+ #include "view.qh"
#include "announcer.qh"
#include "hud/all.qh"
#include "mapvoting.qh"
#include "scoreboard.qh"
#include "shownames.qh"
- #include "quickmenu.qh"
+ #include "hud/panel/quickmenu.qh"
#include "mutators/events.qh"
- #include "../common/anim.qh"
- #include "../common/constants.qh"
- #include "../common/debug.qh"
- #include "../common/mapinfo.qh"
+ #include <common/animdecide.qh>
+ #include <common/ent_cs.qh>
+ #include <common/anim.qh>
+ #include <common/constants.qh>
+ #include <common/debug.qh>
+ #include <common/mapinfo.qh>
#include <common/gamemodes/all.qh>
- #include "../common/physics/player.qh"
- #include "../common/stats.qh"
- #include "../common/triggers/target/music.qh"
- #include "../common/teams.qh"
+ #include <common/physics/player.qh>
+ #include <common/stats.qh>
+ #include <common/triggers/target/music.qh>
+ #include <common/teams.qh>
#include <common/vehicles/all.qh>
#include <common/weapons/all.qh>
- #include "../common/viewloc.qh"
- #include "../common/minigames/cl_minigames.qh"
- #include "../common/minigames/cl_minigames_hud.qh"
+ #include <common/viewloc.qh>
+ #include <common/minigames/cl_minigames.qh>
+ #include <common/minigames/cl_minigames_hud.qh>
- #include "../lib/csqcmodel/cl_player.qh"
+ #include <lib/csqcmodel/cl_player.qh>
+ #include <lib/csqcmodel/cl_model.qh>
+ #include "csqcmodel_hooks.qh"
- #include "../lib/warpzone/client.qh"
- #include "../lib/warpzone/common.qh"
+ #include <lib/warpzone/client.qh>
+ #include <lib/warpzone/common.qh>
#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
float autocvar_cl_followmodel;
float autocvar_cl_followmodel_speed = 0.3;
- float autocvar_cl_followmodel_limit = 1000;
+ float autocvar_cl_followmodel_limit = 135;
float autocvar_cl_followmodel_velocity_lowpass = 0.05;
float autocvar_cl_followmodel_highpass = 0.05;
float autocvar_cl_followmodel_lowpass = 0.03;
+ bool autocvar_cl_followmodel_velocity_absolute;
float autocvar_cl_leanmodel;
float autocvar_cl_leanmodel_speed = 0.3;
- float autocvar_cl_leanmodel_limit = 1000;
+ float autocvar_cl_leanmodel_limit = 30;
float autocvar_cl_leanmodel_highpass1 = 0.2;
float autocvar_cl_leanmodel_highpass = 0.2;
float autocvar_cl_leanmodel_lowpass = 0.05;
lowpass(value.y, frac, ref_store.y, ref_out.y); \
} MACRO_END
- #define lowpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
- { \
- lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
- lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
- } MACRO_END
-
#define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
{ \
highpass(value.x, frac, ref_store.x, ref_out.x); \
highpass(value.z, frac, ref_store.z, ref_out.z); \
} MACRO_END
- #define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
- { \
- highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
- highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
- highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
- } MACRO_END
-
- #define lowpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
- { \
- lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
- lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
- lowpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
- } MACRO_END
-
- bool autocvar_cl_followmodel_velocity_absolute;
void viewmodel_animate(entity this)
{
static float prevtime;
bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
static bool oldonground;
static float hitgroundtime;
- static float lastongroundtime;
if (clonground)
{
float f = time; // cl.movecmd[0].time
if (!oldonground)
hitgroundtime = f;
- lastongroundtime = f;
}
oldonground = clonground;
vel = view.velocity;
else
{
- vector forward, right = '0 0 0', up = '0 0 0';
+ vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
MAKEVECTORS(makevectors, view_angles, forward, right, up);
vel.x = view.velocity * forward;
vel.y = view.velocity * right * -1;
vel.z = view.velocity * up;
}
+ vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
+ vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
+ vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
+
frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
- lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg);
+ lowpass3(vel, frac, vel_average, gunorg);
gunorg *= -autocvar_cl_followmodel_speed * 0.042;
if(autocvar_cl_followmodel_velocity_absolute)
{
vector fixed_gunorg;
- vector forward, right = '0 0 0', up = '0 0 0';
+ vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
MAKEVECTORS(makevectors, view_angles, forward, right, up);
fixed_gunorg.x = gunorg * forward;
fixed_gunorg.y = gunorg * right * -1;
{
// calculate for swinging gun model
// the gun bobs when running on the ground, but doesn't bob when you're in the air.
- // Sajt: I tried to smooth out the transitions between bob and no bob, which works
- // for the most part, but for some reason when you go through a message trigger or
- // pick up an item or anything like that it will momentarily jolt the gun.
- float bspeed;
- float t = 1;
- float s = time * autocvar_cl_bobmodel_speed;
+ static float bobmodel_scale = 0;
+ static float time_ofs = 0; // makes the effect always restart in the same way
if (clonground)
{
- if (time - hitgroundtime < 0.2)
- {
- // just hit the ground, speed the bob back up over the next 0.2 seconds
- t = time - hitgroundtime;
- t = bound(0, t, 0.2);
- t *= 5;
- }
+ if (time - hitgroundtime > 0.05)
+ bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
}
else
+ bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
+ if(bobmodel_scale && xyspeed)
{
- // recently left the ground, slow the bob down over the next 0.2 seconds
- t = time - lastongroundtime;
- t = 0.2 - bound(0, t, 0.2);
- t *= 5;
- }
- bspeed = xyspeed * 0.01;
- vector gunorg = '0 0 0';
- gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
- gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
+ float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
+ float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
+ vector gunorg = '0 0 0';
+ gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
+ gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
- this.origin += gunorg;
+ this.origin += gunorg;
+ }
+ else
+ time_ofs = time;
}
}
{
static string name_last;
string name = wep.mdl;
- if (name != name_last)
+ bool swap = name != name_last;
+ // if (swap)
{
name_last = name;
- CL_WeaponEntity_SetModel(this, name);
+ CL_WeaponEntity_SetModel(this, name, swap);
this.viewmodel_origin = this.origin;
this.viewmodel_angles = this.angles;
}
anim_update(this);
- if (!this.animstate_override)
+ if (!this.animstate_override && !this.animstate_looping)
anim_set(this, this.anim_idle, true, false, false);
}
float f = 0; // 0..1; 0: fully active
- float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
+ float rate = STAT(WEAPONRATEFACTOR);
+ float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
if (eta <= 0) f = this.weapon_eta_last;
else switch (this.state)
{
entity viewmodel;
STATIC_INIT(viewmodel) {
viewmodel = new(viewmodel);
- make_pure(viewmodel);
}
- entity porto;
- vector polyline[16];
- void Porto_Draw(entity this)
+ void Porto_Draw(entity this);
+ STATIC_INIT(Porto)
{
- vector p, dir, ang, q, nextdir;
- float portal_number, portal1_idx;
-
- if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
- return;
- if(WEP_CVAR(porto, secondary))
- return;
- if(intermission == 1)
- return;
- if(intermission == 2)
- return;
- if (STAT(HEALTH) <= 0)
- return;
+ entity e = new_pure(porto);
+ e.draw = Porto_Draw;
+ e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+ }
- dir = view_forward;
+ const int polyline_length = 16;
+ vector polyline[polyline_length];
+ void Porto_Draw(entity this)
+ {
+ if (activeweapon != WEP_PORTO) return;
+ if (spectatee_status) return;
+ if (WEP_CVAR(porto, secondary)) return;
+ if (intermission == 1) return;
+ if (intermission == 2) return;
+ if (STAT(HEALTH) <= 0) return;
- if(angles_held_status)
+ vector pos = view_origin;
+ vector dir = view_forward;
+ if (angles_held_status)
{
makevectors(angles_held);
dir = v_forward;
}
- p = view_origin;
+ polyline[0] = pos;
- polyline[0] = p;
- int idx = 1;
- portal_number = 0;
- nextdir = dir;
-
- for (;;)
+ int portal_number = 0, portal1_idx = 1, portal_max = 2;
+ int n = 1 + 2; // 2 lines == 3 points
+ for (int idx = 0; idx < n && idx < polyline_length - 1; )
{
- dir = nextdir;
- traceline(p, p + 65536 * dir, true, porto);
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- return;
- nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
- p = trace_endpos;
- polyline[idx] = p;
- ++idx;
- if(idx >= 16)
- return;
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
- continue;
- ++portal_number;
- ang = vectoangles2(trace_plane_normal, dir);
- ang.x = -ang.x;
- makevectors(ang);
- if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
- return;
- if(portal_number == 1)
+ traceline(pos, pos + 65536 * dir, true, this);
+ dir = reflect(dir, trace_plane_normal);
+ pos = trace_endpos;
+ polyline[++idx] = pos;
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
{
- portal1_idx = idx;
- if(portal_number >= 2)
- break;
+ n += 1;
+ continue;
}
- }
-
- while(idx >= 2)
- {
- p = polyline[idx-2];
- q = polyline[idx-1];
- if(idx == 2)
- p = p - view_up * 16;
- if(idx-1 >= portal1_idx)
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{
- Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
+ n = max(2, idx);
+ break;
}
- else
+ // check size
{
- Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
+ vector ang = vectoangles2(trace_plane_normal, dir);
+ ang.x = -ang.x;
+ makevectors(ang);
+ if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+ {
+ n = max(2, idx);
+ break;
+ }
}
- --idx;
+ portal_number += 1;
+ if (portal_number >= portal_max) break;
+ if (portal_number == 1) portal1_idx = idx;
+ }
+ for (int idx = 0; idx < n - 1; ++idx)
+ {
+ vector p = polyline[idx], q = polyline[idx + 1];
+ if (idx == 0) p -= view_up * 16; // line from player
+ vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
+ Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
}
- }
-
- void Porto_Init()
- {
- porto = new(porto);
- make_pure(porto);
- porto.draw = Porto_Draw;
- porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
}
float drawtime;
void TrueAim_Init()
{
- trueaim = new(trueaim);
- make_pure(trueaim);
- trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- trueaim_rifle = new(trueaim_rifle);
- make_pure(trueaim_rifle);
- trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
}
float EnemyHitCheck()
}
}
- void HUD_Crosshair()
- {SELFPARAM();
+ vector crosshair_getcolor(entity this, float health_stat)
+ {
static float rainbow_last_flicker;
static vector rainbow_prev_color;
+ vector wcross_color = '0 0 0';
+ switch(autocvar_crosshair_color_special)
+ {
+ case 1: // crosshair_color_per_weapon
+ {
+ if(this)
+ {
+ wcross_color = this.wpcolor;
+ break;
+ }
+ else { goto normalcolor; }
+ }
+
+ case 2: // crosshair_color_by_health
+ {
+ float x = health_stat;
+
+ //x = red
+ //y = green
+ //z = blue
+
+ wcross_color.z = 0;
+
+ if(x > 200)
+ {
+ wcross_color.x = 0;
+ wcross_color.y = 1;
+ }
+ else if(x > 150)
+ {
+ wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
+ wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
+ }
+ else if(x > 100)
+ {
+ wcross_color.x = 1 - (x-100)*0.02 * 0.6;
+ wcross_color.y = 1 - (x-100)*0.02 * 0.1;
+ wcross_color.z = 1 - (x-100)*0.02;
+ }
+ else if(x > 50)
+ {
+ wcross_color.x = 1;
+ wcross_color.y = 1;
+ wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
+ }
+ else if(x > 20)
+ {
+ wcross_color.x = 1;
+ wcross_color.y = (x-20)*90/27/100;
+ wcross_color.z = (x-20)*90/27/100 * 0.2;
+ }
+ else
+ {
+ wcross_color.x = 1;
+ wcross_color.y = 0;
+ }
+ break;
+ }
+
+ case 3: // crosshair_color_rainbow
+ {
+ if(time >= rainbow_last_flicker)
+ {
+ rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
+ rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
+ }
+ wcross_color = rainbow_prev_color;
+ break;
+ }
+ LABEL(normalcolor)
+ default: { wcross_color = stov(autocvar_crosshair_color); break; }
+ }
+
+ return wcross_color;
+ }
+
+ void HUD_Crosshair()
+ {SELFPARAM();
entity e = this;
float f, i, j;
vector v;
wcross_name = strcat("gfx/crosshair", wcross_style);
// MAIN CROSSHAIR COLOR DECISION
- switch(autocvar_crosshair_color_special)
- {
- case 1: // crosshair_color_per_weapon
- {
- if(e)
- {
- wcross_color = e.wpcolor;
- break;
- }
- else { goto normalcolor; }
- }
-
- case 2: // crosshair_color_by_health
- {
- float x = STAT(HEALTH);
-
- //x = red
- //y = green
- //z = blue
-
- wcross_color.z = 0;
-
- if(x > 200)
- {
- wcross_color.x = 0;
- wcross_color.y = 1;
- }
- else if(x > 150)
- {
- wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
- wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
- }
- else if(x > 100)
- {
- wcross_color.x = 1 - (x-100)*0.02 * 0.6;
- wcross_color.y = 1 - (x-100)*0.02 * 0.1;
- wcross_color.z = 1 - (x-100)*0.02;
- }
- else if(x > 50)
- {
- wcross_color.x = 1;
- wcross_color.y = 1;
- wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
- }
- else if(x > 20)
- {
- wcross_color.x = 1;
- wcross_color.y = (x-20)*90/27/100;
- wcross_color.z = (x-20)*90/27/100 * 0.2;
- }
- else
- {
- wcross_color.x = 1;
- wcross_color.y = 0;
- }
- break;
- }
-
- case 3: // crosshair_color_rainbow
- {
- if(time >= rainbow_last_flicker)
- {
- rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
- rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
- }
- wcross_color = rainbow_prev_color;
- break;
- }
- :normalcolor
- default: { wcross_color = stov(autocvar_crosshair_color); break; }
- }
+ wcross_color = crosshair_getcolor(e, STAT(HEALTH));
if(autocvar_crosshair_effect_scalefade)
{
void HUD_Draw()
{
- vector rgb = '0 0 0';
- float a = 1;
if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
{
- rgb = MUTATOR_ARGV(0, vector);
- a = MUTATOR_ARGV(0, float);
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
}
else if(STAT(FROZEN))
{
- rgb = ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
}
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
if(!intermission)
if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
void WaypointSprite_Load();
void CSQC_UpdateView(float w, float h)
{SELFPARAM();
+ TC(int, w); TC(int, h);
entity e;
float fov;
float f;
if(myteam != prev_myteam)
{
myteamcolors = colormapPaletteColor(myteam, 1);
- FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
+ FOREACH(hud_panels, true, it.update_time = time);
prev_myteam = myteam;
}
if(ons_roundlost)
{
- FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
+ FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, {
gen = it;
break;
- ));
+ });
if(!gen)
ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
}
mousepos = mousepos*0.5 + getmousepos();
*/
- FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
+ FOREACH_ENTITY(it.draw, it.draw(it));
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
renderscene();
} else */
// draw 2D entities
- FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
+ FOREACH_ENTITY(it.draw2d, it.draw2d(it));
Draw_ShowNames_All();
Debug_Draw();
W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
- W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+ W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
- W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
- W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
forward = v_forward;
bool stopped = loaded || !enough_ammo;
- if(self.BUTTON_ATCK2)
+ if(PHYS_INPUT_BUTTON_ATCK2(self))
{
- if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
+ if(PHYS_INPUT_BUTTON_ATCK(self) && WEP_CVAR_SEC(hagar, load_abort))
{
if(self.hagar_load)
{
}
// release if player let go of button or if they've held it in too long
- if(!self.BUTTON_ATCK2 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
+ if(!PHYS_INPUT_BUTTON_ATCK2(self) || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
{
self.(weaponentity).state = WS_READY;
W_Hagar_Attack2_Load_Release(weaponentity);
}
}
- int theframe = WFRAME_FIRE1;
+void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock)
+ {
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ if(!thiswep.wr_checkammo1(thiswep))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ W_Hagar_Attack(thiswep);
+
+ int slot = weaponslot(weaponentity);
- METHOD(Hagar, wr_aim, void(entity thiswep))
- {
- if(random()>0.15)
- self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
- else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
- self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
- }
- METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- float loadable_secondary;
- loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
-
- if(loadable_secondary)
- W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
- if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
- W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
- }
- else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
- {
- W_Hagar_Attack2(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
- }
- }
- }
- METHOD(Hagar, wr_gonethink, void(entity thiswep))
- {
- // we lost the weapon and want to prepare switching away
- if(self.hagar_load)
- {
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- self.(weaponentity).state = WS_READY;
- W_Hagar_Attack2_Load_Release(weaponentity);
- }
- }
- METHOD(Hagar, wr_setup, void(entity thiswep))
- {
- self.hagar_loadblock = false;
-
- if(self.hagar_load)
- {
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
- self.hagar_load = 0;
- }
- }
- METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
- ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
- return ammo_amount;
- }
- METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
- ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
- return ammo_amount;
- }
- METHOD(Hagar, wr_resetplayer, void(entity thiswep))
- {
- self.hagar_load = 0;
- }
- METHOD(Hagar, wr_playerdeath, void(entity thiswep))
- {
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- // if we have any rockets loaded when we die, release them
- if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
- W_Hagar_Attack2_Load_Release(weaponentity);
- }
- METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- if(!self.hagar_load) // require releasing loaded rockets first
- W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
- }
- METHOD(Hagar, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_HAGAR_SUICIDE;
- }
- METHOD(Hagar, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_HAGAR_MURDER_BURST;
- else
- return WEAPON_HAGAR_MURDER_SPRAY;
- }
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor();
++ int theframe = WFRAME_FIRE1;
+ entity this = actor.(weaponentity);
+ if(this)
+ {
+ if(this.wframe == WFRAME_FIRE1)
+ theframe = WFRAME_DONTCHANGE;
+ }
+ weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
+}
+
- } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
- {
- W_Hagar_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
- }
+ METHOD(Hagar, wr_aim, void(entity thiswep))
+ {
+ SELFPARAM();
+ if(random()>0.15)
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+ else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+ }
+ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+ {
+ float loadable_secondary;
+ loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
+
+ if(loadable_secondary)
+ W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
+ if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ }
++ else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
++ {
++ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
++ W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
++ }
+ else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
+ {
+ W_Hagar_Attack2(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+ }
+ }
+ }
+ METHOD(Hagar, wr_gonethink, void(entity thiswep))
+ {
+ SELFPARAM();
+ // we lost the weapon and want to prepare switching away
+ if(self.hagar_load)
+ {
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ self.(weaponentity).state = WS_READY;
+ W_Hagar_Attack2_Load_Release(weaponentity);
+ }
+ }
+ METHOD(Hagar, wr_setup, void(entity thiswep))
+ {
+ SELFPARAM();
+ self.hagar_loadblock = false;
+
+ if(self.hagar_load)
+ {
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
+ self.hagar_load = 0;
+ }
+ }
+ METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
+ {
+ SELFPARAM();
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
+ ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+ return ammo_amount;
+ }
+ METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
+ {
+ SELFPARAM();
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+ ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+ return ammo_amount;
+ }
+ METHOD(Hagar, wr_resetplayer, void(entity thiswep))
+ {
+ SELFPARAM();
+ self.hagar_load = 0;
+ }
+ METHOD(Hagar, wr_playerdeath, void(entity thiswep))
+ {
+ SELFPARAM();
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ // if we have any rockets loaded when we die, release them
+ if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
+ W_Hagar_Attack2_Load_Release(weaponentity);
+ }
+ METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+ {
+ SELFPARAM();
+ if(!self.hagar_load) // require releasing loaded rockets first
+ W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
+ }
+ METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
+ {
+ return WEAPON_HAGAR_SUICIDE;
+ }
+ METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_HAGAR_MURDER_BURST;
+ else
+ return WEAPON_HAGAR_MURDER_SPRAY;
+ }
#endif
#ifdef CSQC
- METHOD(Hagar, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if(w_random<0.15)
- sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
- else if(w_random<0.7)
- sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
- else
- sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
- }
- }
+ METHOD(Hagar, wr_impacteffect, void(entity thiswep))
+ {
+ SELFPARAM();
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if(w_random<0.15)
+ sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
+ else if(w_random<0.7)
+ sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
+ else
+ sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
+ }
+ }
#endif
#endif