set g_balance_laser_secondary_force_velocitybias 0
// }}}
// {{{ shotgun
-set g_balance_shotgun_primary_bullets 20
-set g_balance_shotgun_primary_damage 3
+set g_balance_shotgun_primary_bullets 18
+set g_balance_shotgun_primary_damage 4
set g_balance_shotgun_primary_force 20
-set g_balance_shotgun_primary_spread 0.16
+set g_balance_shotgun_primary_spread 0.18
set g_balance_shotgun_primary_refire 1
set g_balance_shotgun_primary_animtime 0.4
set g_balance_shotgun_primary_ammo 1
set g_balance_grenadelauncher_secondary_edgedamage 32
set g_balance_grenadelauncher_secondary_force 300
set g_balance_grenadelauncher_secondary_radius 150
-set g_balance_grenadelauncher_secondary_speed 1500
-set g_balance_grenadelauncher_secondary_speed_up 225
+set g_balance_grenadelauncher_secondary_speed 1000
+set g_balance_grenadelauncher_secondary_speed_up 250
set g_balance_grenadelauncher_secondary_speed_z 0
set g_balance_grenadelauncher_secondary_spread 0
set g_balance_grenadelauncher_secondary_lifetime 3
set g_balance_electro_primary_animtime 0.03333333
set g_balance_electro_primary_ammo 5
set g_balance_electro_primary_range 800
-set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
-set g_balance_electro_primary_falloff_maxdist 850
-set g_balance_electro_primary_falloff_halflifedist 595
+set g_balance_electro_primary_falloff_mindist 0
+set g_balance_electro_primary_falloff_maxdist 0
+set g_balance_electro_primary_falloff_halflifedist 0
set g_balance_electro_secondary_damage 25
set g_balance_electro_secondary_edgedamage 0
set g_balance_electro_secondary_force 100
set g_balance_electro_secondary_count 3
set g_balance_electro_secondary_bouncefactor 0.5
set g_balance_electro_secondary_bouncestop 0.075
-set g_balance_electro_combo_damage 40
+set g_balance_electro_combo_damage 50
set g_balance_electro_combo_edgedamage 0
set g_balance_electro_combo_force 80
set g_balance_electro_combo_radius 250
set g_balance_rocketlauncher_edgedamage 33
set g_balance_rocketlauncher_force 350
set g_balance_rocketlauncher_radius 125
-set g_balance_rocketlauncher_speed 1080
-set g_balance_rocketlauncher_speedaccel 0
-set g_balance_rocketlauncher_speedstart 1080
+set g_balance_rocketlauncher_speed 1600
+set g_balance_rocketlauncher_speedaccel 1600
+set g_balance_rocketlauncher_speedstart 800
set g_balance_rocketlauncher_lifetime 5
set g_balance_rocketlauncher_refire 1
set g_balance_rocketlauncher_animtime 0.4
originjitter 6 6 6
// dust/smoke drifting away from the impact
effect TE_GUNSHOT
-count 2
+count 0.8
type smoke
tex 0 8
color 0x101010 0x101010
velocityjitter 8 8 8
// dust/smoke staying at the impact
effect TE_GUNSHOT
-count 0.5
+count 0.2
type smoke
tex 0 8
color 0x505050 0x505050
velocityjitter 0 0 0
// bouncing sparks
effect TE_GUNSHOT
-count 5
+count 2.5
type spark
color 0x8f4333 0xfff31b
size 0.4 0.4
type alphastatic
notunderwater
tex 0 8
-count 3
+count 1
size 10 20
sizeincrease 25
alpha 300 550 756
type alphastatic
notunderwater
tex 36 36
-count 0.5
+count 0.2
size 10 11
sizeincrease 74
alpha 200 350 500
// sparks
effect shotgun_impact
notunderwater
-count 1.5
+count 0.5
type spark
tex 40 40
color 0xFDFFD9 0xFDFFD9
type alphastatic
notunderwater
tex 0 8
-count 3
+count 1.5
size 10 20
sizeincrease 15
alpha 300 550 456
bounce 6
velocitymultiplier 0.03
rotate 0 360 -50 50
-//derbis
+//debris
effect machinegun_impact
type alphastatic
notunderwater
// fire effect which make bright dot inside
effect hagar_explode
notunderwater
-count 5
+count 3.5
type smoke
tex 48 55
color 0xffe955 0xff5a00
type alphastatic
notunderwater
tex 0 8
-count 10
+count 7
size 20 40
sizeincrease 20
alpha 200 500 600
// the HTTP response code on server error (e.g. 404)
//if 1 is returned by uri_get, the callback will be called in the future
float(string url, float id) uri_get = #513;
+//DP_QC_URI_POST
+//idea: divVerent
+//darkplaces implementation: divVerent
+//loads text from an URL into a string after POSTing via HTTP
+//works like uri_get, but uri_post sends data with Content-Type: content_type to the server
+//and uri_post sends the string buffer buf, joined using the delimiter delim
+float(string url, float id, string content_type, string data) uri_post = #513;
+float(string url, float id, string content_type, string delim, float buf) uri_postbuf = #513;
string(string, float) netaddress_resolve = #625;
string(string search, string replace, string subject) strreplace = #484;
float accuracy_byte(float n, float d)
{
- print(sprintf("accuracy: %d / %d\n", n, d));
+ //print(sprintf("accuracy: %d / %d\n", n, d));
if(n <= 0)
return 0;
if(n > d)
// arguments:
// effectname
effectnum = particleeffectnum(argv(1));
- W_SetupShot(self, FALSE, FALSE, "",0);
+ W_SetupShot(self, FALSE, FALSE, "", CHAN_WEAPON, 0);
traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
trailparticles(self, effectnum, w_shotorg, trace_endpos);
DID_CHEAT();
// arguments:
// modelname mode
f = stof(argv(2));
- W_SetupShot(self, FALSE, FALSE, "", 0);
+ W_SetupShot(self, FALSE, FALSE, "", CHAN_WEAPON, 0);
traceline(w_shotorg, w_shotorg + w_shotdir * 2048, MOVE_NORMAL, self);
if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) || trace_fraction == 1)
{
// make sure you call makevectors first (FIXME?)
.float prevstrengthsound;
.float prevstrengthsoundattempt;
-void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
{
float nudge = 1; // added to traceline target and subtracted from result
local float oldsolid;
ent.punchangle_x = recoil * -1;
if (snd != "")
- {
- sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
- }
+ sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
if(ent.items & IT_STRENGTH)
if(!g_minstagib)
w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
};
-#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
-#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
-#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
-#define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
-#define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
+#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
+#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
float CL_Weaponentity_CustomizeEntityForClient()
{
//description:
//global skybox for the map, can not be changed by QC
+//DP_UTF8
+//idea: Blub\0, divVerent
+//darkplaces implementation: Blub\0
+//cvar definitions:
+// utf8_enable: enable utf8 encoding
+//description: utf8 characters are allowed inside cvars, protocol strings, files, progs strings, etc.,
+//and count as 1 char for string functions like strlen, substring, etc.
+// note: utf8_enable is run-time cvar, could be changed during execution
+// note: beware that str2chr() could return value bigger than 255 once utf8 is enabled
+
//DP_HALFLIFE_MAP
//idea: LordHavoc
//darkplaces implementation: LordHavoc
// string autocvar__cl_name;
//NOTE: copying a string-typed autocvar to another variable/field, and then
//changing the cvar or returning from progs is UNDEFINED. Writing to autocvar
-//globals is UNDEFINED. Accessing autocvar globals after cvar_set()ing that
+//globals is UNDEFINED. Accessing autocvar globals after cvar_set()ing that
//cvar is IMPLEMENTATION DEFINED (an implementation may either yield the
-//previous, or the current, value). Writing to an autocvar global is NOT
-//ALLOWED.
+//previous, or the current, value). Whether autocvar globals, after restoring
+//a savegame, have the cvar's current value, or the original value at time of
+//saving, is UNDEFINED. Restoring a savegame however must not restore the
+//cvar values themselves.
//In case the cvar does NOT exist, then it is automatically created with the
//value of the autocvar initializer, if given. This is possible with e.g.
//frikqcc and fteqcc the following way:
//function to query triangles of a surface
//DP_QC_GETTAGINFO
-//idea: VorteX, LordHavoc (somebody else?)
+//idea: VorteX, LordHavoc
//DarkPlaces implementation: VorteX
//builtin definitions:
float(entity ent, string tagname) gettagindex = #451;
float GETTIME_CDTRACK = 4;
//description:
//returns the playing time of the current cdtrack when passed to gettime()
+//see DP_END_GETSOUNDTIME for similar functionality but for entity sound channels
//DP_QC_LOG
//darkplaces implementation: divVerent
// optional: .<precision>, .*, or .*<argpos>$ for the precision
// length modifiers: h for forcing a float, l for forcing an int/entity (by default, %d etc. cast a float to int)
// conversions:
-// di take a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to an int
+// d takes a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to an int
+// i takes an int/entity if no length is specified or i is, and a float if h is specified as length, and cast it to an int
// ouxXc take a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to an unsigned int
// eEfFgG take a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to a double
// s takes a string
//if 1 is returned by uri_get, the callback will be called in the future
float(string url, float id) uri_get = #513;
+//DP_QC_URI_POST
+//idea: divVerent
+//darkplaces implementation: divVerent
+//loads text from an URL into a string after POSTing via HTTP
+//works like uri_get, but uri_post sends data with Content-Type: content_type to the server
+//and uri_post sends the string buffer buf, joined using the delimiter delim
+float(string url, float id, string content_type, string data) uri_post = #513;
+float(string url, float id, string content_type, string delim, float buf) uri_postbuf = #513;
+
//DP_SKELETONOBJECTS
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//description:
//the engine supports stereo WAV files. (useful with DP_SND_DIRECTIONLESSATTNNONE for music)
+//DP_SND_GETSOUNDTIME
+//idea: VorteX
+//darkplaces implementation: VorteX
+//constant definitions:
+float(entity e, float channel) getsoundtime = #533; // get currently sound playing position on entity channel, -1 if not playing or error
+float(string sample) soundlength = #534; // returns length of sound sample in seconds, -1 on error (sound not precached, sound system not initialized etc.)
+//description: provides opportunity to query length of sound samples and realtime tracking of sound playing on entities (similar to DP_GETTIME_CDTRACK)
+//note: beware dedicated server not running sound engine at all, so in dedicated mode this builtins will not work in server progs
+//note also: menu progs not supporting getsoundtime() (will give a warning) since it has no sound playing on entities
+//examples of use:
+// - QC-driven looped sounds
+// - QC events when sound playing is finished
+// - toggleable ambientsounds
+// - subtitles
+
+//DP_VIDEO_DPV
+//idea: LordHavoc
+//darkplaces implementation: LordHavoc
+//console commands:
+// playvideo <videoname> - start playing video
+// stopvideo - stops current video
+//description: indicated that engine support playing videos in DPV format
+
+//DP_VIDEO_SUBTITLES
+//idea: VorteX
+//darkplaces implementation: VorteX
+//cvars:
+// cl_video_subtitles - toggles subtitles showing
+// cl_video_subtitles_lines - how many lines to reserve for subtitles
+// cl_video_subtitles_textsize - font size
+//console commands:
+// playvideo <videoname> <custom_subtitles_file> - start playing video
+// stopvideo - stops current video
+//description: indicates that engine support subtitles on videos
+//subtitles stored in external text files, each video file has it's default subtitles file ( <videoname>.dpsubs )
+//example: for video/act1.dpv default subtitles file will be video/act1.dpsubs
+//also video could be played with custom subtitles file by utilizing second parm of playvideo command
+//syntax of .dpsubs files: each line in .dpsubs file defines 1 subtitle, there are three tokens:
+// <start> <end> "string"
+// start: subtitle start time in seconds
+// end: subtitle time-to-show in seconds, if 0 - subtitle will be showed until next subtitle is started,
+// if below 0 - show until next subtitles minus this number of seconds
+// text: subtitle text, color codes (Q3-style and ^xRGB) are allowed
+//example of subtitle file:
+// 3 0 "Vengeance! Vengeance for my eternity of suffering!"
+// 9 0 "Whelp! As if you knew what eternity was!"
+// 13 0 "Grovel before your true master."
+// 17 0 "Never!"
+// 18 7 "I'll hack you from crotch to gizzard and feed what's left of you to your brides..."
+
//DP_SOLIDCORPSE
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//description:
//allows qc to customize MOVETYPE_BOUNCE a bit
+//DP_SV_CLIENTCAMERA
+//idea: LordHavoc, others
+//darkplaces implementation: Black
+//field definitions:
+.entity clientcamera; // override camera entity
+//description:
+//allows another entity to be the camera for a client, for example a remote camera, this is similar to sending svc_setview manually except that it also changes the network culling appropriately.
+
//DP_SV_CLIENTCOLORS
//idea: LordHavoc
//darkplaces implementation: LordHavoc
.string crypto_encryptmethod; // the string "AES128" if encrypting, and string_null if plaintext
.string crypto_signmethod; // the string "HMAC-SHA256" if signing, and string_null if plaintext
// there is no field crypto_myidfp, as that info contains no additional information the QC may have a use for
+//builtin definitions: (SVQC)
+float(string url, float id, string content_type, string delim, float buf, float keyid) crypto_uri_postbuf = #513;
//description:
+//use -1 as buffer handle to justs end delim as postdata
if (!(ball = self.ballcarried))
return;
- W_SetupShot (self, FALSE, 4, "nexball/shoot1.wav",0);
+ W_SetupShot (self, FALSE, 4, "nexball/shoot1.wav", CHAN_WEAPON, 0);
tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
if(trace_startsolid)
{
local entity missile;
if (!(balls & BALL_BASKET))
return;
- W_SetupShot (self, FALSE, 2, "nexball/shoot2.wav",0);
+ W_SetupShot (self, FALSE, 2, "nexball/shoot2.wav", CHAN_WEAPON, 0);
// pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
self.ammo_nails -= pAmmo;
if(deathtype & HITTYPE_SECONDARY)
- W_SetupShot (self, cvar("g_antilag_bullets") && pSpeed >= cvar("g_antilag_bullets"), 2, "weapons/campingrifle_fire2.wav", cvar("g_balance_campingrifle_secondary_damage") + cvar("g_balance_campingrifle_secondary_headshotaddeddamage"));
+ W_SetupShot (self, cvar("g_antilag_bullets") && pSpeed >= cvar("g_antilag_bullets"), 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, cvar("g_balance_campingrifle_secondary_damage") + cvar("g_balance_campingrifle_secondary_headshotaddeddamage"));
else
- W_SetupShot (self, cvar("g_antilag_bullets") && pSpeed >= cvar("g_antilag_bullets"), 2, "weapons/campingrifle_fire.wav", cvar("g_balance_campingrifle_primary_damage") + cvar("g_balance_campingrifle_primary_headshotaddeddamage"));
+ W_SetupShot (self, cvar("g_antilag_bullets") && pSpeed >= cvar("g_antilag_bullets"), 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, cvar("g_balance_campingrifle_primary_damage") + cvar("g_balance_campingrifle_primary_headshotaddeddamage"));
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
if(cvar("g_balance_crylink_primary_joinexplode"))
maxdmg += cvar("g_balance_crylink_primary_joinexplode_damage");
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", maxdmg);
+ W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
if(cvar("g_balance_crylink_secondary_joinexplode"))
maxdmg += cvar("g_balance_crylink_secondary_joinexplode_damage");
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", maxdmg);
+ W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg);
shots = cvar("g_balance_crylink_secondary_shots");
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, cvar("g_balance_electro_primary_damage"));
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', 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", CHAN_WEAPON, 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);
}
}
- W_SetupShot_Range(self.owner, TRUE, 0, "", cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
+ W_SetupShot_Range(self.owner, TRUE, 0, "", 0, cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
// apply the damage
{
// only play fire sound if 0.5 sec has passed since player let go the fire button
if(time - self.prevlgfire > 0.5)
- {
sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
- }
entity beam, oldself;
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", cvar("g_balance_fireball_primary_damage") + cvar("g_balance_fireball_primary_bfgdamage"));
+ W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CHAN_WEAPON, cvar("g_balance_fireball_primary_damage") + cvar("g_balance_fireball_primary_bfgdamage"));
pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
void W_Fireball_AttackEffect(float i, vector f_diff)
{
- W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0);
+ W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
}
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", cvar("g_balance_fireball_secondary_damage"));
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CHAN_WEAPON, cvar("g_balance_fireball_secondary_damage"));
traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
w_shotorg = trace_endpos;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, cvar("g_balance_grenadelauncher_primary_damage"));
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, cvar("g_balance_grenadelauncher_secondary_damage"));
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
- W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_primary_damage"));
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, cvar("g_balance_hagar_primary_damage"));
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
- W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_secondary_damage"));
- //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, cvar("g_balance_hagar_secondary_damage"));
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if(self.crouch)
spread = spread * cvar("g_balance_hlac_primary_spread_crouchmod");
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_primary_damage"));
+ W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, cvar("g_balance_hlac_primary_damage"));
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if (!g_norecoil)
{
if(self.crouch)
spread = spread * cvar("g_balance_hlac_secondary_spread_crouchmod");
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_secondary_damage"));
+ W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, cvar("g_balance_hlac_secondary_damage"));
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_cells = self.ammo_cells - cvar("g_balance_hook_secondary_ammo");
- W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", cvar("g_balance_hook_secondary_damage"));
+ W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CHAN_WEAPON, cvar("g_balance_hook_secondary_damage"));
gren = spawn ();
gren.owner = self;
s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
if(nodamage)
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", 0);
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0);
else if(issecondary == 1)
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage"));
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, cvar("g_balance_laser_secondary_damage"));
else
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_primary_damage"));
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, cvar("g_balance_laser_primary_damage"));
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
float dt;
dt = frametime;
- W_SetupShot_Range(self.owner, TRUE, 0, "", damage * dt, myradius);
+ W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius);
WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
// apply the damage
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
- W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
+ W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, cvar("g_balance_minelayer_damage"));
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
mine = WarpZone_RefSys_SpawnSameRefSys(self);
float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
- W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", 10000);
+ W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CHAN_WEAPON, 10000);
yoda = 0;
damage_goodhits = 0;
mydmg *= charge;
myforce *= charge;
- W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
+ W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
yoda = 0;
FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
if not(self.items & IT_UNLIMITED_SUPERWEAPONS)
self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
- W_SetupShot (self, FALSE, 4, "porto/fire.wav", 0);
+ W_SetupShot (self, FALSE, 4, "porto/fire.wav", CHAN_WEAPON, 0);
// always shoot from the eye
w_shotdir = v_forward;
w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, cvar("g_balance_rocketlauncher_damage"));
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
self.ammo_rockets = self.ammo_rockets - cvar("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", 0);
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
w_shotorg += f_diff;
pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
- W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", 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, cvar("g_balance_seeker_missile_damage") * cvar("g_balance_seeker_missile_count"));
missile = spawn();
missile.owner = self;
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", cvar("g_balance_seeker_flac_damage"));
+ 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_shotorg += f_diff;
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
bulletspeed = cvar("g_balance_shotgun_primary_speed");
bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
- W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", d * bullets);
+ W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
for (sc = 0;sc < bullets;sc = sc + 1)
fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
endFireBallisticBullet();
meleetemp.owner = self;
meleetemp.think = shotgun_meleethink;
meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
- W_SetupShot_Range(self, TRUE, 0, "", cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
+ W_SetupShot_Range(self, TRUE, 0, "", 0, cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
}
void spawnfunc_weapon_shotgun(); // defined in t_items.qc
{
vector o;
float c, n;
- W_SetupShot(self, FALSE, 2, "", cvar("g_balance_tuba_damage"));
+ W_SetupShot(self, FALSE, 2, "", 0, cvar("g_balance_tuba_damage"));
if(self.tuba_notecount)
{
self.tuba_notecount = FALSE;
else
self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
}
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", ((self.uzi_bulletcounter == 1) ? cvar("g_balance_uzi_first_damage") : cvar("g_balance_uzi_sustained_damage")));
+ W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.uzi_bulletcounter == 1) ? cvar("g_balance_uzi_first_damage") : cvar("g_balance_uzi_sustained_damage")));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
return;
}
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_sustained_damage"));
+ W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage"));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
void uzi_mode1_fire_burst()
{
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_sustained_damage"));
+ W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage"));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;