Merge branch 'Mario/hook_nade_stuff' into 'master'
authorMario <zacjardine@y7mail.com>
Sun, 30 Aug 2015 09:55:00 +0000 (09:55 +0000)
committerMario <zacjardine@y7mail.com>
Sun, 30 Aug 2015 09:55:00 +0000 (09:55 +0000)
Merge branch Mario/hook_nade_stuff (L merge request)

Some useful mutators for the instagib servers

See merge request !210

1  2 
qcsrc/client/weapons/projectile.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/server/mutators/events.qh

Simple merge
index f619605,0000000..4ed2dc2
mode 100644,000000..100644
--- /dev/null
@@@ -1,306 -1,0 +1,476 @@@
-                       else if(self.BUTTON_ATCK)
 +#ifndef IMPLEMENTATION
 +REGISTER_WEAPON(
 +/* WEP_##id  */ VAPORIZER,
 +/* function  */ W_Vaporizer,
 +/* ammotype  */ ammo_cells,
 +/* impulse   */ 7,
 +/* flags     */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
 +/* rating    */ BOT_PICKUP_RATING_HIGH,
 +/* color     */ '0.5 1 1',
 +/* modelname */ "minstanex",
 +/* simplemdl */ "foobar",
 +/* crosshair */ "gfx/crosshairminstanex 0.6",
 +/* wepimg    */ "weaponminstanex",
 +/* refname   */ "vaporizer",
 +/* wepname   */ _("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, 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)
 +
 +#ifdef SVQC
 +VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 +.float vaporizer_lasthit;
 +.float jump_interval;
++.float jump_interval2;
++.bool held_down;
++.float rm_force;
++.float rm_damage;
++.float rm_edmg;
 +#endif
 +#endif
 +#ifdef IMPLEMENTATION
 +#ifdef SVQC
 +void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); }
 +void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
 +
++void W_RocketMinsta_Explosion(vector loc)
++{
++      if(accuracy_canbegooddamage(self))
++              accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
++      entity dmgent = spawn();
++      dmgent.owner = dmgent.realowner = self;
++      setorigin(dmgent, loc);
++      RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
++      remove(dmgent);
++}
++
 +void W_Vaporizer_Attack(void)
 +{
 +      float flying;
 +      flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
 +
 +      W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000);
 +      // handle sound separately so we can change the volume
 +      // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
 +      sound (self, CH_WEAPON_A, W_Sound("minstanexfire"), VOL_BASE * 0.8, ATTEN_NORM);
 +
 +      yoda = 0;
 +      damage_goodhits = 0;
 +      FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
 +
 +      if(yoda && flying)
 +              Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
 +      if(damage_goodhits && self.vaporizer_lasthit)
 +      {
 +              Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
 +              damage_goodhits = 0; // only every second time
 +      }
 +
 +      self.vaporizer_lasthit = damage_goodhits;
 +
 +      Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 +
 +      // teamcolor / hit beam effect
 +      vector v;
 +      v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
 +      switch(self.team)
 +      {
 +              case NUM_TEAM_1:   // Red
 +                      if(damage_goodhits)
 +                              Send_Effect(EFFECT_VAPORIZER_RED_HIT, w_shotorg, v, 1);
 +                      else
 +                              Send_Effect(EFFECT_VAPORIZER_RED, w_shotorg, v, 1);
 +                      break;
 +              case NUM_TEAM_2:   // Blue
 +                      if(damage_goodhits)
 +                              Send_Effect(EFFECT_VAPORIZER_BLUE_HIT, w_shotorg, v, 1);
 +                      else
 +                              Send_Effect(EFFECT_VAPORIZER_BLUE, w_shotorg, v, 1);
 +                      break;
 +              case NUM_TEAM_3:   // Yellow
 +                      if(damage_goodhits)
 +                              Send_Effect(EFFECT_VAPORIZER_YELLOW_HIT, w_shotorg, v, 1);
 +                      else
 +                              Send_Effect(EFFECT_VAPORIZER_YELLOW, w_shotorg, v, 1);
 +                      break;
 +              case NUM_TEAM_4:   // Pink
 +                      if(damage_goodhits)
 +                              Send_Effect(EFFECT_VAPORIZER_PINK_HIT, w_shotorg, v, 1);
 +                      else
 +                              Send_Effect(EFFECT_VAPORIZER_PINK, w_shotorg, v, 1);
 +                      break;
 +              default:
 +                      if(damage_goodhits)
 +                              Send_Effect_("TE_TEI_G3_HIT", w_shotorg, v, 1);
 +                      else
 +                              Send_Effect_("TE_TEI_G3", w_shotorg, v, 1);
 +                      break;
 +      }
 +
++      if(autocvar_g_rm)
++      if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
++              W_RocketMinsta_Explosion(trace_endpos);
++
 +      W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
 +}
 +
++void W_RocketMinsta_Laser_Explode (void)
++{
++      if(other.takedamage == DAMAGE_AIM)
++              if(IS_PLAYER(other))
++                      if(DIFF_TEAM(self.realowner, other))
++                              if(other.deadflag == DEAD_NO)
++                                      if(IsFlying(other))
++                                              Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
++
++      self.event_damage = func_null;
++      self.takedamage = DAMAGE_NO;
++      RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
++      remove(self);
++}
++
++void W_RocketMinsta_Laser_Touch (void)
++{
++      PROJECTILE_TOUCH;
++      //W_RocketMinsta_Laser_Explode ();
++      RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
++      remove(self);
++}
++
++void W_RocketMinsta_Attack2(void)
++{
++      makevectors(self.v_angle);
++      
++      entity proj;
++      float counter = 0;
++      float total = autocvar_g_rm_laser_count;
++      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;
++      W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
++      self.weapon = w;
++
++      Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
++
++    while(counter < total)
++      {
++        proj = spawn ();
++        proj.classname = "plasma_prim";
++        proj.owner = proj.realowner = self;
++        proj.bot_dodge = true;
++        proj.bot_dodgerating = autocvar_g_rm_laser_damage;
++        proj.use = W_RocketMinsta_Laser_Explode;
++        proj.think = adaptor_think2use_hittype_splash;
++        proj.nextthink = time + autocvar_g_rm_laser_lifetime;
++        PROJECTILE_MAKETRIGGER(proj);
++        proj.projectiledeathtype = WEP_ELECTRO.m_id;
++        setorigin(proj, w_shotorg);
++              
++              proj.rm_force = autocvar_g_rm_laser_force / total;
++              proj.rm_damage = autocvar_g_rm_laser_damage / total;
++              proj.rm_edmg = proj.rm_damage;
++        
++        //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
++
++        proj.movetype = MOVETYPE_BOUNCEMISSILE;
++        //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
++              proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
++              proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
++              proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
++        proj.angles = vectoangles(proj.velocity);
++        proj.touch = W_RocketMinsta_Laser_Touch;
++        setsize(proj, '0 0 -3', '0 0 -3');
++        proj.flags = FL_PROJECTILE;
++        proj.missile_flags = MIF_SPLASH;
++
++        CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
++
++        MUTATOR_CALLHOOK(EditProjectile, self, proj);
++        counter++;
++    }
++}
++
++void W_RocketMinsta_Attack3 (void)
++{
++      makevectors(self.v_angle);
++      
++      entity proj;
++      float counter = 0;
++      float total = 1;
++
++      int w = self.weapon;
++      self.weapon = WEP_ELECTRO.m_id;
++      W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("electro_fire2"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
++      self.weapon = w;
++
++      Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
++
++    while(counter < total)
++      {
++        proj = spawn ();
++        proj.classname = "plasma_prim";
++        proj.owner = proj.realowner = self;
++        proj.bot_dodge = true;
++        proj.bot_dodgerating = autocvar_g_rm_laser_damage;
++        proj.use = W_RocketMinsta_Laser_Explode;
++        proj.think = adaptor_think2use_hittype_splash;
++        proj.nextthink = time + autocvar_g_rm_laser_lifetime;
++        PROJECTILE_MAKETRIGGER(proj);
++        proj.projectiledeathtype = WEP_ELECTRO.m_id;
++        setorigin(proj, w_shotorg);
++              
++              proj.rm_force = autocvar_g_rm_laser_force / total;
++              proj.rm_damage = autocvar_g_rm_laser_damage / total;
++              proj.rm_edmg = proj.rm_damage;
++        
++        //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
++
++        proj.movetype = MOVETYPE_BOUNCEMISSILE;
++              proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
++              proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
++        proj.angles = vectoangles(proj.velocity);
++        proj.touch = W_RocketMinsta_Laser_Touch;
++        setsize(proj, '0 0 -3', '0 0 -3');
++        proj.flags = FL_PROJECTILE;
++        proj.missile_flags = MIF_SPLASH;
++
++        CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
++
++        MUTATOR_CALLHOOK(EditProjectile, self, proj);
++        counter++;
++    }
++}
++
 +float W_Vaporizer(float req)
 +{
 +      float ammo_amount;
 +      float vaporizer_ammo;
++      float rapid = autocvar_g_rm_laser_rapid;
 +
 +      // now multiple WR_s use this
 +      vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
 +
 +      switch(req)
 +      {
 +              case WR_AIM:
 +              {
 +                      if(self.WEP_AMMO(VAPORIZER) > 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
 +
 +                      return true;
 +              }
 +              case WR_THINK:
 +              {
 +                      // if the laser uses load, we also consider its ammo for reloading
 +                      if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
 +                              WEP_ACTION(self.weapon, WR_RELOAD);
 +                      else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
 +                              WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(self.BUTTON_ATCK2)
++                      if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
 +                      {
 +                              if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
 +                              {
 +                                      W_Vaporizer_Attack();
 +                                      weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
 +                              }
 +                      }
-                               if(self.jump_interval <= time)
-                               if(weapon_prepareattack(1, -1))
++                      if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm))
 +                      {
++                              if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
++                              {
++                                      if(self.jump_interval <= time && !self.held_down)
++                                      {
++                                              if(rapid)
++                                                      self.held_down = true;
++                                              self.jump_interval = time + autocvar_g_rm_laser_refire;
++                                              self.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
++                                              damage_goodhits = 0;
++                                              W_RocketMinsta_Attack2();
++                                      }
++                                      else if(rapid && self.jump_interval2 <= time && self.held_down)
++                                      {
++                                              self.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
++                                              damage_goodhits = 0;
++                                              W_RocketMinsta_Attack3();
++                                              //weapon_thinkf(WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
++                                      }
++                              }
++                              else if (self.jump_interval <= time)
 +                              {
 +                                      // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
 +                                      self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
 +
 +                                      // decrease ammo for the laser?
 +                                      if(WEP_CVAR_SEC(vaporizer, ammo))
 +                                              W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
 +
 +                                      // ugly instagib hack to reuse the fire mode of the laser
++                                      makevectors(self.v_angle);
 +                                      int oldwep = self.weapon; // we can't avoid this hack
 +                                      self.weapon = WEP_BLASTER.m_id;
 +                                      W_Blaster_Attack(
 +                                              WEP_BLASTER.m_id | HITTYPE_SECONDARY,
 +                                              WEP_CVAR_SEC(vaporizer, shotangle),
 +                                              WEP_CVAR_SEC(vaporizer, damage),
 +                                              WEP_CVAR_SEC(vaporizer, edgedamage),
 +                                              WEP_CVAR_SEC(vaporizer, radius),
 +                                              WEP_CVAR_SEC(vaporizer, force),
 +                                              WEP_CVAR_SEC(vaporizer, speed),
 +                                              WEP_CVAR_SEC(vaporizer, spread),
 +                                              WEP_CVAR_SEC(vaporizer, delay),
 +                                              WEP_CVAR_SEC(vaporizer, lifetime)
 +                                      );
 +                                      self.weapon = oldwep;
 +
 +                                      // now do normal refire
 +                                      weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
 +                              }
 +                      }
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
++                      else
++                              self.held_down = false;
++                      
 +                      return true;
 +              }
 +              case WR_INIT:
 +              {
 +                      precache_model("models/nexflash.md3");
 +                      precache_model(W_Model("g_minstanex.md3"));
 +                      precache_model(W_Model("v_minstanex.md3"));
 +                      precache_model(W_Model("h_minstanex.iqm"));
 +                      precache_sound(W_Sound("minstanexfire"));
 +                      precache_sound(W_Sound("nexwhoosh1"));
 +                      precache_sound(W_Sound("nexwhoosh2"));
 +                      precache_sound(W_Sound("nexwhoosh3"));
 +                      //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);
 +                      return true;
 +              }
 +              case WR_SETUP:
 +              {
 +                      self.ammo_field = WEP_AMMO(VAPORIZER);
 +                      self.vaporizer_lasthit = 0;
 +                      return true;
 +              }
 +              case WR_CHECKAMMO1:
 +              {
 +                      ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
 +                      ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
 +                      return ammo_amount;
 +              }
 +              case WR_CHECKAMMO2:
 +              {
 +                      if(!WEP_CVAR_SEC(vaporizer, ammo))
 +                              return true;
 +                      ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
 +                      ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
 +                      return ammo_amount;
 +              }
 +              case WR_CONFIG:
 +              {
 +                      VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
 +                      return true;
 +              }
 +              case WR_RESETPLAYER:
 +              {
 +                      self.vaporizer_lasthit = 0;
 +                      return true;
 +              }
 +              case WR_RELOAD:
 +              {
 +                      float used_ammo;
 +                      if(WEP_CVAR_SEC(vaporizer, ammo))
 +                              used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
 +                      else
 +                              used_ammo = vaporizer_ammo;
 +
 +                      W_Reload(used_ammo, W_Sound("reload"));
 +                      return true;
 +              }
 +              case WR_SUICIDEMESSAGE:
 +              {
 +                      return WEAPON_THINKING_WITH_PORTALS;
 +              }
 +              case WR_KILLMESSAGE:
 +              {
 +                      return WEAPON_VAPORIZER_MURDER;
 +              }
 +      }
 +      return false;
 +}
 +#endif
 +#ifdef CSQC
 +float W_Vaporizer(float req)
 +{
 +      switch(req)
 +      {
 +              case WR_IMPACTEFFECT:
 +              {
++                      vector org2 = w_org + w_backoff * 6;
 +                      if(w_deathtype & HITTYPE_SECONDARY)
 +                      {
 +                              pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
 +                              if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
 +                      }
 +                      else
 +                      {
 +                              pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
 +                              if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM); }
 +                      }
 +                      return true;
 +              }
 +              case WR_INIT:
 +              {
 +                      precache_sound(W_Sound("laserimpact"));
 +                      precache_sound(W_Sound("neximpact"));
 +                      if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
 +                      {
 +                              precache_pic("gfx/reticle_nex");
 +                      }
 +                      return true;
 +              }
 +              case WR_ZOOMRETICLE:
 +              {
 +                      if(button_zoom || zoomscript_caught)
 +                      {
 +                              reticle_image = "gfx/reticle_nex";
 +                              return true;
 +                      }
 +                      else
 +                      {
 +                              // no weapon specific image for this weapon
 +                              return false;
 +                      }
 +              }
 +      }
 +      return false;
 +}
 +#endif
 +#endif
Simple merge