From: Mario Date: Sun, 30 Jun 2013 10:03:14 +0000 (+1000) Subject: Move fireball to the new cvar system X-Git-Tag: xonotic-v0.8.0~152^2~363 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=commitdiff_plain;h=12f09302080ed9f0cbd1bc86628066c9b3aec81e Move fireball to the new cvar system --- diff --git a/qcsrc/common/weapons/w_fireball.qc b/qcsrc/common/weapons/w_fireball.qc index 225464812..72a597712 100644 --- a/qcsrc/common/weapons/w_fireball.qc +++ b/qcsrc/common/weapons/w_fireball.qc @@ -10,13 +10,42 @@ REGISTER_WEAPON( /* netname */ "fireball", /* fullname */ _("Fireball") ); -#else +#define FIREBALL_SETTINGS(weapon) \ + WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \ + WEP_ADD_CVAR(weapon, MO_BOTH, refire) \ + WEP_ADD_CVAR(weapon, MO_BOTH, damage) \ + WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \ + WEP_ADD_CVAR(weapon, MO_BOTH, speed) \ + WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \ + WEP_ADD_CVAR(weapon, MO_BOTH, laserburntime) \ + WEP_ADD_CVAR(weapon, MO_BOTH, laserdamage) \ + WEP_ADD_CVAR(weapon, MO_BOTH, laseredgedamage) \ + WEP_ADD_CVAR(weapon, MO_BOTH, laserradius) \ + WEP_ADD_CVAR(weapon, MO_PRI, edgedamage) \ + WEP_ADD_CVAR(weapon, MO_PRI, force) \ + WEP_ADD_CVAR(weapon, MO_PRI, radius) \ + WEP_ADD_CVAR(weapon, MO_PRI, health) \ + WEP_ADD_CVAR(weapon, MO_PRI, refire2) \ + WEP_ADD_CVAR(weapon, MO_PRI, bfgdamage) \ + WEP_ADD_CVAR(weapon, MO_PRI, bfgforce) \ + WEP_ADD_CVAR(weapon, MO_PRI, bfgradius) \ + WEP_ADD_CVAR(weapon, MO_SEC, damagetime) \ + WEP_ADD_CVAR(weapon, MO_SEC, speed_up) \ + WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \ + WEP_ADD_PROP(weapon, reloading_time, reload_time) \ + WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \ + WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop) + #ifdef SVQC +FIREBALL_SETTINGS(fireball) void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); } .float bot_primary_fireballmooth; // whatever a mooth is .vector fireball_impactvec; .float fireball_primarytime; +#endif +#else +#ifdef SVQC void W_Fireball_Explode (void) { @@ -31,15 +60,15 @@ void W_Fireball_Explode (void) // 1. dist damage d = (self.realowner.health + self.realowner.armorvalue); - RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other); if(self.realowner.health + self.realowner.armorvalue >= d) if(!self.cnt) { - modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_balance_fireball_primary_bfgradius, 0.2, 0.05, 0.25); + modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25); // 2. bfg effect // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here. - for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain) + for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain) if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || IsDifferentTeam(e, self)) { // can we see fireball? @@ -52,15 +81,15 @@ void W_Fireball_Explode (void) if(/* trace_startsolid || */ trace_fraction != 1) continue; dist = vlen(self.origin - e.origin - e.view_ofs); - points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius)); + points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius))); if(points <= 0) continue; dir = normalize(e.origin + e.view_ofs - self.origin); if(accuracy_isgooddamage(self.realowner, e)) - accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_bfgdamage * points); + accuracy_add(self.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points); - Damage(e, self, self.realowner, autocvar_g_balance_fireball_primary_bfgdamage * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, autocvar_g_balance_fireball_primary_bfgforce * dir); + Damage(e, self, self.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir); pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1); } } @@ -118,7 +147,7 @@ void W_Fireball_Think() return; } - W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_primary_laserradius, autocvar_g_balance_fireball_primary_laserdamage, autocvar_g_balance_fireball_primary_laseredgedamage, autocvar_g_balance_fireball_primary_laserburntime); + W_Fireball_LaserPlay(0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime)); self.nextthink = time + 0.1; } @@ -143,7 +172,7 @@ void W_Fireball_Attack1() { entity proj; - W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage); + W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage)); pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -151,16 +180,16 @@ void W_Fireball_Attack1() proj.classname = "plasma_prim"; proj.owner = proj.realowner = self; proj.bot_dodge = TRUE; - proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage; - proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime; + proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage); + proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime); proj.use = W_Fireball_Explode; proj.think = W_Fireball_Think; proj.nextthink = time; - proj.health = autocvar_g_balance_fireball_primary_health; + proj.health = WEP_CVAR_PRI(fireball, health); proj.team = self.team; proj.event_damage = W_Fireball_Damage; proj.takedamage = DAMAGE_YES; - proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale; + proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_FIREBALL; setorigin(proj, w_shotorg); @@ -188,32 +217,32 @@ void W_Fireball_AttackEffect(float i, vector f_diff) void W_Fireball_Attack1_Frame4() { W_Fireball_Attack1(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready); } void W_Fireball_Attack1_Frame3() { W_Fireball_AttackEffect(0, '+1.25 +3.75 0'); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4); } void W_Fireball_Attack1_Frame2() { W_Fireball_AttackEffect(0, '-1.25 +3.75 0'); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3); } void W_Fireball_Attack1_Frame1() { W_Fireball_AttackEffect(1, '+1.25 -3.75 0'); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2); } void W_Fireball_Attack1_Frame0() { W_Fireball_AttackEffect(0, '-1.25 -3.75 0'); sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1); } void W_Firemine_Think() @@ -227,7 +256,7 @@ void W_Firemine_Think() // make it "hot" once it leaves its owner if(self.owner) { - if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius) + if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius)) { self.cnt += 1; if(self.cnt == 3) @@ -237,7 +266,7 @@ void W_Firemine_Think() self.cnt = 0; } - W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_secondary_laserradius, autocvar_g_balance_fireball_secondary_laserdamage, autocvar_g_balance_fireball_secondary_laseredgedamage, autocvar_g_balance_fireball_secondary_laserburntime); + W_Fireball_LaserPlay(0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime)); self.nextthink = time + 0.1; } @@ -246,7 +275,7 @@ void W_Firemine_Touch (void) { PROJECTILE_TOUCH; if (other.takedamage == DAMAGE_AIM) - if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype) >= 0) + if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0) { remove(self); return; @@ -277,7 +306,7 @@ void W_Fireball_Attack2() f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, autocvar_g_balance_fireball_secondary_damage); + W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage)); traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self); w_shotorg = trace_endpos; @@ -287,7 +316,7 @@ void W_Fireball_Attack2() proj.owner = proj.realowner = self; proj.classname = "grenade"; proj.bot_dodge = TRUE; - proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage; + proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage); proj.movetype = MOVETYPE_BOUNCE; proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY; proj.touch = W_Firemine_Touch; @@ -296,8 +325,8 @@ void W_Fireball_Attack2() setorigin(proj, w_shotorg); proj.think = W_Firemine_Think; proj.nextthink = time; - proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale; - proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime; + proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale); + proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime); W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary); proj.angles = vectoangles(proj.velocity); @@ -319,7 +348,7 @@ float w_fireball(float req) self.BUTTON_ATCK2 = FALSE; if (self.bot_primary_fireballmooth == 0) { - if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE)) + if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), FALSE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.02) self.bot_primary_fireballmooth = 0; @@ -327,7 +356,7 @@ float w_fireball(float req) } else { - if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE)) + if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), TRUE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.01) self.bot_primary_fireballmooth = 1; @@ -341,18 +370,18 @@ float w_fireball(float req) if (self.BUTTON_ATCK) { if (time >= self.fireball_primarytime) - if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire)) + if (weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire))) { W_Fireball_Attack1_Frame0(); - self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2 * W_WeaponRateFactor(); + self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(); } } else if (self.BUTTON_ATCK2) { - if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire)) + if (weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire))) { W_Fireball_Attack2(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready); + weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready); } } @@ -367,6 +396,11 @@ float w_fireball(float req) precache_sound ("weapons/fireball_fire.wav"); precache_sound ("weapons/fireball_fire2.wav"); precache_sound ("weapons/fireball_prefire2.wav"); + #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/ + #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_FIREBALL,weapon,prop,name) + FIREBALL_SETTINGS(fireball) + #undef WEP_ADD_CVAR + #undef WEP_ADD_PROP return TRUE; } case WR_SETUP: diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index 49fbbcd5b..fee6bd3c0 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -174,36 +174,6 @@ float autocvar_g_balance_falldamage_deadminspeed; float autocvar_g_balance_falldamage_factor; float autocvar_g_balance_falldamage_maxdamage; float autocvar_g_balance_falldamage_minspeed; -float autocvar_g_balance_fireball_primary_animtime; -float autocvar_g_balance_fireball_primary_bfgdamage; -float autocvar_g_balance_fireball_primary_bfgforce; -float autocvar_g_balance_fireball_primary_bfgradius; -float autocvar_g_balance_fireball_primary_damage; -float autocvar_g_balance_fireball_primary_damageforcescale; -float autocvar_g_balance_fireball_primary_edgedamage; -float autocvar_g_balance_fireball_primary_force; -float autocvar_g_balance_fireball_primary_health; -float autocvar_g_balance_fireball_primary_laserburntime; -float autocvar_g_balance_fireball_primary_laserdamage; -float autocvar_g_balance_fireball_primary_laseredgedamage; -float autocvar_g_balance_fireball_primary_laserradius; -float autocvar_g_balance_fireball_primary_lifetime; -float autocvar_g_balance_fireball_primary_radius; -float autocvar_g_balance_fireball_primary_refire; -float autocvar_g_balance_fireball_primary_refire2; -float autocvar_g_balance_fireball_primary_speed; -float autocvar_g_balance_fireball_secondary_animtime; -float autocvar_g_balance_fireball_secondary_damage; -float autocvar_g_balance_fireball_secondary_damageforcescale; -float autocvar_g_balance_fireball_secondary_damagetime; -float autocvar_g_balance_fireball_secondary_laserburntime; -float autocvar_g_balance_fireball_secondary_laserdamage; -float autocvar_g_balance_fireball_secondary_laseredgedamage; -float autocvar_g_balance_fireball_secondary_laserradius; -float autocvar_g_balance_fireball_secondary_lifetime; -float autocvar_g_balance_fireball_secondary_refire; -float autocvar_g_balance_fireball_secondary_speed; -float autocvar_g_balance_fireball_secondary_speed_up; float autocvar_g_balance_firetransfer_damage; float autocvar_g_balance_firetransfer_time; float autocvar_g_balance_fuel_limit;