]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_electro.qc
Merge remote branch 'origin/fruitiex/fruitbalance' into divVerent/fruitbalance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
index 45168cdacf66fcf60d685f5521ec16f64e2a25aa..fed520492c5857d644cc090c7533ad4ffb87f77a 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");
@@ -184,19 +184,129 @@ void W_Electro_Attack2()
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
 }
 
+.vector hook_start, hook_end;
+float lgbeam_send(entity to, float sf)
+{
+       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)
+       {
+               WriteByte(MSG_ENTITY, num_for_edict(self.owner));
+       }
+       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;
+}
+.entity lgbeam;
+.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)
+       {
+               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;
+
+       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);
+
+       // 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") * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
+               W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
+       }
+
+       // draw effect
+       if(org != self.hook_start)
+       {
+               self.SendFlags |= 2;
+               self.hook_start = org;
+       }
+       if(endpos != self.hook_end)
+       {
+               self.SendFlags |= 4;
+               self.hook_end = endpos;
+       }
+}
+
 // experimental lightning gun
 void W_Electro_Attack3 (void)
 {
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
-       W_SetupShot (self, TRUE, 0, "weapons/crylink_fire2.wav", cvar("g_balance_electro_primary_damage"));
-
-       traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_electro_primary_radius"), FALSE, self, ANTILAG_LATENCY(self));
+       // 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);
+       }
 
-       te_lightning1(self, w_shotorg, trace_endpos);
+       entity beam, oldself;
+
+       self.lgbeam = beam = spawn();
+       beam.solid = SOLID_NOT;
+       beam.think = lgbeam_think;
+       beam.owner = self;
+       beam.movetype = MOVETYPE_NONE;
+       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;
+       self.think();
+       self = oldself;
+}
 
-       if (trace_fraction < 1)
-               Damage(trace_ent, self, self, cvar("g_balance_electro_primary_damage"), WEP_ELECTRO | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_electro_primary_force") * w_shotdir);
+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)
@@ -220,6 +330,7 @@ void w_electro_checkattack()
 }
 
 .float bot_secondary_electromooth;
+.float BUTTON_ATCK_prev;
 float w_electro(float req)
 {
        if (req == WR_AIM)
@@ -248,15 +359,28 @@ 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"))
-                               W_Electro_Attack3();
-                       else
-                               W_Electro_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
+                       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)
+                                       {
+                                               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 {
+                       self.BUTTON_ATCK_prev = 0;
                }
-               if (self.BUTTON_ATCK2 && !cvar("g_balance_electro_lightning"))
+
+               if (self.BUTTON_ATCK2)
                if (time >= self.electro_secondarytime)
                if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
                {
@@ -277,40 +401,21 @@ 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");
-       else if (req == WR_CHECKAMMO2)
-               return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
-       else if (req == WR_SUICIDEMESSAGE)
        {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "could not remember where they put plasma";
-               else
-                       w_deathtypestring = "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";
-                       else // unchecked: BOUNCE
-                               w_deathtypestring = "got in touch with #'s blue ball";
-               }
+               if(cvar("g_balance_electro_lightning"))
+                       return self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire");
                else
-               {
-                       if(w_deathtype & HITTYPE_BOUNCE) // combo
-                               w_deathtypestring = "felt the electrifying air of #'s combo";
-                       else if(w_deathtype & HITTYPE_SPLASH)
-                               w_deathtypestring = "got too close to #'s blue beam";
-                       else
-                               w_deathtypestring = "was blasted by #'s blue beam";
-               }
+                       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;
@@ -353,6 +458,32 @@ float w_electro(float req)
                precache_sound("weapons/electro_impact.wav");
                precache_sound("weapons/electro_impact_combo.wav");
        }
+       else if (req == WR_SUICIDEMESSAGE)
+       {
+               if(w_deathtype & HITTYPE_SECONDARY)
+                       w_deathtypestring = "could not remember where they put plasma";
+               else
+                       w_deathtypestring = "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";
+                       else // unchecked: BOUNCE
+                               w_deathtypestring = "got in touch with #'s blue ball";
+               }
+               else
+               {
+                       if(w_deathtype & HITTYPE_BOUNCE) // combo
+                               w_deathtypestring = "felt the electrifying air of #'s combo";
+                       else if(w_deathtype & HITTYPE_SPLASH)
+                               w_deathtypestring = "got too close to #'s blue beam";
+                       else
+                               w_deathtypestring = "was blasted by #'s blue beam";
+               }
+       }
        return TRUE;
 }
 #endif