]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_electro.qc
g_blance_electro_secondary_bouncefactor & _bouncestop for electro seoncdary. merge...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
index 2be1573cd34e0c6b049acfffbb8eba464b4bc328..1600a1c9a1fe7f8b860743d9b556a1b07f11bd06 100644 (file)
@@ -61,10 +61,13 @@ void W_Plasma_Explode_Combo (void)
 
 void W_Plasma_Touch (void)
 {
+       //self.velocity = self.velocity  * 0.1;
+       
        PROJECTILE_TOUCH;
        if (other.takedamage == DAMAGE_AIM) {
                W_Plasma_Explode ();
        } else {
+               //UpdateCSQCProjectile(self);
                spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
        }
@@ -136,6 +139,8 @@ void W_Electro_Attack()
        //sounds bad
 
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
+
+       other = proj; MUTATOR_CALLHOOK(EditProjectile);
 }
 
 void W_Electro_Attack2()
@@ -172,7 +177,10 @@ void W_Electro_Attack2()
        proj.health = cvar("g_balance_electro_secondary_health");
        proj.event_damage = W_Plasma_Damage;
        proj.flags = FL_PROJECTILE;
-
+       
+       proj.bouncefactor = cvar("g_balance_electro_secondary_bouncefactor");
+       proj.bouncestop = cvar("g_balance_electro_secondary_bouncestop");
+       
 #if 0
        entity p2;
        p2 = spawn();
@@ -182,7 +190,9 @@ void W_Electro_Attack2()
 #endif
 
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
-}
+
+       other = proj; MUTATOR_CALLHOOK(EditProjectile);
+       }
 
 .vector hook_start, hook_end;
 float lgbeam_send(entity to, float sf)
@@ -195,6 +205,7 @@ float lgbeam_send(entity to, float sf)
        if(sf & 1)
        {
                WriteByte(MSG_ENTITY, num_for_edict(self.owner));
+               WriteCoord(MSG_ENTITY, cvar("g_balance_electro_primary_range"));
        }
        if(sf & 2)
        {
@@ -214,62 +225,61 @@ float lgbeam_send(entity to, float sf)
 .float prevlgfire;
 void lgbeam_think()
 {
-       vector endpos;
-       float oldsolid;
-
        self.owner.prevlgfire = time;
-       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK)
+       if (self != self.owner.lgbeam)
        {
                remove(self);
                return;
        }
+       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK)
+       {
+               if(self == self.owner.lgbeam)
+                       self.owner.lgbeam = world;
+               remove(self);
+               return;
+       }
 
        self.nextthink = time;
 
        makevectors(self.owner.v_angle);
-       vector angle;
-       angle = v_forward;
-       // get effect origin
-       vector vecs, org;
-       if(self.owner.weaponentity.movedir_x > 0)
-               vecs = self.owner.weaponentity.movedir;
-       else
-               vecs = '0 0 0';
-       if(debug_shotorg != '0 0 0')
-               vecs = debug_shotorg;
-       org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * -vecs_y + v_up * vecs_z;
-
-       oldsolid = self.owner.dphitcontentsmask;
-       self.owner.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-
-       WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
-       endpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
-       WarpZone_traceline_antilag(self.owner, org, endpos + 4 * normalize(endpos - org), MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
-
-       self.owner.dphitcontentsmask = oldsolid;
 
+       float dt, f;
+       dt = frametime;
        if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
+       {
+               if(cvar("g_balance_electro_primary_ammo"))
+               {
+                       dt = min(dt, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
+                       self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
+               }
+       }
+
+       W_SetupShot_Range(self.owner, TRUE, 0, "", cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
+       WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
 
        // apply the damage
-       if(trace_fraction < 1)
+       if(trace_ent)
        {
                vector force;
-               force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
-               Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
-               W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
+               force = w_shotdir * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
+
+               f = ExponentialFalloff(cvar("g_balance_electro_primary_falloff_mindist"), cvar("g_balance_electro_primary_falloff_maxdist"), cvar("g_balance_electro_primary_falloff_halflifedist"), vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
+
+               Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
+               Damage_RecordDamage(self.owner, WEP_ELECTRO, cvar("g_balance_electro_primary_damage") * dt * f);
        }
+       W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
 
        // draw effect
-       if(org != self.hook_start)
+       if(w_shotorg != self.hook_start)
        {
                self.SendFlags |= 2;
-               self.hook_start = org;
+               self.hook_start = w_shotorg;
        }
-       if(endpos != self.hook_end)
+       if(w_shotend != self.hook_end)
        {
                self.SendFlags |= 4;
-               self.hook_end = endpos;
+               self.hook_end = w_shotend;
        }
 }
 
@@ -360,11 +370,11 @@ float w_electro(float req)
        {
                if (self.BUTTON_ATCK)
                {
-                       if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
+                       if (weapon_prepareattack(0, (cvar("g_balance_electro_lightning") ? 0 : cvar("g_balance_electro_primary_refire"))))
                        {
                                if(cvar("g_balance_electro_lightning"))
                                {
-                                       if (self.BUTTON_ATCK_prev == 0)
+                                       if ((!self.lgbeam) || wasfreed(self.lgbeam))
                                        {
                                                W_Electro_Attack3();
                                        }
@@ -377,7 +387,14 @@ float w_electro(float req)
                                weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
                        }
                } else {
-                       self.BUTTON_ATCK_prev = 0;
+                       if(cvar("g_balance_electro_lightning"))
+                       {
+                               if (self.BUTTON_ATCK_prev != 0)
+                               {
+                                       ATTACK_FINISHED(self) = time + cvar("g_balance_electro_primary_refire") * W_WeaponRateFactor();
+                               }
+                               self.BUTTON_ATCK_prev = 0;
+                       }
                }
 
                if (self.BUTTON_ATCK2)
@@ -410,7 +427,7 @@ float w_electro(float req)
        else if (req == WR_CHECKAMMO1)
        {
                if(cvar("g_balance_electro_lightning"))
-                       return self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire");
+                       return !cvar("g_balance_electro_primary_ammo") || (self.ammo_cells > 0);
                else
                        return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
        }
@@ -461,27 +478,27 @@ float w_electro(float req)
        else if (req == WR_SUICIDEMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "could not remember where they put plasma";
+                       w_deathtypestring = "%s could not remember where they put plasma";
                else
-                       w_deathtypestring = "played with plasma";
+                       w_deathtypestring = "%s played with plasma";
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
                {
                        if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
-                               w_deathtypestring = "just noticed #'s blue ball";
+                               w_deathtypestring = "%s just noticed %s's blue ball";
                        else // unchecked: BOUNCE
-                               w_deathtypestring = "got in touch with #'s blue ball";
+                               w_deathtypestring = "%s got in touch with %s's blue ball";
                }
                else
                {
                        if(w_deathtype & HITTYPE_BOUNCE) // combo
-                               w_deathtypestring = "felt the electrifying air of #'s combo";
+                               w_deathtypestring = "%s felt the electrifying air of %s's combo";
                        else if(w_deathtype & HITTYPE_SPLASH)
-                               w_deathtypestring = "got too close to #'s blue beam";
+                               w_deathtypestring = "%s got too close to %s's blue beam";
                        else
-                               w_deathtypestring = "was blasted by #'s blue beam";
+                               w_deathtypestring = "%s was blasted by %s's blue beam";
                }
        }
        return TRUE;