]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into martin-t/rpc-acc
authorMartin Taibr <taibr.martin@gmail.com>
Fri, 15 Jun 2018 18:56:14 +0000 (20:56 +0200)
committerMartin Taibr <taibr.martin@gmail.com>
Fri, 15 Jun 2018 18:56:14 +0000 (20:56 +0200)
qcsrc/common/mutators/mutator/overkill/okrpc.qc
qcsrc/common/mutators/mutator/overkill/rpc.qc [new file with mode: 0644]
qcsrc/server/g_damage.qc
qcsrc/server/weapons/tracing.qc

index c06ca5b78cf3923816cf9950b4afb53172eb3967..c786a921f40d65676bf6056832bc773b5d79f5df 100644 (file)
@@ -2,12 +2,20 @@
 
 #ifdef SVQC
 
+.float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies
+
 void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitentity)
 {
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
 
-       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+       float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+       if (explosion_damage > 0 && this.m_chainsaw_damage > 0)
+       {
+               // if chainsaw hit something, it removed fired damage (so that direct hit is 100%)
+               // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back
+               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(okrpc, damage), 0);
+       }
 
        delete(this);
 }
@@ -53,8 +61,22 @@ void W_OverkillRocketPropelledChainsaw_Think(entity this)
        vector mydir = normalize(this.velocity);
 
        tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
-       if(IS_PLAYER(trace_ent))
+       if (IS_PLAYER(trace_ent))
+       {
+               if (accuracy_isgooddamage(this.realowner, trace_ent))
+               {
+                       if (this.m_chainsaw_damage == 0) // first hit
+                       {
+                               // The fired damage of the explosion is already counted in the statistics (when launching the chainsaw).
+                               // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%.
+                               float fired_damage = WEP_CVAR_PRI(okrpc, damage2) - WEP_CVAR_PRI(okrpc, damage);
+                               float hit_damage = WEP_CVAR_PRI(okrpc, damage2);
+                               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, fired_damage, hit_damage);
+                       }
+                       this.m_chainsaw_damage += WEP_CVAR_PRI(okrpc, damage2);
+               }
                Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(okrpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(okrpc, force));
+       }
 
        this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(okrpc, speedaccel) * sys_frametime));
 
@@ -106,6 +128,7 @@ void W_OverkillRocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .en
        SUB_SetFade (flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
+       missile.m_chainsaw_damage = 0;
 
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qc b/qcsrc/common/mutators/mutator/overkill/rpc.qc
new file mode 100644 (file)
index 0000000..643cfd4
--- /dev/null
@@ -0,0 +1,205 @@
+#include "rpc.qh"
+
+#ifdef SVQC
+
+.float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies
+
+void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity)
+{
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
+
+       float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+       if (explosion_damage > 0 && this.m_chainsaw_damage > 0) {
+               // if chainsaw hit something, it removed fired damage (so that direct hit is 100%)
+               // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back
+               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(rpc, damage), 0);
+       }
+
+       delete(this);
+}
+
+void W_RocketPropelledChainsaw_Explode_think(entity this)
+{
+       W_RocketPropelledChainsaw_Explode(this, NULL);
+}
+
+void W_RocketPropelledChainsaw_Touch(entity this, entity toucher)
+{
+       if(WarpZone_Projectile_Touch(this, toucher))
+               if(wasfreed(this))
+                       return;
+
+       W_RocketPropelledChainsaw_Explode(this, toucher);
+}
+
+void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+       if (this.health <= 0)
+               return;
+
+       if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+               return; // g_projectiles_damage says to halt
+
+       this.health = this.health - damage;
+
+       if (this.health <= 0)
+               W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode_think);
+}
+
+void W_RocketPropelledChainsaw_Think(entity this)
+{
+       if(this.cnt <= time)
+       {
+               delete(this);
+               return;
+       }
+
+       float myspeed = vlen(this.velocity);
+       float myspeed_accel = myspeed * sys_frametime;
+       vector mydir = normalize(this.velocity);
+
+       tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
+       if (IS_PLAYER(trace_ent)) {
+               if (accuracy_isgooddamage(this.realowner, trace_ent)) {
+                       if (this.m_chainsaw_damage == 0) { // first hit
+                               // The fired damage of the explosion (WEP_CVAR(rpc, damage)) is already counted in the statistics (when launching the chainsaw).
+                               // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%.
+                               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(rpc, damage2) - WEP_CVAR(rpc, damage), WEP_CVAR(rpc, damage2));
+                       }
+                       this.m_chainsaw_damage += WEP_CVAR(rpc, damage2);
+               }
+               Damage(trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force));
+       }
+
+       this.velocity = mydir * (myspeed + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
+
+       UpdateCSQCProjectile(this);
+       this.nextthink = time;
+}
+
+void W_RocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
+       entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
+       entity flash = spawn ();
+
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity);
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage), WEP_RPC.m_id);
+       Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       PROJECTILE_MAKETRIGGER(missile);
+
+       missile.owner = missile.realowner = actor;
+       missile.bot_dodge = true;
+       missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
+
+       missile.takedamage = DAMAGE_YES;
+       missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
+       missile.health = WEP_CVAR(rpc, health);
+       missile.event_damage = W_RocketPropelledChainsaw_Damage;
+       missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
+       set_movetype(missile, MOVETYPE_FLY);
+
+       missile.projectiledeathtype = WEP_RPC.m_id;
+       missile.weaponentity_fld = weaponentity;
+       setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+
+       setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+       W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
+
+       settouch(missile, W_RocketPropelledChainsaw_Touch);
+
+       setthink(missile, W_RocketPropelledChainsaw_Think);
+       missile.cnt = time + WEP_CVAR(rpc, lifetime);
+       missile.nextthink = time;
+       missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
+
+       CSQCProjectile(missile, true, PROJECTILE_RPC, false);
+
+       setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
+       SUB_SetFade (flash, time, 0.1);
+       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
+       missile.m_chainsaw_damage = 0;
+
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+}
+
+METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
+}
+
+METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) {
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else
+    {
+        if (fire & 1)
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
+            {
+                W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
+            }
+        }
+
+        if (fire & 2)
+        {
+            // to-do
+        }
+    }
+}
+
+METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(rpc, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
+    return ammo_amount;
+}
+
+METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+    return false;
+}
+
+METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(actor, weaponentity, WEP_CVAR(rpc, ammo), SND_RELOAD);
+}
+
+METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
+{
+    if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+        return WEAPON_RPC_SUICIDE_SPLASH;
+    else
+        return WEAPON_RPC_SUICIDE_DIRECT;
+}
+
+METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_BLASTER_MURDER;
+    else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+        return WEAPON_RPC_MURDER_SPLASH;
+    else
+        return WEAPON_RPC_MURDER_DIRECT;
+}
+
+#endif
+
+#ifdef CSQC
+
+METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 12;
+    pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+    if(!w_issilent)
+        sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+}
+
+#endif
index 4bb38780d2d035cdd12d7ea30eb268eb0195059b..c2db32650dd851c363ca44ed123641dcdbf8d5d6 100644 (file)
@@ -35,7 +35,7 @@ void UpdateFrags(entity player, int f)
        GameRules_scoring_add_team(player, SCORE, f);
 }
 
-void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
+void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
 {
        // TODO route through PlayerScores instead
        if(game_stopped) return;
@@ -528,7 +528,7 @@ void Freeze (entity targ, float revivespeed, float frozen_type, float show_waypo
                WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
 }
 
-void Unfreeze (entity targ)
+void Unfreeze(entity targ)
 {
        if(!STAT(FROZEN, targ))
                return;
@@ -564,7 +564,7 @@ void Unfreeze (entity targ)
        targ.iceblock = NULL;
 }
 
-void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        float complainteamdamage = 0;
        float mirrordamage = 0;
@@ -1038,9 +1038,9 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in
                                                }
 
                                                if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
-                                                       Damage (targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
+                                                       Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
                                                else
-                                                       Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
+                                                       Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
                                        }
                                }
                        }
@@ -1056,9 +1056,9 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in
        return total_damage_to_creatures;
 }
 
-float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
+float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
 {
-       return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
+       return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
 }
 
 float Fire_IsBurning(entity e)
index ddf1ff26248066b0fa719c18ab543802fc866d4b..b023180a138b1a9cca08235f950e8e81d633b17b 100644 (file)
@@ -138,7 +138,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
                ent.punchangle_x = recoil * -1;
 
        if (snd != SND_Null) {
-               sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
+               sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
                W_PlayStrengthSound(ent);
        }