X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_electro.qc;h=1959d9a983bf90a28a3d36cf0940654dd2c7f468;hp=e7780624ff14e2220e9cb838d6459ac37d5f9d13;hb=ceadafbce4d70ec7ac772c66b32a703aa00e88a5;hpb=2b3c7b7313e089bb55895c94cd4029ce517592d8 diff --git a/qcsrc/server/w_electro.qc b/qcsrc/server/w_electro.qc index e7780624ff..1959d9a983 100644 --- a/qcsrc/server/w_electro.qc +++ b/qcsrc/server/w_electro.qc @@ -142,7 +142,7 @@ void W_Electro_Attack2() { local entity proj; - W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage")); + W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage")); w_shotdir = v_forward; // no TrueAim for grenades please pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -166,7 +166,7 @@ void W_Electro_Attack2() proj.movetype = MOVETYPE_BOUNCE; W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary); proj.touch = W_Plasma_Touch; - setsize(proj, '0 0 -3', '0 0 -3'); + setsize(proj, '0 0 -4', '0 0 -4'); proj.takedamage = DAMAGE_YES; proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale"); proj.health = cvar("g_balance_electro_secondary_health"); @@ -184,23 +184,129 @@ void W_Electro_Attack2() CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound } -// experimental lightning gun -void W_Electro_Attack3 (void) +.entity lgbeam, exteriorlgbeam; +.float nextdamagethink; +void lgbeam_think() { - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo"); - W_SetupShot (self, TRUE, 0, "weapons/crylink_fire2.wav", cvar("g_balance_electro_primary_damage")); + if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.BUTTON_ATCK == 0) + { + remove(self); + return; + } + + self.nextthink = time; + + makevectors(self.owner.v_angle); + vector angle; + angle = v_forward; + + vector force; + force = angle * cvar("g_balance_electro_primary_force"); + + traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner)); + + self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random()); +} + +// execute each frame to update the beam visuals, but only apply damage at intervals of "refire" to prevent massive hitsound spam +void exteriorlgbeam_think() +{ + if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.exteriorlgbeam || self.owner.BUTTON_ATCK == 0) + { + sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM); + remove(self); + return; + } + + if (time - self.shot_spread + random() * 0.2 > 0) + { + self.shot_spread = time + 2; + sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM); + } + + self.nextthink = time; + + makevectors(self.owner.v_angle); + vector angle; + angle = v_forward; + + traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner)); - WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_electro_primary_radius"), FALSE, self, ANTILAG_LATENCY(self)); + if(self.nextdamagethink <= time) + { + if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO) + self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire")); - float i; - for (i = 0; i < vlen(trace_endpos - w_shotorg)/25; ++i) + // apply the damage + if(trace_fraction < 1) + { + vector force; + force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up"); + Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * cvar("g_balance_electro_primary_refire"), WEP_ELECTRO, trace_endpos, force * cvar("g_balance_electro_primary_refire")); + W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner); + } + self.nextdamagethink = time + cvar("g_balance_electro_primary_refire"); + } + + self.angles = '0 0 0'; + self.scale = vlen(gettaginfo(self, 0) - trace_endpos) / 256 * (0.75 + 0.75 * random()); + + // v_forward, v_right, v_up now are the ACTUAL directions + // express self.angles in terms of them to aim at target! + self.angles = vectoangles('1 0 0' * (angle * v_forward) + '0 -1 0' * (angle * v_right) + '0 0 1' * (angle * v_up)); +} + +// experimental lightning gun +void W_Electro_Attack3 (void) +{ + entity beam, oldself; + + self.lgbeam = beam = spawn(); + setmodel(beam,"models/turrets/phaser_beam.md3"); + beam.effects = EF_LOWPRECISION; + beam.solid = SOLID_NOT; + beam.think = lgbeam_think; + beam.owner = self; + beam.movetype = MOVETYPE_NONE; + if(gettagindex(self.weaponentity, "shot")) + setattachment(beam, self.weaponentity, "shot"); + else + setattachment(beam, self.weaponentity, "tag_shot"); + + oldself = self; + self = beam; + self.think(); + self = oldself; + + self.exteriorlgbeam = beam = spawn(); + setmodel(beam,"models/turrets/phaser_beam.md3"); + beam.effects = EF_LOWPRECISION; + beam.solid = SOLID_NOT; + beam.think = exteriorlgbeam_think; + beam.owner = self; + beam.movetype = MOVETYPE_NONE; + //beam.viewmodelforclient = self; + if(self.weaponentity.oldorigin_x > 0) { - pointparticles(particleeffectnum("electro_lightning"), w_shotorg + (i / floor(vlen(w_shotorg - trace_endpos)/25)) * (trace_endpos - w_shotorg), w_shotdir * 1000, 1); + setattachment(beam, self.exteriorweaponentity, ""); + setorigin(beam, self.weaponentity.oldorigin); + } + else + { + if(gettagindex(self.exteriorweaponentity, "shot")) + setattachment(beam, self.exteriorweaponentity, "shot"); + else + setattachment(beam, self.exteriorweaponentity, "tag_shot"); } - if (trace_fraction < 1) - Damage(trace_ent, self, self, cvar("g_balance_electro_primary_damage"), WEP_ELECTRO | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_electro_primary_force") * w_shotdir); + beam.shot_spread = 0; + beam.bot_dodge = TRUE; + beam.bot_dodgerating = cvar("g_balance_electro_primary_damage"); + + oldself = self; + self = beam; + self.think(); + self = oldself; } void spawnfunc_weapon_electro (void) @@ -224,6 +330,7 @@ void w_electro_checkattack() } .float bot_secondary_electromooth; +.float BUTTON_ATCK_prev; float w_electro(float req) { if (req == WR_AIM) @@ -252,14 +359,27 @@ float w_electro(float req) else if (req == WR_THINK) { if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire"))) { - if(cvar("g_balance_electro_lightning")) - W_Electro_Attack3(); - else - W_Electro_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready); + if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire"))) + { + if(cvar("g_balance_electro_lightning")) + { + if (self.BUTTON_ATCK_prev == 0) + { + W_Electro_Attack3(); + } + self.BUTTON_ATCK_prev = 1; + } + else + { + W_Electro_Attack(); + } + weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready); + } + } else { + self.BUTTON_ATCK_prev = 0; } + if (self.BUTTON_ATCK2) if (time >= self.electro_secondarytime) if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire"))) @@ -286,7 +406,12 @@ float w_electro(float req) else if (req == WR_SETUP) weapon_setup(WEP_ELECTRO); else if (req == WR_CHECKAMMO1) - return self.ammo_cells >= cvar("g_balance_electro_primary_ammo"); + { + if(cvar("g_balance_electro_lightning")) + return self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire"); + else + return self.ammo_cells >= cvar("g_balance_electro_primary_ammo"); + } else if (req == WR_CHECKAMMO2) return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo"); else if (req == WR_RESETPLAYER)