X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhagar.qc;h=03855e316e7c1c9f4be758095ad057c06fa5c835;hp=5272e6060a8fdab0c417ab986c96898fe2097f07;hb=070ebb9d95214bf817392d9286608c812a2a7bd9;hpb=e57fd111a3279a4aa4789e2c72f9c819a56c7be9 diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index 5272e6060..03855e316 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -1,14 +1,13 @@ #include "hagar.qh" #ifdef SVQC -spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); } // NO bounce protection, as bounces are limited! void W_Hagar_Explode(entity this, entity directhitentity) { this.event_damage = func_null; - RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity); + RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); delete(this); } @@ -21,7 +20,7 @@ void W_Hagar_Explode_use(entity this, entity actor, entity trigger) void W_Hagar_Explode2(entity this, entity directhitentity) { this.event_damage = func_null; - RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity); + RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); delete(this); } @@ -31,9 +30,9 @@ void W_Hagar_Explode2_use(entity this, entity actor, entity trigger) W_Hagar_Explode2(this, trigger); } -void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { - if(this.health <= 0) + if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0) return; float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true) @@ -48,10 +47,10 @@ void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode)) return; // g_projectiles_damage says to halt - this.health = this.health - damage; + TakeResource(this, RESOURCE_HEALTH, damage); this.angles = vectoangles(this.velocity); - if(this.health <= 0) + if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0) W_PrepareExplosionByDamage(this, attacker, getthink(this)); } @@ -82,7 +81,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity); - W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), WEP_HAGAR.m_id); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -92,7 +91,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage); missile.takedamage = DAMAGE_YES; - missile.health = WEP_CVAR_PRI(hagar, health); + SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_PRI(hagar, health)); missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; @@ -104,6 +103,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id; + missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); @@ -127,7 +127,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity); - W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -137,7 +137,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); missile.takedamage = DAMAGE_YES; - missile.health = WEP_CVAR_SEC(hagar, health); + SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health)); missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; @@ -150,6 +150,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; + missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); @@ -182,14 +183,14 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + shots = actor.(weaponentity).hagar_load; + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, WEP_HAGAR.m_id | HITTYPE_SECONDARY); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); forward = v_forward; right = v_right; up = v_up; - shots = actor.(weaponentity).hagar_load; missile = NULL; for(counter = 0; counter < shots; ++counter) { @@ -199,7 +200,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); missile.takedamage = DAMAGE_YES; - missile.health = WEP_CVAR_SEC(hagar, health); + SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health)); missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; @@ -211,6 +212,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; + missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); set_movetype(missile, MOVETYPE_FLY); @@ -248,17 +250,12 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor); actor.(weaponentity).hagar_load = 0; - - if(weaponslot(weaponentity) == 0) - actor.hagar_load = 0; } void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) { // loadable hagar secondary attack, must always run each frame - if(round_handler_IsActive() && !round_handler_IsRoundStarted()) - return; - if(time < game_starttime) + if(time < game_starttime || time < actor.race_penalty || timeout_status == TIMEOUT_ACTIVE) return; bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max); @@ -270,7 +267,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) else if(autocvar_g_balance_hagar_reload_ammo) enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); else - enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); + enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo); bool stopped = loaded || !enough_ammo; @@ -284,8 +281,6 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) actor.(weaponentity).state = WS_READY; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo actor.(weaponentity).hagar_load = 0; - if(weaponslot(weaponentity) == 0) - actor.hagar_load = 0; sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); // pause until we can load rockets again, once we re-press the alt fire button @@ -366,7 +361,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR) + if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1)) { w_ready(thiswep, actor, weaponentity, fire); return; @@ -405,8 +400,6 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { float loadable_secondary; loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); - if(weaponslot(weaponentity) == 0) - actor.hagar_load = actor.(weaponentity).hagar_load; if(loadable_secondary) W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame @@ -438,7 +431,6 @@ METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponent } METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { - actor.hagar_load = 0; actor.(weaponentity).hagar_loadblock = false; if(actor.(weaponentity).hagar_load) { @@ -448,19 +440,18 @@ METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity) } METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); return ammo_amount; } METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor)) { - actor.hagar_load = 0; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot];