]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Don't do extra unnecessary antilag checks for the arc's smoke effect
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 3fe93fe4cd3d189416b938a52a6e4d862cc495d8..b2847592690092900aa4c4a8a967605f7c08911a 100644 (file)
@@ -1,6 +1,8 @@
 #include "arc.qh"
 
 #ifdef SVQC
+#include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
+#include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
 
 bool W_Arc_Beam_Send(entity this, entity to, int sf)
 {
@@ -102,16 +104,16 @@ void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
 
 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(this.health <= 0)
+       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
                return;
 
        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
                return; // g_projectiles_damage says to halt
 
-       this.health = this.health - damage;
+       TakeResource(this, RESOURCE_HEALTH, damage);
        this.angles = vectoangles(this.velocity);
 
-       if(this.health <= 0)
+       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, getthink(this));
 }
 
@@ -138,7 +140,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
        missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
 
        missile.takedamage = DAMAGE_YES;
-       missile.health = WEP_CVAR(arc, bolt_health);
+       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(arc, bolt_health));
        missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
        missile.event_damage = W_Arc_Bolt_Damage;
        missile.damagedbycontents = true;
@@ -189,11 +191,9 @@ void W_Arc_Beam_Think(entity this)
        if(
                !IS_PLAYER(own)
                ||
-               (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
-               ||
                IS_DEAD(own)
                ||
-               forbidWeaponUse(own)
+               !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
                ||
                own.(weaponentity).m_switchweapon != WEP_ARC
                ||
@@ -236,8 +236,8 @@ void W_Arc_Beam_Think(entity this)
                {
                        // note: this doesn't force the switch
                        W_SwitchToOtherWeapon(own, weaponentity);
-                       own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
                }
+               own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
                delete(this);
                return;
        }
@@ -265,14 +265,14 @@ void W_Arc_Beam_Think(entity this)
 
        W_SetupShot_Range(
                own,
-               weaponentity, // TODO
+               weaponentity,
                true,
                0,
                SND_Null,
                0,
                WEP_CVAR(arc, beam_damage) * coefficient,
                WEP_CVAR(arc, beam_range),
-               WEP_ARC.m_id
+               thiswep.m_id
        );
 
        // After teleport, "lock" the beam until the teleport is confirmed.
@@ -322,7 +322,10 @@ void W_Arc_Beam_Think(entity this)
                                (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
                                min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
                        );
-                       this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
+                       if(vdist(this.beam_dir - w_shotdir, <, 0.01))
+                               this.beam_dir = w_shotdir;
+                       else
+                               this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
                }
                else
                {
@@ -332,7 +335,10 @@ void W_Arc_Beam_Think(entity this)
                                (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
                                1
                        );
-                       this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
+                       if(vdist(this.beam_dir - w_shotdir, <, 0.01))
+                               this.beam_dir = w_shotdir;
+                       else
+                               this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
                }
 
                // network information: beam direction
@@ -408,7 +414,7 @@ void W_Arc_Beam_Think(entity this)
                beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
                new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
 
-               float is_player = (
+               bool is_player = (
                        IS_PLAYER(trace_ent)
                        ||
                        trace_ent.classname == "body"
@@ -416,65 +422,42 @@ void W_Arc_Beam_Think(entity this)
                        IS_MONSTER(trace_ent)
                );
 
-               if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
+               if(trace_ent)
                {
-                       // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
-                       // NO. trace_endpos should be just fine. If not,
-                       // that's an engine bug that needs proper debugging.
-                       vector hitorigin = trace_endpos;
-
-                       float falloff = ExponentialFalloff(
-                               WEP_CVAR(arc, beam_falloff_mindist),
-                               WEP_CVAR(arc, beam_falloff_maxdist),
-                               WEP_CVAR(arc, beam_falloff_halflifedist),
-                               vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
-                       );
-
-                       if(is_player && SAME_TEAM(own, trace_ent))
+                       if(SAME_TEAM(own, trace_ent))
                        {
-                               float roothealth, rootarmor;
-                               if(burst)
-                               {
-                                       roothealth = WEP_CVAR(arc, burst_healing_hps);
-                                       rootarmor = WEP_CVAR(arc, burst_healing_aps);
-                               }
-                               else
-                               {
-                                       roothealth = WEP_CVAR(arc, beam_healing_hps);
-                                       rootarmor = WEP_CVAR(arc, beam_healing_aps);
-                               }
-
-                               if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
-                               {
-                                       trace_ent.health = min(
-                                               trace_ent.health + (roothealth * coefficient),
-                                               WEP_CVAR(arc, beam_healing_hmax)
-                                       );
-                               }
-                               if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
+                               float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
+                               float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
+                               float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RESOURCE_LIMIT_NONE);
+                               Heal(trace_ent, own, (roothealth * coefficient), hplimit);
+                               if(IS_PLAYER(trace_ent) && rootarmor)
                                {
-                                       trace_ent.armorvalue = min(
-                                               trace_ent.armorvalue + (rootarmor * coefficient),
-                                               WEP_CVAR(arc, beam_healing_amax)
-                                       );
+                                       if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
+                                       {
+                                               GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
+                                               trace_ent.pauserotarmor_finished = max(
+                                                       trace_ent.pauserotarmor_finished,
+                                                       time + autocvar_g_balance_pause_armor_rot
+                                               );
+                                       }
                                }
-
-                               // stop rot, set visual effect
                                if(roothealth || rootarmor)
-                               {
-                                       trace_ent.pauserothealth_finished = max(
-                                               trace_ent.pauserothealth_finished,
-                                               time + autocvar_g_balance_pause_health_rot
-                                       );
-                                       trace_ent.pauserotarmor_finished = max(
-                                               trace_ent.pauserotarmor_finished,
-                                               time + autocvar_g_balance_pause_armor_rot
-                                       );
                                        new_beam_type = ARC_BT_HEAL;
-                               }
                        }
-                       else
+                       else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
                        {
+                               // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+                               // NO. trace_endpos should be just fine. If not,
+                               // that's an engine bug that needs proper debugging.
+                               vector hitorigin = trace_endpos;
+
+                               float falloff = ExponentialFalloff(
+                                       WEP_CVAR(arc, beam_falloff_mindist),
+                                       WEP_CVAR(arc, beam_falloff_maxdist),
+                                       WEP_CVAR(arc, beam_falloff_halflifedist),
+                                       vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
+                               );
+
                                float rootdamage;
                                if(is_player)
                                {
@@ -559,7 +542,7 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
 void Arc_Smoke(entity actor, .entity weaponentity)
 {
        makevectors(actor.v_angle);
-       W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
+       W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
 
        vector smoke_origin = w_shotorg + actor.velocity*frametime;
        if ( actor.arc_overheat > time )
@@ -656,7 +639,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
     }
     else if(fire & 2)
     {
-        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
         {
             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
@@ -863,8 +846,6 @@ void Reset_ArcBeam()
        }
 }
 
-.float beam_tag_index;
-.int beam_prevusevieworigin;
 void Draw_ArcBeam(entity this)
 {
        float dt = time - this.move_time;
@@ -913,16 +894,10 @@ void Draw_ArcBeam(entity this)
                else
                        { start_pos = this.origin; }
 
-               if(this.beam_prevusevieworigin != this.beam_usevieworigin)
-               {
-                       this.beam_prevusevieworigin = this.beam_usevieworigin;
-                       int v_shot_idx;  // used later
-                       (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
-                       this.beam_tag_index = v_shot_idx;
-               }
-
-               if(this.beam_tag_index && this.beam_usevieworigin == 2)
-                       start_pos = gettaginfo(wepent, this.beam_tag_index) - '0 0 2';
+               int v_shot_idx;  // used later
+               (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
+               if(v_shot_idx && this.beam_usevieworigin == 2)
+                       start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
 
                // trace forward with an estimation
                WarpZone_TraceLine(
@@ -941,7 +916,7 @@ void Draw_ArcBeam(entity this)
 
                // move shot origin to the actual gun muzzle origin
                vector origin_offset = '0 0 0';
-               if(!this.beam_tag_index || this.beam_usevieworigin != 2)
+               if(!v_shot_idx || this.beam_usevieworigin != 2)
                {
                        this.beam_shotorigin = wepent.movedir;
                        origin_offset =