X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_seeker.qc;h=4ab7f4f22e34dc0a215bb8c54cc5bf4967a6c4ed;hp=60c960d28a3649d4b211add1f198f9a7798df02c;hb=d7a834f0cfbf327e001d53f09c7ddfe2e2783955;hpb=411fb987cf22de8cd739ea2b8513ce1cecd6898e diff --git a/qcsrc/server/w_seeker.qc b/qcsrc/server/w_seeker.qc index 60c960d28a..4ab7f4f22e 100644 --- a/qcsrc/server/w_seeker.qc +++ b/qcsrc/server/w_seeker.qc @@ -8,7 +8,7 @@ REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLA void Seeker_Missile_Explode () { self.event_damage = SUB_Null; - RadiusDamage (self, self.owner, cvar("g_balance_seeker_missile_damage"), cvar("g_balance_seeker_missile_edgedamage"), cvar("g_balance_seeker_missile_radius"), world, cvar("g_balance_seeker_missile_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.owner, autocvar_g_balance_seeker_missile_damage, autocvar_g_balance_seeker_missile_edgedamage, autocvar_g_balance_seeker_missile_radius, world, autocvar_g_balance_seeker_missile_force, self.projectiledeathtype, other); remove (self); } @@ -36,9 +36,9 @@ void Seeker_Missile_Think() spd = vlen(self.velocity); spd = bound( - spd - cvar("g_balance_seeker_missile_decel") * frametime, - cvar("g_balance_seeker_missile_speed_max"), - spd + cvar("g_balance_seeker_missile_accel") * frametime + spd - autocvar_g_balance_seeker_missile_decel * frametime, + autocvar_g_balance_seeker_missile_speed_max, + spd + autocvar_g_balance_seeker_missile_accel * frametime ); if (self.enemy != world) @@ -49,13 +49,13 @@ void Seeker_Missile_Think() { e = self.enemy; eorg = 0.5 * (e.absmin + e.absmax); - turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn + turnrate = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn desireddir = normalize(eorg - self.origin); olddir = normalize(self.velocity); // get my current direction dist = vlen(eorg - self.origin); // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P ) - if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist"))) + if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist)) { // Is it a better idea (shorter distance) to trace to the target itself? if ( vlen(self.origin + olddir * self.wait) < dist) @@ -64,7 +64,7 @@ void Seeker_Missile_Think() traceline(self.origin, eorg, FALSE, self); // Setup adaptive tracelength - self.wait = bound(cvar("g_balance_seeker_missile_smart_trace_min"), vlen(self.origin - trace_endpos), self.wait = cvar("g_balance_seeker_missile_smart_trace_max")); + self.wait = bound(autocvar_g_balance_seeker_missile_smart_trace_min, vlen(self.origin - trace_endpos), self.wait = autocvar_g_balance_seeker_missile_smart_trace_max); // Calc how important it is that we turn and add this to the desierd (enemy) dir. desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5); @@ -75,13 +75,13 @@ void Seeker_Missile_Think() } // Proxy - if (cvar("g_balance_seeker_missile_proxy")) + if (autocvar_g_balance_seeker_missile_proxy) { - if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange")) + if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange) { if (self.autoswitch == 0) { - self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay"); + self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay; } else { @@ -144,7 +144,7 @@ void Seeker_Missile_Animate() self.think = Seeker_Missile_Think; self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles - if (cvar("g_balance_seeker_missile_proxy")) + if (autocvar_g_balance_seeker_missile_proxy) self.movetype = MOVETYPE_BOUNCEMISSILE; else self.movetype = MOVETYPE_FLYMISSILE; @@ -159,7 +159,7 @@ void Seeker_Fire_Missile(vector f_diff) local entity missile; if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo"); + self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_missile_ammo; makevectors(self.v_angle); W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0); @@ -172,19 +172,19 @@ void Seeker_Fire_Missile(vector f_diff) missile.owner = self; missile.classname = "seeker_missile"; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage"); + missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage; missile.think = Seeker_Missile_Think; missile.touch = Seeker_Missile_Touch; missile.event_damage = Seeker_Missile_Damage; missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay"); - missile.cnt = time + cvar("g_balance_seeker_missile_lifetime"); + missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime; missile.enemy = self.enemy; missile.solid = SOLID_BBOX; missile.scale = 2; missile.takedamage = DAMAGE_YES; - missile.health = cvar("g_balance_seeker_missile_health"); - missile.damageforcescale = cvar("g_balance_seeker_missile_damageforcescale"); + missile.health = autocvar_g_balance_seeker_missile_health; + missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale; missile.projectiledeathtype = WEP_SEEKER; //missile.think = Seeker_Missile_Animate; // csqc projectiles. @@ -208,13 +208,13 @@ void Seeker_Vollycontroler_Think() entity oldself,oldenemy; self.cnt = self.cnt - 1; - if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER)) + if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < autocvar_g_balance_seeker_missile_ammo) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER)) { remove(self); return; } - self.nextthink = time + cvar("g_balance_seeker_missile_delay"); + self.nextthink = time + autocvar_g_balance_seeker_missile_delay; oldself = self; self = self.owner; @@ -280,7 +280,7 @@ void Seeker_Tag_Touch() if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO) { e = spawn(); - e.cnt = cvar("g_balance_seeker_missile_count"); + e.cnt = autocvar_g_balance_seeker_missile_count; e.owner = self.owner; e.enemy = other; e.think = Seeker_Vollycontroler_Think; @@ -295,9 +295,9 @@ void Seeker_Fire_Tag() { local entity missile; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo"); + self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_tag_ammo; - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, cvar("g_balance_seeker_missile_damage") * cvar("g_balance_seeker_missile_count")); + W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count); missile = spawn(); missile.owner = self; @@ -306,15 +306,15 @@ void Seeker_Fire_Tag() missile.bot_dodgerating = 50; missile.touch = Seeker_Tag_Touch; missile.think = SUB_Remove; - missile.nextthink = time + cvar("g_balance_seeker_tag_lifetime"); + missile.nextthink = time + autocvar_g_balance_seeker_tag_lifetime; missile.movetype = MOVETYPE_FLY; missile.solid = SOLID_BBOX; missile.owner = self; missile.takedamage = DAMAGE_YES; missile.event_damage = Seeker_Tag_Explode; - missile.health = cvar("g_balance_seeker_tag_health"); - missile.damageforcescale = cvar("g_balance_seeker_tag_damageforcescale"); + missile.health = autocvar_g_balance_seeker_tag_health; + missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale; setorigin (missile, w_shotorg); setsize (missile, '-2 -2 -2', '2 2 2'); @@ -335,7 +335,7 @@ void Seeker_Flac_Explode () { self.event_damage = SUB_Null; - RadiusDamage (self, self.owner, cvar("g_balance_seeker_flac_damage"), cvar("g_balance_seeker_flac_edgedamage"), cvar("g_balance_seeker_flac_radius"), world, cvar("g_balance_seeker_flac_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.owner, autocvar_g_balance_seeker_flac_damage, autocvar_g_balance_seeker_flac_edgedamage, autocvar_g_balance_seeker_flac_radius, world, autocvar_g_balance_seeker_flac_force, self.projectiledeathtype, other); remove (self); } @@ -354,7 +354,7 @@ void Seeker_Fire_Flac() float c; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo"); + self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_flac_ammo; c = mod(self.bulletcounter, 4); switch(c) @@ -373,7 +373,7 @@ void Seeker_Fire_Flac() f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CHAN_WEAPON, cvar("g_balance_seeker_flac_damage")); + W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_flac_damage); w_shotorg += f_diff; pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -382,11 +382,11 @@ void Seeker_Fire_Flac() missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage"); + missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage; missile.touch = Seeker_Flac_Explode; missile.use = Seeker_Flac_Explode; missile.think = adaptor_think2use_hittype_splash; - missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand"); + missile.nextthink = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand; missile.solid = SOLID_BBOX; missile.movetype = MOVETYPE_FLY; missile.projectiledeathtype = WEP_SEEKER; @@ -414,22 +414,22 @@ void spawnfunc_weapon_seeker (void) float w_seeker(float req) { if (req == WR_AIM) - self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE); + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE); else if (req == WR_THINK) { if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire"))) + if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire)) { Seeker_Fire_Tag(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready); } if (self.BUTTON_ATCK2) - if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire"))) + if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire)) { Seeker_Fire_Flac(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_seeker_flac_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready); } } @@ -445,9 +445,9 @@ float w_seeker(float req) else if (req == WR_SETUP) weapon_setup(WEP_SEEKER); else if (req == WR_CHECKAMMO1) - return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo"); + return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo; else if (req == WR_CHECKAMMO2) - return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo"); + return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo; return TRUE; }; #endif