X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Frpc.qc;h=48dc36b6588b0879d5356443bef11b64f52fa3c4;hp=f901d11593d2951ccf0e542002be2d4230886f85;hb=a9c8e78b3bd0db89cb261c7b7f7e94a7903240e0;hpb=585860c962df7da3cdc76f0b4e87ba4e028e42d5 diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qc b/qcsrc/common/mutators/mutator/overkill/rpc.qc index f901d11593..48dc36b658 100644 --- a/qcsrc/common/mutators/mutator/overkill/rpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/rpc.qc @@ -8,7 +8,7 @@ void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity) this.event_damage = func_null; this.takedamage = DAMAGE_NO; - RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, directhitentity); + RadiusDamage (this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, directhitentity); delete(this); } @@ -55,9 +55,9 @@ void W_RocketPropelledChainsaw_Think(entity this) tracebox(this.origin, this.mins, this.maxs, this.origin + this.pos1 * (2 * this.wait), MOVE_NORMAL, this); if(IS_PLAYER(trace_ent)) - Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force)); + Damage (trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR_PRI(rpc, force)); - this.velocity = this.pos1 * (this.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime)); + this.velocity = this.pos1 * (this.cnt + (WEP_CVAR_PRI(rpc, speedaccel) * sys_frametime)); UpdateCSQCProjectile(this); this.nextthink = time; @@ -68,18 +68,18 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor); entity flash = spawn (); - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity); - W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(rpc, ammo), weaponentity); + W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage)); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); PROJECTILE_MAKETRIGGER(missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; - missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2; + missile.bot_dodgerating = WEP_CVAR_PRI(rpc, damage) * 2; missile.takedamage = DAMAGE_YES; - missile.damageforcescale = WEP_CVAR(rpc, damageforcescale); - missile.health = WEP_CVAR(rpc, health); + missile.damageforcescale = WEP_CVAR_PRI(rpc, damageforcescale); + missile.health = WEP_CVAR_PRI(rpc, health); missile.event_damage = W_RocketPropelledChainsaw_Damage; missile.damagedbycontents = true; IL_PUSH(g_damagedbycontents, missile); @@ -89,12 +89,12 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point - W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0); + W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(rpc, speed), 0); settouch(missile, W_RocketPropelledChainsaw_Touch); setthink(missile, W_RocketPropelledChainsaw_Think); - missile.cnt = time + WEP_CVAR(rpc, lifetime); + missile.cnt = time + WEP_CVAR_PRI(rpc, lifetime); missile.nextthink = time; missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); @@ -113,46 +113,113 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(rpc, speed), 0, WEP_CVAR_PRI(rpc, lifetime), false); } METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) { - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - if (fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire))) - { - W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready); - } - } - - if (fire & 2) - { - // to-do - } - } + if ((WEP_CVAR_SEC(rpc, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval)) + { + // Secondary uses it's own refire timer if refire_type is 1. + actor.jump_interval = time + WEP_CVAR_SEC(rpc, refire) * W_WeaponRateFactor(actor); + // Ugly hack to reuse the fire mode of the blaster. + makevectors(actor.v_angle); + Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack + actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(rpc, shotangle), + WEP_CVAR_SEC(rpc, damage), + WEP_CVAR_SEC(rpc, edgedamage), + WEP_CVAR_SEC(rpc, radius), + WEP_CVAR_SEC(rpc, force), + WEP_CVAR_SEC(rpc, speed), + WEP_CVAR_SEC(rpc, spread), + WEP_CVAR_SEC(rpc, delay), + WEP_CVAR_SEC(rpc, lifetime) + ); + actor.(weaponentity).m_weapon = oldwep; + if ((actor.(weaponentity).wframe == WFRAME_IDLE) || + (actor.(weaponentity).wframe == WFRAME_FIRE2)) + { + // Set secondary fire animation. + vector a = '0 0 0'; + actor.(weaponentity).wframe = WFRAME_FIRE2; + a = actor.(weaponentity).anim_fire2; + a.z *= g_weaponratefactor; + FOREACH_CLIENT(true, LAMBDA( + if (it == actor || (IS_SPEC(it) && it.enemy == actor)) + { + wframe_send(it, actor.(weaponentity), a, true); + } + )); + animdecide_setaction(actor, ANIMACTION_SHOOT, true); + } + } + if (WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(rpc, ammo)) + { + // Forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + return; + } + if (fire & 1) // Primary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rpc, refire))) + { + return; + } + W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(rpc, animtime), w_ready); + return; + } + if ((fire & 2) && (WEP_CVAR_SEC(rpc, refire_type) == 0)) // Secondary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(rpc, refire))) + { + return; + } + // ugly instagib hack to reuse the fire mode of the laser + makevectors(actor.v_angle); + Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack + actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(rpc, shotangle), + WEP_CVAR_SEC(rpc, damage), + WEP_CVAR_SEC(rpc, edgedamage), + WEP_CVAR_SEC(rpc, radius), + WEP_CVAR_SEC(rpc, force), + WEP_CVAR_SEC(rpc, speed), + WEP_CVAR_SEC(rpc, spread), + WEP_CVAR_SEC(rpc, delay), + WEP_CVAR_SEC(rpc, lifetime) + ); + actor.(weaponentity).m_weapon = oldwep; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(rpc, animtime), w_ready); + } } METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(rpc, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo); - return ammo_amount; + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rpc, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_PRI(rpc, ammo); + return ammo_amount; } METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - return false; + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rpc, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_SEC(rpc, ammo); + return ammo_amount; } METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, weaponentity, WEP_CVAR(rpc, ammo), SND_RELOAD); + W_Reload(actor, weaponentity, WEP_CVAR_PRI(rpc, ammo), SND_RELOAD); } METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))