounce protection, as bounces are limited!
-void W_Crylink_Touch (void)
+void W_Crylink_Touch(void)
 {
        float finalhit;
        float f;
@@ -308,7 +313,7 @@ void W_Crylink_Touch (void)
                        self.realowner.crylink_lastgroup = world;
                W_Crylink_LinkExplode(self.queuenext, self);
                self.classname = "spike_oktoremove";
-               remove (self);
+               remove(self);
                return;
        }
        else if(finalhit)
@@ -327,13 +332,13 @@ void W_Crylink_Touch (void)
        //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
 }
 
-void W_Crylink_Fadethink (void)
+void W_Crylink_Fadethink(void)
 {
        W_Crylink_Dequeue(self);
        remove(self);
 }
 
-void W_Crylink_Attack (void)
+void W_Crylink_Attack(void)
 {
        float counter, shots;
        entity proj, prevproj, firstproj;
@@ -348,7 +353,7 @@ void W_Crylink_Attack (void)
        if(WEP_CVAR_PRI(crylink, joinexplode))
                maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
 
-       W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
+       W_SetupShot(self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -358,7 +363,7 @@ void W_Crylink_Attack (void)
        proj = prevproj = firstproj = world;
        for(counter = 0; counter < shots; ++counter)
        {
-               proj = spawn ();
+               proj = spawn();
                proj.reset = W_Crylink_Reset;
                proj.realowner = proj.owner = self;
                proj.classname = "spike";
@@ -389,12 +394,12 @@ void W_Crylink_Attack (void)
                proj.projectiledeathtype = WEP_CRYLINK;
                //proj.gravity = 0.001;
 
-               setorigin (proj, w_shotorg);
+               setorigin(proj, w_shotorg);
                setsize(proj, '0 0 0', '0 0 0');
 
 
                s = '0 0 0';
-               if (counter == 0)
+               if(counter == 0)
                        s = '0 0 0';
                else
                {
@@ -403,7 +408,7 @@ void W_Crylink_Attack (void)
                        s_z = v_forward_y;
                }
                s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
-               W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE);
+               W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE);
                proj.touch = W_Crylink_Touch;
 
                proj.think = W_Crylink_Fadethink;
@@ -423,7 +428,7 @@ void W_Crylink_Attack (void)
                proj.cnt = WEP_CVAR_PRI(crylink, bounces);
                //proj.scale = 1 + 1 * proj.cnt;
 
-               proj.angles = vectoangles (proj.velocity);
+               proj.angles = vectoangles(proj.velocity);
 
                //proj.glow_size = 20;
 
@@ -442,7 +447,7 @@ void W_Crylink_Attack (void)
        }
 }
 
-void W_Crylink_Attack2 (void)
+void W_Crylink_Attack2(void)
 {
        float counter, shots;
        entity proj, prevproj, firstproj;
@@ -457,7 +462,7 @@ void W_Crylink_Attack2 (void)
        if(WEP_CVAR_SEC(crylink, joinexplode))
                maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
 
-       W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
+       W_SetupShot(self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -467,7 +472,7 @@ void W_Crylink_Attack2 (void)
        proj = prevproj = firstproj = world;
        for(counter = 0; counter < shots; ++counter)
        {
-               proj = spawn ();
+               proj = spawn();
                proj.reset = W_Crylink_Reset;
                proj.realowner = proj.owner = self;
                proj.classname = "spike";
@@ -498,13 +503,13 @@ void W_Crylink_Attack2 (void)
                proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
                //proj.gravity = 0.001;
 
-               setorigin (proj, w_shotorg);
+               setorigin(proj, w_shotorg);
                setsize(proj, '0 0 0', '0 0 0');
 
                if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
                {
                        s = '0 0 0';
-                       if (counter == 0)
+                       if(counter == 0)
                                s = '0 0 0';
                        else
                        {
@@ -520,7 +525,7 @@ void W_Crylink_Attack2 (void)
                        s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
                }
 
-               W_SetupProjectileVelocityEx(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE);
+               W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE);
                proj.touch = W_Crylink_Touch;
                proj.think = W_Crylink_Fadethink;
                if(counter == (shots - 1) / 2)
@@ -539,7 +544,7 @@ void W_Crylink_Attack2 (void)
                proj.cnt = WEP_CVAR_SEC(crylink, bounces);
                //proj.scale = 1 + 1 * proj.cnt;
 
-               proj.angles = vectoangles (proj.velocity);
+               proj.angles = vectoangles(proj.velocity);
 
                //proj.glow_size = 20;
 
@@ -558,14 +563,14 @@ void W_Crylink_Attack2 (void)
        }
 }
 
-float w_crylink(float req)
+float W_Crylink(float req)
 {
        float ammo_amount;
        switch(req)
        {
                case WR_AIM:
                {
-                       if (random() < 0.10)
+                       if(random() < 0.10)
                                self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE);
                        else
                                self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE);
@@ -577,10 +582,10 @@ float w_crylink(float req)
                        if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
 
-                       if (self.BUTTON_ATCK)
+                       if(self.BUTTON_ATCK)
                        {
-                               if (self.crylink_waitrelease != 1)
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
+                               if(self.crylink_waitrelease != 1)
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
                                {
                                        W_Crylink_Attack();
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
@@ -589,17 +594,17 @@ float w_crylink(float req)
 
                        if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
                        {
-                               if (self.crylink_waitrelease != 2)
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
+                               if(self.crylink_waitrelease != 2)
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
                                {
                                        W_Crylink_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
                                }
                        }
 
-                       if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
+                       if((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
                        {
-                               if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
+                               if(!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
                                {
                                        // fired and released now!
                                        if(self.crylink_lastgroup)
@@ -618,7 +623,7 @@ float w_crylink(float req)
                                                setorigin(linkjoineffect, pos);
                                        }
                                        self.crylink_waitrelease = 0;
-                                       if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
+                                       if(!W_Crylink(WR_CHECKAMMO1) && !W_Crylink(WR_CHECKAMMO2))
                                        if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                        {
                                                // ran out of ammo!
@@ -632,13 +637,13 @@ float w_crylink(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_crylink.md3");
-                       precache_model ("models/weapons/v_crylink.md3");
-                       precache_model ("models/weapons/h_crylink.iqm");
-                       precache_sound ("weapons/crylink_fire.wav");
-                       precache_sound ("weapons/crylink_fire2.wav");
-                       precache_sound ("weapons/crylink_linkjoin.wav");
-                       CRYLINK_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+                       precache_model("models/weapons/g_crylink.md3");
+                       precache_model("models/weapons/v_crylink.md3");
+                       precache_model("models/weapons/h_crylink.iqm");
+                       precache_sound("weapons/crylink_fire.wav");
+                       precache_sound("weapons/crylink_fire2.wav");
+                       precache_sound("weapons/crylink_linkjoin.wav");
+                       CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
@@ -647,7 +652,7 @@ float w_crylink(float req)
                        if(self.crylink_lastgroup && self.crylink_waitrelease)
                                return TRUE;
 
-                       ammo_amount = self.(self.current_ammo) >= WEP_CVAR_PRI(crylink, ammo);
+                       ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
                        ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_PRI(crylink, ammo);
                        return ammo_amount;
                }
@@ -657,7 +662,7 @@ float w_crylink(float req)
                        if(self.crylink_lastgroup && self.crylink_waitrelease)
                                return TRUE;
 
-                       ammo_amount = self.(self.current_ammo) >= WEP_CVAR_SEC(crylink, ammo);
+                       ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
                        ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_SEC(crylink, ammo);
                        return ammo_amount;
                }
@@ -680,11 +685,11 @@ float w_crylink(float req)
                        return WEAPON_CRYLINK_MURDER;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
-float w_crylink(float req)
+float W_Crylink(float req)
 {
        switch(req)
        {
@@ -713,8 +718,13 @@ float w_crylink(float req)
                        precache_sound("weapons/crylink_impact.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif