X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvortex.qc;h=b8963229710e23266cba03cb023c2a443773d6b1;hp=357f2723f86d98735452b822efe519a7e67c434a;hb=e51ce3d45d2852ca793118fc73da9c25f789101f;hpb=6dd3783878346fc5546b9eb4b4208f9bf518dd3c diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index 357f2723f..b89632297 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -1,71 +1,4 @@ #include "vortex.qh" -#ifndef IMPLEMENTATION -CLASS(Vortex, Weapon) -/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells); -/* impulse */ ATTRIB(Vortex, impulse, int, 7); -/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); -/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000); -/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1'); -/* modelname */ ATTRIB(Vortex, mdl, string, "nex"); -#ifdef GAMEQC -/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM); -#endif -/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex"); -/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65); -/* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex"); -/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex"); -/* refname */ ATTRIB(Vortex, netname, string, "vortex"); -/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, chargepool, float, SEC) \ - P(class, prefix, chargepool_pause_regen, float, SEC) \ - P(class, prefix, chargepool_regen, float, SEC) \ - P(class, prefix, charge, float, NONE) \ - P(class, prefix, charge_animlimit, float, NONE) \ - P(class, prefix, charge_limit, float, NONE) \ - P(class, prefix, charge_maxspeed, float, NONE) \ - P(class, prefix, charge_mindmg, float, NONE) \ - P(class, prefix, charge_minspeed, float, NONE) \ - P(class, prefix, charge_rate, float, NONE) \ - P(class, prefix, charge_rot_pause, float, NONE) \ - P(class, prefix, charge_rot_rate, float, NONE) \ - P(class, prefix, charge_shot_multiplier, float, NONE) \ - P(class, prefix, charge_start, float, NONE) \ - P(class, prefix, charge_velocity_rate, float, NONE) \ - P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \ - P(class, prefix, damagefalloff_halflife, float, BOTH) \ - P(class, prefix, damagefalloff_maxdist, float, BOTH) \ - P(class, prefix, damagefalloff_mindist, float, BOTH) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, secondary, float, NONE) \ - 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, Vortex, vortex) -#undef X - -ENDCLASS(Vortex) -REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex)); - - -#ifdef SVQC - -.float vortex_lasthit; -#endif -#endif -#ifdef IMPLEMENTATION //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge)) //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit)) @@ -105,21 +38,16 @@ void SendCSQCVortexBeamParticle(float charge) { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE); - 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); + WriteVector(MSG_BROADCAST, w_shotorg); + WriteVector(MSG_BROADCAST, v); WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255)); } #elif defined(CSQC) NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew) { - vector shotorg, endpos; float charge; - shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord(); - endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord(); + vector shotorg = ReadVector(); + vector endpos = ReadVector(); charge = ReadByte() / 255.0; pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1); @@ -138,8 +66,6 @@ NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew) #endif #ifdef SVQC -spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); } -spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); } REGISTER_MUTATOR(vortex_charge, true); @@ -179,6 +105,10 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife); myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo); + float dtype = WEP_VORTEX.m_id; + if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce)) + dtype |= HITTYPE_ARMORPIERCE; + float flying; flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last @@ -194,7 +124,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i mydmg *= charge; myforce *= charge; - W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg); + W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype); if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound { sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM); @@ -202,7 +132,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i yoda = 0; damage_goodhits = 0; - FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id); + FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype); if(yoda && flying) Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); @@ -237,9 +167,6 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit)) actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME); - if(weaponslot(weaponentity) == 0) - actor.vortex_charge = actor.(weaponentity).vortex_charge; - if(WEP_CVAR_SEC(vortex, chargepool)) if(actor.(weaponentity).vortex_chargepool_ammo < 1) { @@ -248,9 +175,6 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen)); } - if(weaponslot(weaponentity) == 0) - actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo; - if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else @@ -277,11 +201,11 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity if(WEP_CVAR_SEC(vortex, ammo)) { // always deplete if secondary is held - actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt); + actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt); dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate)); actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen); - dt = min(dt, actor.vortex_chargepool_ammo); + dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo); dt = max(0, dt); actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate); @@ -308,11 +232,11 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity } else { - dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); + dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); dt = max(0, dt); if(dt > 0) { - actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt); + SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt)); } } } @@ -344,7 +268,7 @@ METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity } METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo); ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo)); return ammo_amount; } @@ -353,7 +277,7 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone if(WEP_CVAR(vortex, secondary)) { // don't allow charging if we don't have enough ammo - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo); return ammo_amount; } @@ -365,10 +289,6 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor)) { if (WEP_CVAR(vortex, charge)) { - if (WEP_CVAR_SEC(vortex, chargepool)) { - actor.vortex_chargepool_ammo = 1; - } - actor.vortex_charge = WEP_CVAR(vortex, charge_start); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; @@ -427,6 +347,9 @@ METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor)) return false; } } +METHOD(Vortex, wr_zoomdir, bool(entity thiswep)) +{ + return button_attack2 && !WEP_CVAR(vortex, secondary); +} #endif -#endif