]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_minelayer.qc
Merge branch 'master' into Mario/notifications
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_minelayer.qc
index f2dd04927861c7d031b556a8365800ad497c521b..2dac41e1badd5a236b30bba74ebddbb4c2b84930 100644 (file)
@@ -44,22 +44,23 @@ 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
 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think (void);
+void W_MineLayer_Think(void);
 .float minelayer_detonate, mine_explodeanyway;
 .float mine_time;
 .vector mine_orientation;
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
+void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
 
-void W_MineLayer_Stick (entity to)
+void W_MineLayer_Stick(entity to)
 {
-       spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
+       spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
 
        // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
 
@@ -104,7 +105,7 @@ void W_MineLayer_Stick (entity to)
                SetMovetypeFollow(self, to);
 }
 
-void W_MineLayer_Explode()
+void W_MineLayer_Explode(void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -116,14 +117,14 @@ void W_MineLayer_Explode()
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
 
-       if (self.realowner.weapon == WEP_MINE_LAYER)
+       if(self.realowner.weapon == WEP_MINE_LAYER)
        {
                entity oldself;
                oldself = self;
                self = self.realowner;
-               if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
+               if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
                {
                        self.cnt = WEP_MINE_LAYER;
                        ATTACK_FINISHED(self) = time;
@@ -132,10 +133,10 @@ void W_MineLayer_Explode()
                self = oldself;
        }
        self.realowner.minelayer_mines -= 1;
-       remove (self);
+       remove(self);
 }
 
-void W_MineLayer_DoRemoteExplode ()
+void W_MineLayer_DoRemoteExplode(void)
 {
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
@@ -143,14 +144,14 @@ void W_MineLayer_DoRemoteExplode ()
        if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
                self.velocity = self.mine_orientation; // particle fx and decals need .velocity
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
 
-       if (self.realowner.weapon == WEP_MINE_LAYER)
+       if(self.realowner.weapon == WEP_MINE_LAYER)
        {
                entity oldself;
                oldself = self;
                self = self.realowner;
-               if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
+               if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
                {
                        self.cnt = WEP_MINE_LAYER;
                        ATTACK_FINISHED(self) = time;
@@ -159,10 +160,10 @@ void W_MineLayer_DoRemoteExplode ()
                self = oldself;
        }
        self.realowner.minelayer_mines -= 1;
-       remove (self);
+       remove(self);
 }
 
-void W_MineLayer_RemoteExplode ()
+void W_MineLayer_RemoteExplode(void)
 {
        if(self.realowner.deadflag == DEAD_NO)
                if((self.spawnshieldtime >= 0)
@@ -174,7 +175,7 @@ void W_MineLayer_RemoteExplode ()
                }
 }
 
-void W_MineLayer_ProximityExplode ()
+void W_MineLayer_ProximityExplode(void)
 {
        // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
        if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
@@ -203,7 +204,7 @@ float W_MineLayer_Count(entity e)
        return minecount;
 }
 
-void W_MineLayer_Think (void)
+void W_MineLayer_Think(void)
 {
        entity head;
 
@@ -220,17 +221,17 @@ void W_MineLayer_Think (void)
        
        // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
        // TODO: replace this mine_trigger.wav sound with a real countdown
-       if ((time > self.cnt) && (!self.mine_time))
+       if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
        {
                if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
-                       spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
                self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
                self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
        }
 
        // a player's mines shall explode if he disconnects or dies
        // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
-       if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
+       if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
@@ -242,11 +243,11 @@ void W_MineLayer_Think (void)
        head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
        while(head)
        {
-               if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
+               if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
                if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
                if(!self.mine_time)
                {
-                       spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
                        self.mine_time = time + WEP_CVAR(minelayer, time);
                }
                head = head.chain;
@@ -260,13 +261,13 @@ void W_MineLayer_Think (void)
        }
 
        // remote detonation
-       if (self.realowner.weapon == WEP_MINE_LAYER)
-       if (self.realowner.deadflag == DEAD_NO)
-       if (self.minelayer_detonate)
+       if(self.realowner.weapon == WEP_MINE_LAYER)
+       if(self.realowner.deadflag == DEAD_NO)
+       if(self.minelayer_detonate)
                W_MineLayer_RemoteExplode();
 }
 
-void W_MineLayer_Touch (void)
+void W_MineLayer_Touch(void)
 {
        if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
                return; // we're already a stuck mine, why do we get called? TODO does this even happen?
@@ -289,24 +290,24 @@ void W_MineLayer_Touch (void)
        }
 }
 
-void W_MineLayer_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
                
        float is_from_enemy = (inflictor.realowner != self.realowner);
                
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
                return; // g_projectiles_damage says to halt
                
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
        
-       if (self.health <= 0)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
 }
 
-void W_MineLayer_Attack()
+void W_MineLayer_Attack(void)
 {
        entity mine;
        entity flash;
@@ -317,7 +318,7 @@ void W_MineLayer_Attack()
                if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
                {
                        // the refire delay keeps this message from being spammed
-                       sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
+                       Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
                        play2(self, "weapons/unavailable.wav");
                        return;
                }
@@ -325,7 +326,7 @@ void W_MineLayer_Attack()
 
        W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
 
-       W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        mine = WarpZone_RefSys_SpawnSameRefSys(self);
@@ -347,25 +348,27 @@ void W_MineLayer_Attack()
        mine.movetype = MOVETYPE_TOSS;
        PROJECTILE_MAKETRIGGER(mine);
        mine.projectiledeathtype = WEP_MINE_LAYER;
-       setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
+       setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
 
-       setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
+       setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
        W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
-       mine.angles = vectoangles (mine.velocity);
+       mine.angles = vectoangles(mine.velocity);
 
        mine.touch = W_MineLayer_Touch;
        mine.think = W_MineLayer_Think;
        mine.nextthink = time;
-       mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
+       mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
        mine.flags = FL_PROJECTILE;
        mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
 
+       if(mine.cnt > 0) { mine.cnt += time; }
+
        CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
 
        // muzzle flash for 1st person view
-       flash = spawn ();
-       setmodel (flash, "models/flash.md3"); // precision set below
-       SUB_SetFade (flash, time, 0.1);
+       flash = spawn();
+       setmodel(flash, "models/flash.md3"); // precision set below
+       SUB_SetFade(flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(flash, '5 0 0');
 
@@ -425,24 +428,24 @@ float W_MineLayer(float req)
                                enemydamage = 0;
                                targetlist = findchainfloat(bot_attack, TRUE);
                                mine = find(world, classname, "mine");
-                               while (mine)
+                               while(mine)
                                {
-                                       if (mine.realowner != self)
+                                       if(mine.realowner != self)
                                        {
                                                mine = find(mine, classname, "mine");
                                                continue;
                                        }
                                        targ = targetlist;
-                                       while (targ)
+                                       while(targ)
                                        {
                                                d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
                                                d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
                                                // count potential damage according to type of target
-                                               if (targ == self)
+                                               if(targ == self)
                                                        selfdamage = selfdamage + d;
-                                               else if (targ.team == self.team && teamplay)
+                                               else if(targ.team == self.team && teamplay)
                                                        teamdamage = teamdamage + d;
-                                               else if (bot_shouldattack(targ))
+                                               else if(bot_shouldattack(targ))
                                                        enemydamage = enemydamage + d;
                                                targ = targ.chain;
                                        }
@@ -450,27 +453,27 @@ float W_MineLayer(float req)
                                }
                                float desirabledamage;
                                desirabledamage = enemydamage;
-                               if (time > self.invincible_finished && time > self.spawnshieldtime)
+                               if(time > self.invincible_finished && time > self.spawnshieldtime)
                                        desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
-                               if (teamplay && self.team)
+                               if(teamplay && self.team)
                                        desirabledamage = desirabledamage - teamdamage;
 
                                mine = find(world, classname, "mine");
-                               while (mine)
+                               while(mine)
                                {
-                                       if (mine.realowner != self)
+                                       if(mine.realowner != self)
                                        {
                                                mine = find(mine, classname, "mine");
                                                continue;
                                        }
                                        makevectors(mine.v_angle);
                                        targ = targetlist;
-                                       if (skill > 9) // normal players only do this for the target they are tracking
+                                       if(skill > 9) // normal players only do this for the target they are tracking
                                        {
                                                targ = targetlist;
-                                               while (targ)
+                                               while(targ)
                                                {
-                                                       if (
+                                                       if(
                                                                (v_forward * normalize(mine.origin - targ.origin)< 0.1)
                                                                && desirabledamage > 0.1*coredamage
                                                        )self.BUTTON_ATCK2 = TRUE;
@@ -492,13 +495,13 @@ float W_MineLayer(float req)
                                }
                                // if we would be doing at X percent of the core damage, detonate it
                                // but don't fire a new shot at the same time!
-                               if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+                               if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
                                        self.BUTTON_ATCK2 = TRUE;
-                               if ((skill > 6.5) && (selfdamage > self.health))
+                               if((skill > 6.5) && (selfdamage > self.health))
                                        self.BUTTON_ATCK2 = FALSE;
                                //if(self.BUTTON_ATCK2 == TRUE)
                                //      dprint(ftos(desirabledamage),"\n");
-                               if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+                               if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
                        }
                        
                        return TRUE;
@@ -511,7 +514,7 @@ float W_MineLayer(float req)
                                if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
-                       else if (self.BUTTON_ATCK)
+                       else if(self.BUTTON_ATCK)
                        {
                                if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
                                {
@@ -520,32 +523,32 @@ float W_MineLayer(float req)
                                }
                        }
 
-                       if (self.BUTTON_ATCK2)
+                       if(self.BUTTON_ATCK2)
                        {
                                if(W_MineLayer_PlacedMines(TRUE))
-                                       sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
+                                       sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
                        }
                        
                        return TRUE;
                }
                case WR_INIT:
                {
-                       precache_model ("models/flash.md3");
-                       precache_model ("models/mine.md3");
-                       precache_model ("models/weapons/g_minelayer.md3");
-                       precache_model ("models/weapons/v_minelayer.md3");
-                       precache_model ("models/weapons/h_minelayer.iqm");
-                       precache_sound ("weapons/mine_det.wav");
-                       precache_sound ("weapons/mine_fire.wav");
-                       precache_sound ("weapons/mine_stick.wav");
-                       precache_sound ("weapons/mine_trigger.wav");
+                       precache_model("models/flash.md3");
+                       precache_model("models/mine.md3");
+                       precache_model("models/weapons/g_minelayer.md3");
+                       precache_model("models/weapons/v_minelayer.md3");
+                       precache_model("models/weapons/h_minelayer.iqm");
+                       precache_sound("weapons/mine_det.wav");
+                       precache_sound("weapons/mine_fire.wav");
+                       precache_sound("weapons/mine_stick.wav");
+                       precache_sound("weapons/mine_trigger.wav");
                        MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
                        // don't switch while placing a mine
-                       if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
+                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
                        {
                                ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
                                ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
@@ -555,7 +558,7 @@ float W_MineLayer(float req)
                }
                case WR_CHECKAMMO2:
                {
-                       if (W_MineLayer_PlacedMines(FALSE))
+                       if(W_MineLayer_PlacedMines(FALSE))
                                return TRUE;
                        else
                                return FALSE;
@@ -584,7 +587,7 @@ float W_MineLayer(float req)
                        return WEAPON_MINELAYER_MURDER;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
@@ -613,7 +616,7 @@ float W_MineLayer(float req)
                        return FALSE;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif