]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weaponsystem.qc
move electro secondary to CHAN_WEAPON2 so it doesn't interrupt the primary's lightnin...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weaponsystem.qc
index f48f75c3ef801ef0f50285a2d3865240236889ea..271dff6291e551d75075d3eefc84db9d3bf32efc 100644 (file)
@@ -125,14 +125,16 @@ void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright,
 
 vector w_shotorg;
 vector w_shotdir;
+vector w_shotend;
 
 // this function calculates w_shotorg and w_shotdir based on the weapon model
 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
 // make sure you call makevectors first (FIXME?)
-void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
+.float prevstrengthsound;
+.float prevstrengthsoundattempt;
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
 {
        float nudge = 1; // added to traceline target and subtracted from result
-       local vector trueaimpoint;
        local float oldsolid;
        vector vecs, dv;
        oldsolid = ent.dphitcontentsmask;
@@ -141,45 +143,35 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
        else
                ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
        if(antilag)
-               WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+               WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
                // passing world, because we do NOT want it to touch dphitcontentsmask
        else
-               WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
+               WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
        ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 
        vector vf, vr, vu;
        vf = v_forward;
        vr = v_right;
        vu = v_up;
-       trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+       w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
        v_forward = vf;
        v_right = vr;
        v_up = vu;
 
        // track max damage
-       if not(inWarmupStage) {
-               entity w;
-               w = get_weaponinfo(ent.weapon);
-               if(w.spawnflags & WEP_TYPE_SPLASH) {  // splash damage
-                       ent.stats_fired[ent.weapon - 1] += maxdamage;
-                       ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
-               }
-       }
+       if(accuracy_canbegooddamage(ent))
+               accuracy_add(ent, ent.weapon, maxdamage, 0);
 
        W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
 
        if(ent.weaponentity.movedir_x > 0)
-       {
                vecs = ent.weaponentity.movedir;
-               vecs_y = -vecs_y;
-       }
        else
                vecs = '0 0 0';
-
        if(debug_shotorg != '0 0 0')
                vecs = debug_shotorg;
 
-       dv = v_right * vecs_y + v_up * vecs_z;
+       dv = v_right * -vecs_y + v_up * vecs_z;
        w_shotorg = ent.origin + ent.view_ofs + dv;
 
        // now move the shotorg forward as much as requested if possible
@@ -194,17 +186,17 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
                tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
        w_shotorg = trace_endpos - v_forward * nudge;
        // calculate the shotdir from the chosen shotorg
-       w_shotdir = normalize(trueaimpoint - w_shotorg);
+       w_shotdir = normalize(w_shotend - w_shotorg);
 
        if (antilag)
        if (!ent.cvar_cl_noantilag)
        {
                if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
                {
-                       traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
+                       traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
                        if (!trace_ent.takedamage)
                        {
-                               traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+                               traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
                                if (trace_ent.takedamage && trace_ent.classname == "player")
                                {
                                        entity e;
@@ -225,7 +217,7 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
                        {
                                // verify that the shot would miss without antilag
                                // (avoids an issue where guns would always shoot at their origin)
-                               traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
+                               traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
                                if (!trace_ent.takedamage)
                                {
                                        // verify that the shot would hit if altered
@@ -245,79 +237,30 @@ void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vec
                ent.punchangle_x = recoil * -1;
 
        if (snd != "")
-       {
                sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
+
+       if(ent.items & IT_STRENGTH)
+       if(!g_minstagib)
+       if(
+               (time > ent.prevstrengthsound + cvar("sv_strengthsound_antispam_time"))
+               ||
+               (time > ent.prevstrengthsoundattempt + cvar("sv_strengthsound_antispam_refire_threshold"))
+       ) // prevent insane sound spam
+       {
+               sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+               ent.prevstrengthsound = time;
        }
+       ent.prevstrengthsoundattempt = time;
 
-       if (ent.items & IT_STRENGTH)
-       if (!g_minstagib)
-               sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+       // nudge w_shotend so a trace to w_shotend hits
+       w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
 };
 
+#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
-
-void LaserTarget_Think()
-{
-       entity e;
-       vector offset;
-       float uselaser;
-       uselaser = 0;
-
-       // list of weapons that will use the laser, and the options that enable it
-       if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
-               uselaser = 1;
-       // example
-       //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
-       //      uselaser = 1;
-
-
-
-       // if a laser-enabled weapon isn't selected, delete any existing laser and quit
-       if(!uselaser)
-       {
-               // rocket launcher isn't selected, so no laser target.
-               if(self.lasertarget != world)
-               {
-                       remove(self.lasertarget);
-                       self.lasertarget = world;
-               }
-               return;
-       }
-
-       if(!self.lasertarget)
-       {
-               // we don't have a lasertarget entity, so spawn one
-               //bprint("create laser target\n");
-               e = self.lasertarget = spawn();
-               e.owner = self.owner;                   // Its owner is my owner
-               e.classname = "laser_target";
-               e.movetype = MOVETYPE_NOCLIP;   // don't touch things
-               setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
-               e.scale = 1.25;                         // make it larger
-               e.alpha = 0.25;                         // transparency
-               e.colormod = '255 0 0' * (1/255) * 8;   // change colors
-               e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
-               // make it dynamically glow
-               // you should avoid over-using this, as it can slow down the player's computer.
-               e.glow_color = 251; // red color
-               e.glow_size = 12;
-       }
-       else
-               e = self.lasertarget;
-
-       // move the laser dot to where the player is looking
-
-       makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
-       offset = '0 0 26' + v_right*3;
-       traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
-       setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
-       if(trace_plane_normal != '0 0 0')
-               e.angles = vectoangles(trace_plane_normal);
-       else
-               e.angles = vectoangles(v_forward);
-}
+#define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
 
 float CL_Weaponentity_CustomizeEntityForClient()
 {
@@ -823,9 +766,6 @@ void CL_Weaponentity_Think()
                self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
 
        }
-
-       // create or update the lasertarget entity
-       LaserTarget_Think();
 };
 
 void CL_ExteriorWeaponentity_Think()
@@ -980,6 +920,13 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
                                self = cl;
                                f = weapon_action(wpn, WR_CHECKAMMO1);
                                f = f + weapon_action(wpn, WR_CHECKAMMO2);
+
+                               // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
+                               local entity mine;
+                               if(wpn == WEP_MINE_LAYER)
+                               for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+                                       f = 1;
+
                                self = oldself;
                        }
                        if (!f)
@@ -1087,11 +1034,24 @@ void W_SwitchToOtherWeapon(entity pl)
        if(ww)
                W_SwitchWeapon_Force(pl, ww);
 }
+.float prevdryfire;
 float weapon_prepareattack_checkammo(float secondary)
 {
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
        {
+               // always keep the Mine Layer if we placed mines, so that we can detonate them
+               local entity mine;
+               if(self.weapon == WEP_MINE_LAYER)
+               for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+                       return FALSE;
+
+               if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+               {
+                       sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
+                       self.prevdryfire = time;
+               }
+
                W_SwitchToOtherWeapon(self);
                return FALSE;
        }
@@ -1302,7 +1262,7 @@ void weapon_boblayer1(float spd, vector org)
        // VorteX: haste can be added here
 };
 
-vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
+vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
 {
        vector mdirection;
        float mspeed;
@@ -1316,7 +1276,7 @@ vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
        mspeed = vlen(mvelocity);
 
        nstyle = cvar("g_projectiles_newton_style");
-       if(nstyle == 0)
+       if(nstyle == 0 || forceAbsolute)
        {
                // absolute velocity
                outvelocity = mvelocity;
@@ -1609,7 +1569,7 @@ float mspercallsum;
 float mspercallsstyle;
 float mspercallcount;
 #endif
-void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
+void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
 {
        if(missile.owner == world)
                error("Unowned missile");
@@ -1634,13 +1594,13 @@ void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float
        print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
 #endif
 
-       missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
+       missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
 }
 
 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
 {
-       W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
+       W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
 }
 
-#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"))
-#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))
+#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
+#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)