]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_electro.qc
fix ammo usage, and revert the size change to the electro blobs, it's not even needed...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
index 5e52e39342887189412b043fb911847eda32dd72..1959d9a983bf90a28a3d36cf0940654dd2c7f468 100644 (file)
@@ -142,7 +142,7 @@ 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);
@@ -166,7 +166,7 @@ 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");
@@ -185,9 +185,10 @@ void W_Electro_Attack2()
 }
 
 .entity lgbeam, exteriorlgbeam;
+.float nextdamagethink;
 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.lgbeam)
+       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)
        {
                remove(self);
                return;
@@ -207,9 +208,10 @@ void lgbeam_think()
        self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
 }
 
+// execute each frame to update the beam visuals, but only apply damage at intervals of "refire" to prevent massive hitsound spam
 void exteriorlgbeam_think()
 {
-       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.exteriorlgbeam)
+       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)
        {
                sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
                remove(self);
@@ -222,9 +224,6 @@ void exteriorlgbeam_think()
                sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
        }
 
-       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);
@@ -233,12 +232,20 @@ void exteriorlgbeam_think()
 
        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));
 
-       // apply the damage
-       if(trace_fraction < 1)
+       if(self.nextdamagethink <= time)
        {
-               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);
+               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") * cvar("g_balance_electro_primary_refire"));
+
+               // apply the damage
+               if(trace_fraction < 1)
+               {
+                       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") * cvar("g_balance_electro_primary_refire"), WEP_ELECTRO, trace_endpos, force * cvar("g_balance_electro_primary_refire"));
+                       W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
+               }
+               self.nextdamagethink = time + cvar("g_balance_electro_primary_refire");
        }
 
        self.angles = '0 0 0';
@@ -352,21 +359,27 @@ float w_electro(float req)
        else if (req == WR_THINK)
        {
                if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
                {
-                       if(cvar("g_balance_electro_lightning"))
+                       if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
                        {
-                               if (self.BUTTON_ATCK_prev == 0)
+                               if(cvar("g_balance_electro_lightning"))
                                {
-                                       W_Electro_Attack3();
+                                       if (self.BUTTON_ATCK_prev == 0)
+                                       {
+                                               W_Electro_Attack3();
+                                       }
+                                       self.BUTTON_ATCK_prev = 1;
                                }
+                               else
+                               {
+                                       W_Electro_Attack();
+                               }
+                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
                        }
-                       else
-                       {
-                               W_Electro_Attack();
-                       }
-                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
+               } else {
+                       self.BUTTON_ATCK_prev = 0;
                }
+
                if (self.BUTTON_ATCK2)
                if (time >= self.electro_secondarytime)
                if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
@@ -393,14 +406,18 @@ float w_electro(float req)
        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 self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire");
+               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)
        {
                self.electro_secondarytime = time;
        }
-       self.BUTTON_ATCK_prev = self.BUTTON_ATCK;
        return TRUE;
 };
 #endif