X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvaporizer.qc;h=2ece549321f0a63abda2e02d825c7718d308ef30;hp=ecf38d2fd136b142e5dd2feb21b7b4f98dacedd4;hb=5fd24f44d110c8a0c308ca7eab5be987bb9c49a5;hpb=cd141fba8a7c59fef4b0e98eee651943b18cd99d diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index ecf38d2fd..2ece54932 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -14,38 +14,42 @@ CLASS(Vaporizer, Weapon) /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex"); /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer"); /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, animtime, float, PRI) \ + P(class, prefix, damage, float, PRI) \ + P(class, prefix, refire, float, PRI) \ + P(class, prefix, ammo, float, SEC) \ + P(class, prefix, animtime, float, SEC) \ + P(class, prefix, damage, float, SEC) \ + P(class, prefix, delay, float, SEC) \ + P(class, prefix, edgedamage, float, SEC) \ + P(class, prefix, force, float, SEC) \ + P(class, prefix, lifetime, float, SEC) \ + P(class, prefix, radius, float, SEC) \ + P(class, prefix, refire, float, SEC) \ + P(class, prefix, shotangle, float, SEC) \ + P(class, prefix, speed, float, SEC) \ + P(class, prefix, spread, float, SEC) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, 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, Vaporizer, vaporizer) +#undef X + ENDCLASS(Vaporizer) -REGISTER_WEAPON(VAPORIZER, NEW(Vaporizer)); - -#define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer) -#define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, PRI, ammo) \ - w_cvar(id, sn, PRI, animtime) \ - w_cvar(id, sn, PRI, damage) \ - w_cvar(id, sn, PRI, refire) \ - w_cvar(id, sn, SEC, ammo) \ - w_cvar(id, sn, SEC, animtime) \ - w_cvar(id, sn, SEC, damage) \ - w_cvar(id, sn, SEC, delay) \ - w_cvar(id, sn, SEC, edgedamage) \ - w_cvar(id, sn, SEC, force) \ - w_cvar(id, sn, SEC, lifetime) \ - w_cvar(id, sn, SEC, radius) \ - w_cvar(id, sn, SEC, refire) \ - w_cvar(id, sn, SEC, shotangle) \ - w_cvar(id, sn, SEC, speed) \ - w_cvar(id, sn, SEC, spread) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer)); + #ifdef SVQC -VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float vaporizer_lasthit; .float jump_interval; .float jump_interval2; @@ -56,6 +60,109 @@ VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #endif #ifdef IMPLEMENTATION + +REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE) + +#if defined(SVQC) +void SendCSQCVaporizerBeamParticle(entity player, int hit) { + vector v; + v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); + WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE); + WriteCoord(MSG_BROADCAST, w_shotorg.x); + WriteCoord(MSG_BROADCAST, w_shotorg.y); + WriteCoord(MSG_BROADCAST, w_shotorg.z); + WriteCoord(MSG_BROADCAST, v.x); + WriteCoord(MSG_BROADCAST, v.y); + WriteCoord(MSG_BROADCAST, v.z); + WriteByte(MSG_BROADCAST, hit); + WriteByte(MSG_BROADCAST, etof(player)); + WriteByte(MSG_BROADCAST, player.team); +} +#elif defined(CSQC) +bool autocvar_cl_vaporizerbeam_particle = false; +float autocvar_cl_vaporizerbeam_lifetime = 0.8; +float autocvar_cl_vaporizerbeam_colorboost = 0.7; + +string Draw_VaporizerBeam_trace_callback_tex; +float Draw_VaporizerBeam_trace_callback_rnd; +vector Draw_VaporizerBeam_trace_callback_rgb; +float Draw_VaporizerBeam_trace_callback_a; +void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end) +{ + float i; + vector vorg; + vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin); + for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i) + Draw_CylindricLine(hit, start, 8, Draw_VaporizerBeam_trace_callback_tex, 0.25, Draw_VaporizerBeam_trace_callback_rnd, Draw_VaporizerBeam_trace_callback_rgb, min(1, Draw_VaporizerBeam_trace_callback_a - i), DRAWFLAG_NORMAL, vorg); + Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8; +} + +.vector vorg1, vorg2; +.float spawn_time; +void VaporizerBeam_Draw(entity this) +{ + //draw either the old v2.3 beam or the new beam + particles_alphamin = particles_alphamax = particles_fade = 1; + + string tex = "particles/lgbeam"; + if(this.cnt) + tex = "particles/gauntletbeam"; + vector rgb; + //entity e = CSQCModel_server2csqc(this.sv_entnum - 1); + //if (e == NULL) + //{ + rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true); + //rgb = '1 1 1'; + //} + //else + // rgb = e.glowmod; + rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost); + + float fail = (this.nextthink - time); + + Draw_VaporizerBeam_trace_callback_tex = tex; + Draw_VaporizerBeam_trace_callback_rnd = 0; + Draw_VaporizerBeam_trace_callback_rgb = rgb; + Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1); + WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, world, world, Draw_VaporizerBeam_trace_callback); + Draw_VaporizerBeam_trace_callback_tex = string_null; + + /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2)) + if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo())) + WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); + else + WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/ +} + +NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) +{ + Net_Accept(vortex_beam); + this.think = SUB_Remove_self; + this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10); + this.draw = VaporizerBeam_Draw; + this.drawmask = MASK_NORMAL; + + this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord(); + this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord(); + this.cnt = ReadByte(); + int myowner = ReadByte(); + this.owner = playerslots[myowner - 1]; + this.sv_entnum = myowner; + this.team = ReadByte() - 1; + + if(autocvar_cl_vaporizerbeam_particle) + { + WarpZone_TrailParticles(world, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2); + this.draw = func_null; + this.drawmask = MASK_NORMAL; + remove(this); + } + + pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1); + return true; +} +#endif + #ifdef SVQC spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); } spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); } @@ -85,6 +192,9 @@ void W_Vaporizer_Attack(Weapon thiswep) damage_goodhits = 0; FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); + // do this now, as goodhits is disabled below + SendCSQCVaporizerBeamParticle(self, damage_goodhits); + if(yoda && flying) Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); if(damage_goodhits && self.vaporizer_lasthit) @@ -95,12 +205,6 @@ void W_Vaporizer_Attack(Weapon thiswep) self.vaporizer_lasthit = damage_goodhits; - Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - - // teamcolor / hit beam effect - vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); - Send_Effect((damage_goodhits ? EFFECT_VAPORIZER_HIT(self.team) : EFFECT_VAPORIZER(self.team)), w_shotorg, v, 1); - if(autocvar_g_rm) if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT))) W_RocketMinsta_Explosion(trace_endpos); @@ -108,12 +212,12 @@ void W_Vaporizer_Attack(Weapon thiswep) W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); } -void W_RocketMinsta_Laser_Explode (void) +void W_RocketMinsta_Laser_Explode () {SELFPARAM(); if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) - if(other.deadflag == DEAD_NO) + if(!IS_DEAD(other)) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); @@ -123,7 +227,7 @@ void W_RocketMinsta_Laser_Explode (void) remove(self); } -void W_RocketMinsta_Laser_Touch (void) +void W_RocketMinsta_Laser_Touch () {SELFPARAM(); PROJECTILE_TOUCH; //W_RocketMinsta_Laser_Explode (); @@ -131,7 +235,7 @@ void W_RocketMinsta_Laser_Touch (void) remove(self); } -void W_RocketMinsta_Attack2(void) +void W_RocketMinsta_Attack2() {SELFPARAM(); makevectors(self.v_angle); @@ -141,10 +245,10 @@ void W_RocketMinsta_Attack2(void) float spread = autocvar_g_rm_laser_spread; float rndspread = autocvar_g_rm_laser_spread_random; - float w = self.weapon; - self.weapon = WEP_ELECTRO.m_id; + Weapon w = PS(self).m_weapon; + PS(self).m_weapon = WEP_ELECTRO; W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage); - self.weapon = w; + PS(self).m_weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -185,7 +289,7 @@ void W_RocketMinsta_Attack2(void) } } -void W_RocketMinsta_Attack3 (void) +void W_RocketMinsta_Attack3 () {SELFPARAM(); makevectors(self.v_angle); @@ -193,10 +297,10 @@ void W_RocketMinsta_Attack3 (void) float counter = 0; float total = 1; - int w = self.weapon; - self.weapon = WEP_ELECTRO.m_id; + Weapon w = PS(self).m_weapon; + PS(self).m_weapon = WEP_ELECTRO; W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage); - self.weapon = w; + PS(self).m_weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -237,28 +341,26 @@ void W_RocketMinsta_Attack3 (void) METHOD(Vaporizer, wr_aim, void(entity thiswep)) { - if(self.WEP_AMMO(VAPORIZER) > 0) + if(self.(thiswep.ammo_field) > 0) self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false); else self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars } - METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, int slot, int fire)) + METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); // if the laser uses load, we also consider its ammo for reloading if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); + thiswep.wr_reload(thiswep, actor, weaponentity); } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); + thiswep.wr_reload(thiswep, actor, weaponentity); } if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor)) { - if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(vaporizer, refire))) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire))) { W_Vaporizer_Attack(thiswep); - weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); } } if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm)) @@ -294,8 +396,8 @@ void W_RocketMinsta_Attack3 (void) // ugly instagib hack to reuse the fire mode of the laser makevectors(actor.v_angle); - int oldwep = actor.weapon; // we can't avoid this hack - actor.weapon = WEP_BLASTER.m_id; + Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack + PS(actor).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, WEP_BLASTER.m_id | HITTYPE_SECONDARY, @@ -309,29 +411,24 @@ void W_RocketMinsta_Attack3 (void) WEP_CVAR_SEC(vaporizer, delay), WEP_CVAR_SEC(vaporizer, lifetime) ); - actor.weapon = oldwep; + PS(actor).m_weapon = oldwep; // now do normal refire - weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); } } else actor.held_down = false; } - METHOD(Vaporizer, wr_init, void(entity thiswep)) - { - //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously? - VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Vaporizer, wr_setup, void(entity thiswep)) { - self.ammo_field = WEP_AMMO(VAPORIZER); + self.ammo_field = (thiswep.ammo_field); self.vaporizer_lasthit = 0; } METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep)) { float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); - float ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo; + float ammo_amount = self.(thiswep.ammo_field) >= vaporizer_ammo; ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; return ammo_amount; } @@ -339,19 +436,15 @@ void W_RocketMinsta_Attack3 (void) { if(!WEP_CVAR_SEC(vaporizer, ammo)) return true; - float ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo); + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo); ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); return ammo_amount; } - METHOD(Vaporizer, wr_config, void(entity thiswep)) - { - VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Vaporizer, wr_resetplayer, void(entity thiswep)) { self.vaporizer_lasthit = 0; } - METHOD(Vaporizer, wr_reload, void(entity thiswep)) + METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); float used_ammo; @@ -379,12 +472,12 @@ void W_RocketMinsta_Attack3 (void) vector org2 = w_org + w_backoff * 6; if(w_deathtype & HITTYPE_SECONDARY) { - pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1); + pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } } else { - pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1); + pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1); if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); } } }