Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vaporizer.qc
index f619605..256019d 100644 (file)
@@ -19,6 +19,7 @@ REGISTER_WEAPON(
 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
        w_cvar(id, sn, PRI, ammo) \
        w_cvar(id, sn, PRI, animtime) \
+       w_cvar(id, sn, PRI, damage) \
        w_cvar(id, sn, PRI, refire) \
        w_cvar(id, sn, SEC, ammo) \
        w_cvar(id, sn, SEC, animtime) \
@@ -45,6 +46,11 @@ REGISTER_WEAPON(
 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float vaporizer_lasthit;
 .float jump_interval;
+.float jump_interval2;
+.bool held_down;
+.float rm_force;
+.float rm_damage;
+.float rm_edmg;
 #endif
 #endif
 #ifdef IMPLEMENTATION
@@ -52,19 +58,30 @@ VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); }
 void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
 
+void W_RocketMinsta_Explosion(vector loc)
+{
+       if(accuracy_canbegooddamage(self))
+               accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
+       entity dmgent = spawn();
+       dmgent.owner = dmgent.realowner = self;
+       setorigin(dmgent, loc);
+       RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
+       remove(dmgent);
+}
+
 void W_Vaporizer_Attack(void)
 {
-       float flying;
-       flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+       bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+       float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
 
-       W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000);
+       W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
        // handle sound separately so we can change the volume
        // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
        sound (self, CH_WEAPON_A, W_Sound("minstanexfire"), VOL_BASE * 0.8, ATTEN_NORM);
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+       FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
 
        if(yoda && flying)
                Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
@@ -115,13 +132,147 @@ void W_Vaporizer_Attack(void)
                        break;
        }
 
+       if(autocvar_g_rm)
+       if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
+               W_RocketMinsta_Explosion(trace_endpos);
+
        W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
 }
 
+void W_RocketMinsta_Laser_Explode (void)
+{
+       if(other.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(other))
+                       if(DIFF_TEAM(self.realowner, other))
+                               if(other.deadflag == DEAD_NO)
+                                       if(IsFlying(other))
+                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+
+       self.event_damage = func_null;
+       self.takedamage = DAMAGE_NO;
+       RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
+       remove(self);
+}
+
+void W_RocketMinsta_Laser_Touch (void)
+{
+       PROJECTILE_TOUCH;
+       //W_RocketMinsta_Laser_Explode ();
+       RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
+       remove(self);
+}
+
+void W_RocketMinsta_Attack2(void)
+{
+       makevectors(self.v_angle);
+       
+       entity proj;
+       float counter = 0;
+       float total = autocvar_g_rm_laser_count;
+       float spread = autocvar_g_rm_laser_spread;
+       float rndspread = autocvar_g_rm_laser_spread_random;
+
+       float w = self.weapon;
+       self.weapon = WEP_ELECTRO.m_id;
+       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+       self.weapon = w;
+
+       Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+    while(counter < total)
+       {
+        proj = spawn ();
+        proj.classname = "plasma_prim";
+        proj.owner = proj.realowner = self;
+        proj.bot_dodge = true;
+        proj.bot_dodgerating = autocvar_g_rm_laser_damage;
+        proj.use = W_RocketMinsta_Laser_Explode;
+        proj.think = adaptor_think2use_hittype_splash;
+        proj.nextthink = time + autocvar_g_rm_laser_lifetime;
+        PROJECTILE_MAKETRIGGER(proj);
+        proj.projectiledeathtype = WEP_ELECTRO.m_id;
+        setorigin(proj, w_shotorg);
+               
+               proj.rm_force = autocvar_g_rm_laser_force / total;
+               proj.rm_damage = autocvar_g_rm_laser_damage / total;
+               proj.rm_edmg = proj.rm_damage;
+        
+        //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
+
+        proj.movetype = MOVETYPE_BOUNCEMISSILE;
+        //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
+               proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
+               proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
+               proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
+        proj.angles = vectoangles(proj.velocity);
+        proj.touch = W_RocketMinsta_Laser_Touch;
+        setsize(proj, '0 0 -3', '0 0 -3');
+        proj.flags = FL_PROJECTILE;
+        proj.missile_flags = MIF_SPLASH;
+
+        CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
+
+        MUTATOR_CALLHOOK(EditProjectile, self, proj);
+        counter++;
+    }
+}
+
+void W_RocketMinsta_Attack3 (void)
+{
+       makevectors(self.v_angle);
+       
+       entity proj;
+       float counter = 0;
+       float total = 1;
+
+       int w = self.weapon;
+       self.weapon = WEP_ELECTRO.m_id;
+       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("electro_fire2"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+       self.weapon = w;
+
+       Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+    while(counter < total)
+       {
+        proj = spawn ();
+        proj.classname = "plasma_prim";
+        proj.owner = proj.realowner = self;
+        proj.bot_dodge = true;
+        proj.bot_dodgerating = autocvar_g_rm_laser_damage;
+        proj.use = W_RocketMinsta_Laser_Explode;
+        proj.think = adaptor_think2use_hittype_splash;
+        proj.nextthink = time + autocvar_g_rm_laser_lifetime;
+        PROJECTILE_MAKETRIGGER(proj);
+        proj.projectiledeathtype = WEP_ELECTRO.m_id;
+        setorigin(proj, w_shotorg);
+               
+               proj.rm_force = autocvar_g_rm_laser_force / total;
+               proj.rm_damage = autocvar_g_rm_laser_damage / total;
+               proj.rm_edmg = proj.rm_damage;
+        
+        //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
+
+        proj.movetype = MOVETYPE_BOUNCEMISSILE;
+               proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
+               proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
+        proj.angles = vectoangles(proj.velocity);
+        proj.touch = W_RocketMinsta_Laser_Touch;
+        setsize(proj, '0 0 -3', '0 0 -3');
+        proj.flags = FL_PROJECTILE;
+        proj.missile_flags = MIF_SPLASH;
+
+        CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
+
+        MUTATOR_CALLHOOK(EditProjectile, self, proj);
+        counter++;
+    }
+}
+
 float W_Vaporizer(float req)
 {
        float ammo_amount;
        float vaporizer_ammo;
+       float rapid = autocvar_g_rm_laser_rapid;
 
        // now multiple WR_s use this
        vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
@@ -144,7 +295,7 @@ float W_Vaporizer(float req)
                                WEP_ACTION(self.weapon, WR_RELOAD);
                        else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(self.BUTTON_ATCK)
+                       if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
                        {
                                if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
                                {
@@ -152,10 +303,28 @@ float W_Vaporizer(float req)
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
                                }
                        }
-                       else if(self.BUTTON_ATCK2)
+                       if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm))
                        {
-                               if(self.jump_interval <= time)
-                               if(weapon_prepareattack(1, -1))
+                               if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
+                               {
+                                       if(self.jump_interval <= time && !self.held_down)
+                                       {
+                                               if(rapid)
+                                                       self.held_down = true;
+                                               self.jump_interval = time + autocvar_g_rm_laser_refire;
+                                               self.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
+                                               damage_goodhits = 0;
+                                               W_RocketMinsta_Attack2();
+                                       }
+                                       else if(rapid && self.jump_interval2 <= time && self.held_down)
+                                       {
+                                               self.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
+                                               damage_goodhits = 0;
+                                               W_RocketMinsta_Attack3();
+                                               //weapon_thinkf(WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
+                                       }
+                               }
+                               else if (self.jump_interval <= time)
                                {
                                        // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
                                        self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
@@ -165,6 +334,7 @@ float W_Vaporizer(float req)
                                                W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
 
                                        // ugly instagib hack to reuse the fire mode of the laser
+                                       makevectors(self.v_angle);
                                        int oldwep = self.weapon; // we can't avoid this hack
                                        self.weapon = WEP_BLASTER.m_id;
                                        W_Blaster_Attack(
@@ -185,7 +355,9 @@ float W_Vaporizer(float req)
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
                                }
                        }
-
+                       else
+                               self.held_down = false;
+                       
                        return true;
                }
                case WR_INIT:
@@ -262,8 +434,7 @@ float W_Vaporizer(float req)
        {
                case WR_IMPACTEFFECT:
                {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
+                       vector org2 = w_org + w_backoff * 6;
                        if(w_deathtype & HITTYPE_SECONDARY)
                        {
                                pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);