]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/electro.qc
more midair combo options: own/teammate/enemy
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
index 5aec7fef96367996a8a144268897a65cbfdbf5fa..c1709322e44b14f30b2e84898efdb785ea213d21 100644 (file)
@@ -65,6 +65,7 @@ void W_Electro_ExplodeCombo(entity this)
                NULL,
                WEP_CVAR(electro, combo_force),
                WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
+               this.weaponentity_fld,
                NULL
        );
 
@@ -95,6 +96,7 @@ void W_Electro_Explode(entity this, entity directhitentity)
                        NULL,
                        WEP_CVAR_SEC(electro, force),
                        this.projectiledeathtype,
+                       this.weaponentity_fld,
                        directhitentity
                );
        }
@@ -111,6 +113,7 @@ void W_Electro_Explode(entity this, entity directhitentity)
                        NULL,
                        WEP_CVAR_PRI(electro, force),
                        this.projectiledeathtype,
+                       this.weaponentity_fld,
                        directhitentity
                );
        }
@@ -151,27 +154,33 @@ void W_Electro_Bolt_Think(entity this)
                {
                        if(e.classname == "electro_orb")
                        {
-                               // change owner to whoever caused the combo explosion
-                               e.realowner = this.realowner;
-                               e.takedamage = DAMAGE_NO;
-                               e.classname = "electro_orb_chain";
-
-                               // now set the next one to trigger as well
-                               setthink(e, W_Electro_ExplodeCombo);
-
-                               // delay combo chains, looks cooler
-                               e.nextthink =
-                                       (
-                                               time
-                                               +
-                                               (WEP_CVAR(electro, combo_speed) ?
-                                                       (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
-                                                       :
-                                                       0
-                                               )
-                                       );
-
-                               ++found;
+                               bool explode;
+                               if (this.owner == e.owner)
+                               {
+                                       explode = WEP_CVAR_PRI(electro, midaircombo_own);
+                               }
+                               else if (SAME_TEAM(this.owner, e.owner))
+                               {
+                                       explode = WEP_CVAR_PRI(electro, midaircombo_teammate);
+                               }
+                               else
+                               {
+                                       explode = WEP_CVAR_PRI(electro, midaircombo_enemy);
+                               }
+
+                               if (explode)
+                               {
+                                       // change owner to whoever caused the combo explosion
+                                       e.realowner = this.realowner;
+                                       e.takedamage = DAMAGE_NO;
+                                       e.classname = "electro_orb_chain";
+
+                                       // explode first orb immediately, other orbs will chain with delay
+                                       setthink(e, W_Electro_ExplodeCombo);
+                                       e.nextthink = time;
+
+                                       ++found;
+                               }
                        }
                        e = e.chain;
                }
@@ -201,7 +210,8 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
                2,
                SND_ELECTRO_FIRE,
                CH_WEAPON_A,
-               WEP_CVAR_PRI(electro, damage)
+               WEP_CVAR_PRI(electro, damage),
+               thiswep.m_id
        );
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -215,7 +225,8 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
        proj.nextthink = time;
        proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
        PROJECTILE_MAKETRIGGER(proj);
-       proj.projectiledeathtype = WEP_ELECTRO.m_id;
+       proj.projectiledeathtype = thiswep.m_id;
+       proj.weaponentity_fld = weaponentity;
        setorigin(proj, w_shotorg);
 
        // if (IS_CSQC)
@@ -253,7 +264,7 @@ void W_Electro_Orb_Stick(entity this, entity to)
 
        newproj.takedamage = this.takedamage;
        newproj.damageforcescale = this.damageforcescale;
-       newproj.health = this.health;
+       SetResourceExplicit(newproj, RES_HEALTH, GetResource(this, RES_HEALTH));
        newproj.event_damage = this.event_damage;
        newproj.spawnshieldtime = this.spawnshieldtime;
        newproj.damagedbycontents = true;
@@ -261,6 +272,7 @@ void W_Electro_Orb_Stick(entity this, entity to)
 
        set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
        newproj.projectiledeathtype = this.projectiledeathtype;
+       newproj.weaponentity_fld = this.weaponentity_fld;
 
        settouch(newproj, func_null);
        setthink(newproj, getthink(this));
@@ -273,15 +285,15 @@ void W_Electro_Orb_Stick(entity this, entity to)
        delete(this);
 
        if(to)
-               SetMovetypeFollow(this, to);
+               SetMovetypeFollow(newproj, to);
 }
 
 void W_Electro_Orb_Touch(entity this, entity toucher)
 {
        PROJECTILE_TOUCH(this, toucher);
-       if(toucher.takedamage == DAMAGE_AIM)
-               { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
-       else
+       if(toucher.takedamage == DAMAGE_AIM && WEP_CVAR_SEC(electro, touchexplode))
+               { W_Electro_Explode(this, toucher); }
+       else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles!
        {
                //UpdateCSQCProjectile(this);
                spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
@@ -292,9 +304,9 @@ void W_Electro_Orb_Touch(entity this, entity toucher)
        }
 }
 
-void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(this.health <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                return;
 
        // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
@@ -303,8 +315,8 @@ void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float
        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
                return; // g_projectiles_damage says to halt
 
-       this.health = this.health - damage;
-       if(this.health <= 0)
+       TakeResource(this, RES_HEALTH, damage);
+       if(GetResource(this, RES_HEALTH) <= 0)
        {
                this.takedamage = DAMAGE_NO;
                this.nextthink = time;
@@ -347,7 +359,8 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
                2,
                SND_ELECTRO_FIRE2,
                CH_WEAPON_A,
-               WEP_CVAR_SEC(electro, damage)
+               WEP_CVAR_SEC(electro, damage),
+               thiswep.m_id | HITTYPE_SECONDARY
        );
 
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -362,7 +375,8 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
        proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
        proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
        PROJECTILE_MAKETRIGGER(proj);
-       proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
+       proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+       proj.weaponentity_fld = weaponentity;
        setorigin(proj, w_shotorg);
 
        //proj.glow_size = 50;
@@ -373,7 +387,7 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
        setsize(proj, '-4 -4 -4', '4 4 4');
        proj.takedamage = DAMAGE_YES;
        proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
-       proj.health = WEP_CVAR_SEC(electro, health);
+       SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_SEC(electro, health));
        proj.event_damage = W_Electro_Orb_Damage;
        proj.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, proj);
@@ -386,14 +400,6 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
        proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
        proj.missile_flags = MIF_SPLASH | MIF_ARC;
 
-#if 0
-       entity p2;
-       p2 = spawn();
-       copyentity(proj, p2);
-       setmodel(p2, MDL_PROJECTILE_ELECTRO);
-       setsize(p2, proj.mins, proj.maxs);
-#endif
-
        CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
 
        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
@@ -405,7 +411,7 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i
        if(PHYS_INPUT_BUTTON_ATCK2(actor))
        if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
        {
-               W_Electro_Attack_Orb(WEP_ELECTRO, actor, weaponentity);
+               W_Electro_Attack_Orb(thiswep, actor, weaponentity);
                actor.(weaponentity).electro_count -= 1;
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
                return;
@@ -483,8 +489,8 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit
 }
 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(electro, ammo);
     return ammo_amount;
 }
 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
@@ -492,13 +498,13 @@ METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
     float ammo_amount;
     if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
     {
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
     }
     else
     {
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo);
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo);
     }
     return ammo_amount;
 }