X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshockwave.qc;h=7c775be2fdc39431ba18bdbb3188b4d513bc2c86;hp=823aac11c1d223a35ab068280503eb628194aa7b;hb=9e8ea75b9aacffc5cfa18c8852c4dd9ffdbd3192;hpb=d365412f17cdfe9f8cc49fbeb54f9a636352fab5 diff --git a/qcsrc/common/weapons/weapon/shockwave.qc b/qcsrc/common/weapons/weapon/shockwave.qc index 823aac11c..7c775be2f 100644 --- a/qcsrc/common/weapons/weapon/shockwave.qc +++ b/qcsrc/common/weapons/weapon/shockwave.qc @@ -1,105 +1,16 @@ #include "shockwave.qh" -#ifndef IMPLEMENTATION -CLASS(Shockwave, Weapon) -/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none); -/* impulse */ ATTRIB(Shockwave, impulse, int, 2); -/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC); -/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW); -/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0'); -/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun"); -#ifdef GAMEQC -/* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM); -#endif -/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun"); -/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7); -/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave"); -/* refname */ ATTRIB(Shockwave, netname, string, "shockwave"); -/* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, blast_animtime, float, NONE) \ - P(class, prefix, blast_damage, float, NONE) \ - P(class, prefix, blast_distance, float, NONE) \ - P(class, prefix, blast_edgedamage, float, NONE) \ - P(class, prefix, blast_force, float, NONE) \ - P(class, prefix, blast_force_forwardbias, float, NONE) \ - P(class, prefix, blast_force_zscale, float, NONE) \ - P(class, prefix, blast_jump_damage, float, NONE) \ - P(class, prefix, blast_jump_edgedamage, float, NONE) \ - P(class, prefix, blast_jump_force, float, NONE) \ - P(class, prefix, blast_jump_force_velocitybias, float, NONE) \ - P(class, prefix, blast_jump_force_zscale, float, NONE) \ - P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \ - P(class, prefix, blast_jump_multiplier_distance, float, NONE) \ - P(class, prefix, blast_jump_multiplier_min, float, NONE) \ - P(class, prefix, blast_jump_radius, float, NONE) \ - P(class, prefix, blast_multiplier_accuracy, float, NONE) \ - P(class, prefix, blast_multiplier_distance, float, NONE) \ - P(class, prefix, blast_multiplier_min, float, NONE) \ - P(class, prefix, blast_refire, float, NONE) \ - P(class, prefix, blast_splash_damage, float, NONE) \ - P(class, prefix, blast_splash_edgedamage, float, NONE) \ - P(class, prefix, blast_splash_force, float, NONE) \ - P(class, prefix, blast_splash_force_forwardbias, float, NONE) \ - P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \ - P(class, prefix, blast_splash_multiplier_distance, float, NONE) \ - P(class, prefix, blast_splash_multiplier_min, float, NONE) \ - P(class, prefix, blast_splash_radius, float, NONE) \ - P(class, prefix, blast_spread_max, float, NONE) \ - P(class, prefix, blast_spread_min, float, NONE) \ - P(class, prefix, melee_animtime, float, NONE) \ - P(class, prefix, melee_damage, float, NONE) \ - P(class, prefix, melee_delay, float, NONE) \ - P(class, prefix, melee_force, float, NONE) \ - P(class, prefix, melee_multihit, float, NONE) \ - P(class, prefix, melee_no_doubleslap, float, NONE) \ - P(class, prefix, melee_nonplayerdamage, float, NONE) \ - P(class, prefix, melee_range, float, NONE) \ - P(class, prefix, melee_refire, float, NONE) \ - P(class, prefix, melee_swing_side, float, NONE) \ - P(class, prefix, melee_swing_up, float, NONE) \ - P(class, prefix, melee_time, float, NONE) \ - P(class, prefix, melee_traces, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, weaponreplace, string, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ - END() - W_PROPS(X, Shockwave, shockwave) -#undef X - -ENDCLASS(Shockwave) -REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave)); - - -#ifdef CSQC -void Net_ReadShockwaveParticle(); -.vector sw_shotorg; -.vector sw_shotdir; -.float sw_distance; -.float sw_spread_max; -.float sw_spread_min; -.float sw_time; -#endif -#endif -#ifdef IMPLEMENTATION REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE) #ifdef SVQC -spawnfunc(weapon_shockwave) +METHOD(Shockwave, m_spawnfunc_hookreplace, Weapon(Shockwave this, entity e)) { //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO - if(autocvar_sv_q3acompat_machineshotgunswap) - if(this.classname != "droppedweapon") + if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e)) { - weapon_defaultspawnfunc(this, WEP_MACHINEGUN); - return; + return WEP_MACHINEGUN; } - weapon_defaultspawnfunc(this, WEP_SHOCKWAVE); + return this; } const float MAX_SHOCKWAVE_HITS = 10; @@ -188,6 +99,7 @@ void W_Shockwave_Melee_Think(entity this) this.realowner, swing_damage, (WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY), + this.weaponentity_fld, (this.realowner.origin + this.realowner.view_ofs), (v_forward * WEP_CVAR(shockwave, melee_force)) ); @@ -197,14 +109,14 @@ void W_Shockwave_Melee_Think(entity this) { accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); } #ifdef DEBUG_SHOCKWAVE - LOG_INFO(sprintf( - "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n", + LOG_INFOF( + "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.", this.realowner.netname, target_victim.netname, swing_damage, swing_factor, time - )); + ); #endif // allow multiple hits with one swing, but not against the same player twice @@ -244,7 +156,8 @@ void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int f meleetemp.owner = meleetemp.realowner = actor; setthink(meleetemp, W_Shockwave_Melee_Think); meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor); - W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range)); + meleetemp.weaponentity_fld = weaponentity; + W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range), WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY); } // SHOCKWAVE ATTACK MODE @@ -367,7 +280,7 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) float i, queue = 0; // set up the shot direction - W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage)); + W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage), WEP_SHOCKWAVE.m_id); vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance))); WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor); vector attack_hitpos = trace_endpos; @@ -398,21 +311,14 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) false ); - float lag = ANTILAG_LATENCY(actor); + float lag = ((IS_REAL_CLIENT(actor)) ? ANTILAG_LATENCY(actor) : 0); + bool noantilag = ((IS_CLIENT(actor)) ? CS(actor).cvar_cl_noantilag : false); if(lag < 0.001) lag = 0; - if (!IS_REAL_CLIENT(actor)) - lag = 0; - if(autocvar_g_antilag == 0 || actor.cvar_cl_noantilag) + if(autocvar_g_antilag == 0 || noantilag) lag = 0; // only do hitscan, but no antilag if(lag) - { - FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_takeback(it, CS(it), time - lag)); - IL_EACH(g_monsters, it != actor, - { - antilag_takeback(it, it, time - lag); - }); - } + antilag_takeback_all(actor, lag); while(head) { @@ -460,7 +366,7 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) ); // figure out the direction of force - vel = normalize(vec3(head.velocity.x, head.velocity.y, 0)); + vel = normalize(vec2(head.velocity)); vel *= ( bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1) @@ -480,20 +386,21 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) actor, final_damage, WEP_SHOCKWAVE.m_id, + weaponentity, head.origin, final_force ); #ifdef DEBUG_SHOCKWAVE - LOG_INFO(sprintf( + LOG_INFOF( "SELF HIT: multiplier = %f, damage = %f, force = %f... " - "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n", + "multiplier_from_accuracy = %f, multiplier_from_distance = %f.", multiplier, final_damage, vlen(final_force), multiplier_from_accuracy, multiplier_from_distance - )); + ); #endif } else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius)) @@ -548,15 +455,15 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); } #ifdef DEBUG_SHOCKWAVE - LOG_INFO(sprintf( + LOG_INFOF( "SPLASH HIT: multiplier = %f, damage = %f, force = %f... " - "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n", + "multiplier_from_accuracy = %f, multiplier_from_distance = %f.", multiplier, final_damage, vlen(final_force), multiplier_from_accuracy, multiplier_from_distance - )); + ); #endif } } @@ -637,15 +544,15 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); } #ifdef DEBUG_SHOCKWAVE - LOG_INFO(sprintf( + LOG_INFOF( "BLAST HIT: multiplier = %f, damage = %f, force = %f... " - "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n", + "multiplier_from_accuracy = %f, multiplier_from_distance = %f.", multiplier, final_damage, vlen(final_force), multiplier_from_accuracy, multiplier_from_distance - )); + ); #endif } } @@ -664,6 +571,7 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) actor, final_damage, WEP_SHOCKWAVE.m_id, + weaponentity, head.origin, final_force ); @@ -672,12 +580,12 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage); #ifdef DEBUG_SHOCKWAVE - LOG_INFO(sprintf( - "SHOCKWAVE by %s: damage = %f, force = %f.\n", + LOG_INFOF( + "SHOCKWAVE by %s: damage = %f, force = %f.", actor.netname, final_damage, vlen(final_force) - )); + ); #endif shockwave_hit[i-1] = NULL; @@ -686,13 +594,7 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) } if(lag) - { - FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_restore(it, CS(it))); - IL_EACH(g_monsters, it != actor, - { - antilag_restore(it, it); - }); - } + antilag_restore_all(actor); } METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) @@ -885,4 +787,3 @@ METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif