]> 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 7f48f134c2c6821e9e3dd2df219d62e30c76d09c..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;
        }
@@ -136,13 +139,15 @@ void W_Electro_Attack()
        //sounds bad
 
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
+
+       other = proj; MUTATOR_CALLHOOK(EditProjectile);
 }
 
 void W_Electro_Attack2()
 {
        local entity proj;
 
-       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
+       W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -166,13 +171,16 @@ void W_Electro_Attack2()
        proj.movetype = MOVETYPE_BOUNCE;
        W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
        proj.touch = W_Plasma_Touch;
-       setsize(proj, '0 0 -3', '0 0 -3');
+       setsize(proj, '0 0 -4', '0 0 -4');
        proj.takedamage = DAMAGE_YES;
        proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
        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();
@@ -182,119 +190,119 @@ void W_Electro_Attack2()
 #endif
 
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
-}
 
-.entity lgbeam, exteriorlgbeam;
-void lgbeam_think()
+       other = proj; MUTATOR_CALLHOOK(EditProjectile);
+       }
+
+.vector hook_start, hook_end;
+float lgbeam_send(entity to, float sf)
 {
-       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.BUTTON_ATCK == 0)
+       WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
+       sf = sf & 0x7F;
+       if(sound_allowed(MSG_BROADCAST, self.owner))
+               sf |= 0x80;
+       WriteByte(MSG_ENTITY, sf);
+       if(sf & 1)
        {
-               remove(self);
-               return;
+               WriteByte(MSG_ENTITY, num_for_edict(self.owner));
+               WriteCoord(MSG_ENTITY, cvar("g_balance_electro_primary_range"));
        }
-
-       self.nextthink = time;
-
-       makevectors(self.owner.v_angle);
-       vector angle;
-       angle = v_forward;
-
-       vector force;
-       force = angle * cvar("g_balance_electro_primary_force");
-
-       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"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
-
-       self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
+       if(sf & 2)
+       {
+               WriteCoord(MSG_ENTITY, self.hook_start_x);
+               WriteCoord(MSG_ENTITY, self.hook_start_y);
+               WriteCoord(MSG_ENTITY, self.hook_start_z);
+       }
+       if(sf & 4)
+       {
+               WriteCoord(MSG_ENTITY, self.hook_end_x);
+               WriteCoord(MSG_ENTITY, self.hook_end_y);
+               WriteCoord(MSG_ENTITY, self.hook_end_z);
+       }
+       return TRUE;
 }
-
-void exteriorlgbeam_think()
+.entity lgbeam;
+.float prevlgfire;
+void lgbeam_think()
 {
-       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.exteriorlgbeam || self.owner.BUTTON_ATCK == 0)
+       self.owner.prevlgfire = time;
+       if (self != self.owner.lgbeam)
        {
-               sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
                remove(self);
                return;
        }
-
-       if (time - self.shot_spread + random() * 0.2 > 0)
+       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)
        {
-               self.shot_spread = time + 2;
-               sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
+               if(self == self.owner.lgbeam)
+                       self.owner.lgbeam = world;
+               remove(self);
+               return;
        }
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = max(0, self.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
-
        self.nextthink = time;
 
        makevectors(self.owner.v_angle);
-       vector angle;
-       angle = v_forward;
 
-       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"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+       float dt, f;
+       dt = frametime;
+       if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+       {
+               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") + trace_ent.velocity * cvar("g_balance_electro_primary_velocityfactor") + '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);
-       }
+               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));
 
-       self.angles = '0 0 0';
-       self.scale = vlen(gettaginfo(self, 0) - trace_endpos) / 256 * (0.75 + 0.75 * random());
+               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);
 
-       // v_forward, v_right, v_up now are the ACTUAL directions
-       // express self.angles in terms of them to aim at target!
-       self.angles = vectoangles('1 0 0' * (angle * v_forward) + '0 -1 0' * (angle * v_right) + '0 0 1' * (angle * v_up));
+       // draw effect
+       if(w_shotorg != self.hook_start)
+       {
+               self.SendFlags |= 2;
+               self.hook_start = w_shotorg;
+       }
+       if(w_shotend != self.hook_end)
+       {
+               self.SendFlags |= 4;
+               self.hook_end = w_shotend;
+       }
 }
 
 // experimental lightning gun
 void W_Electro_Attack3 (void)
 {
+       // only play fire sound if 0.5 sec has passed since player let go the fire button
+       if(time - self.prevlgfire > 0.5)
+       {
+               sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+       }
+
        entity beam, oldself;
 
        self.lgbeam = beam = spawn();
-       setmodel(beam,"models/turrets/phaser_beam.md3");
-       beam.effects = EF_LOWPRECISION;
        beam.solid = SOLID_NOT;
        beam.think = lgbeam_think;
        beam.owner = self;
        beam.movetype = MOVETYPE_NONE;
-       if(gettagindex(self.weaponentity, "shot"))
-               setattachment(beam, self.weaponentity, "shot");
-       else
-               setattachment(beam, self.weaponentity, "tag_shot");
-
-       oldself = self;
-       self = beam;
-       self.think();
-       self = oldself;
-
-       self.exteriorlgbeam = beam = spawn();
-       setmodel(beam,"models/turrets/phaser_beam.md3");
-       beam.effects = EF_LOWPRECISION;
-       beam.solid = SOLID_NOT;
-       beam.think = exteriorlgbeam_think;
-       beam.owner = self;
-       beam.movetype = MOVETYPE_NONE;
-       //beam.viewmodelforclient = self;
-       if(self.weaponentity.oldorigin_x > 0)
-       {
-               setattachment(beam, self.exteriorweaponentity, "");
-               setorigin(beam, self.weaponentity.oldorigin);
-       }
-       else
-       {
-               if(gettagindex(self.exteriorweaponentity, "shot"))
-                       setattachment(beam, self.exteriorweaponentity, "shot");
-               else
-                       setattachment(beam, self.exteriorweaponentity, "tag_shot");
-       }
-
        beam.shot_spread = 0;
        beam.bot_dodge = TRUE;
        beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
+       Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
 
        oldself = self;
        self = beam;
@@ -302,6 +310,15 @@ void W_Electro_Attack3 (void)
        self = oldself;
 }
 
+void ElectroInit()
+{
+       weapon_action(WEP_ELECTRO, WR_PRECACHE);
+       electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
+       electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
+       electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
+       electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
+}
+
 void spawnfunc_weapon_electro (void)
 {
        weapon_defaultspawnfunc(WEP_ELECTRO);
@@ -353,11 +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();
                                        }
@@ -370,7 +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)
@@ -394,12 +418,19 @@ float w_electro(float req)
                precache_sound ("weapons/electro_impact.wav");
                precache_sound ("weapons/electro_impact_combo.wav");
                if(cvar("g_balance_electro_lightning"))
-                       precache_sound ("weapons/crylink_fire2.wav");
+               {
+                       precache_sound ("weapons/lgbeam_fire.wav");
+               }
        }
        else if (req == WR_SETUP)
                weapon_setup(WEP_ELECTRO);
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+       {
+               if(cvar("g_balance_electro_lightning"))
+                       return !cvar("g_balance_electro_primary_ammo") || (self.ammo_cells > 0);
+               else
+                       return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+       }
        else if (req == WR_CHECKAMMO2)
                return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
        else if (req == WR_RESETPLAYER)
@@ -447,27 +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;