From aab06e72daa34b08643e98e912d7c9d420da4914 Mon Sep 17 00:00:00 2001 From: TimePath Date: Sun, 27 Aug 2017 19:25:26 +1000 Subject: [PATCH] Nexball: move weapon code to weapon file --- .../gamemodes/gamemode/nexball/_mod.inc | 3 + .../common/gamemodes/gamemode/nexball/_mod.qh | 3 + .../gamemodes/gamemode/nexball/nexball.qc | 185 ------------------ .../gamemodes/gamemode/nexball/sv_weapon.qc | 183 +++++++++++++++++ .../gamemodes/gamemode/nexball/sv_weapon.qh | 1 + 5 files changed, 190 insertions(+), 185 deletions(-) create mode 100644 qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc create mode 100644 qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qh diff --git a/qcsrc/common/gamemodes/gamemode/nexball/_mod.inc b/qcsrc/common/gamemodes/gamemode/nexball/_mod.inc index f48ef74501..7872767563 100644 --- a/qcsrc/common/gamemodes/gamemode/nexball/_mod.inc +++ b/qcsrc/common/gamemodes/gamemode/nexball/_mod.inc @@ -1,3 +1,6 @@ // generated file; do not modify #include #include +#ifdef SVQC + #include +#endif diff --git a/qcsrc/common/gamemodes/gamemode/nexball/_mod.qh b/qcsrc/common/gamemodes/gamemode/nexball/_mod.qh index 4ac2347c5d..a1cf544371 100644 --- a/qcsrc/common/gamemodes/gamemode/nexball/_mod.qh +++ b/qcsrc/common/gamemodes/gamemode/nexball/_mod.qh @@ -1,3 +1,6 @@ // generated file; do not modify #include #include +#ifdef SVQC + #include +#endif diff --git a/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc b/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc index f7784db18a..4f8d6b5592 100644 --- a/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc +++ b/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc @@ -722,136 +722,6 @@ spawnfunc(ball_bound) spawnfunc_nexball_out(this); } -//=======================// -// Weapon code // -//=======================// - - -void W_Nexball_Think(entity this) -{ - //dprint("W_Nexball_Think\n"); - //vector new_dir = steerlib_arrive(this.enemy.origin, 2500); - vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin); - vector old_dir = normalize(this.velocity); - float _speed = vlen(this.velocity); - vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed; - //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate - - this.velocity = new_vel; - - this.nextthink = time; -} - -void W_Nexball_Touch(entity this, entity toucher) -{ - entity ball, attacker; - attacker = this.owner; - //this.think = func_null; - //this.enemy = NULL; - - PROJECTILE_TOUCH(this, toucher); - if(attacker.team != toucher.team || autocvar_g_nexball_basketball_teamsteal) - if((ball = toucher.ballcarried) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (IS_PLAYER(attacker))) - { - toucher.velocity = toucher.velocity + normalize(this.velocity) * toucher.damageforcescale * autocvar_g_balance_nexball_secondary_force; - UNSET_ONGROUND(toucher); - if(!attacker.ballcarried) - { - LogNB("stole", attacker); - _sound(toucher, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM); - - if(SAME_TEAM(attacker, toucher) && time > CS(attacker).teamkill_complain) - { - CS(attacker).teamkill_complain = time + 5; - CS(attacker).teamkill_soundtime = time + 0.4; - CS(attacker).teamkill_soundsource = toucher; - } - - GiveBall(attacker, toucher.ballcarried); - } - } - delete(this); -} - -void W_Nexball_Attack(entity actor, .entity weaponentity, float t) -{ - entity ball; - float mul, mi, ma; - if(!(ball = actor.ballcarried)) - return; - - W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0); - tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL); - if(trace_startsolid) - { - if(actor.metertime) - actor.metertime = 0; // Shot failed, hide the power meter - return; - } - - //Calculate multiplier - if(t < 0) - mul = 1; - else - { - mi = autocvar_g_nexball_basketball_meter_minpower; - ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion - //One triangle wave period with 1 as max - mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period; - if(mul > 1) - mul = 2 - mul; - mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power - } - - DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false)); - - - //TODO: use the speed_up cvar too ?? -} - -vector trigger_push_calculatevelocity(vector org, entity tgt, float ht); - -void W_Nexball_Attack2(entity actor, .entity weaponentity) -{ - if(actor.ballcarried.enemy) - { - entity _ball = actor.ballcarried; - W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0); - DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32)); - setthink(_ball, W_Nexball_Think); - _ball.nextthink = time; - return; - } - - if(!autocvar_g_nexball_tackling) - return; - - W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0); - entity missile = new(ballstealer); - - missile.owner = actor; - - set_movetype(missile, MOVETYPE_FLY); - PROJECTILE_MAKETRIGGER(missile); - - //setmodel(missile, "models/elaser.mdl"); // precision set below - setsize(missile, '0 0 0', '0 0 0'); - setorigin(missile, w_shotorg); - - W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0); - missile.angles = vectoangles(missile.velocity); - settouch(missile, W_Nexball_Touch); - setthink(missile, SUB_Remove); - missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead? - - missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION; - missile.flags = FL_PROJECTILE; - IL_PUSH(g_projectiles, missile); - IL_PUSH(g_bot_dodge, missile); - - CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true); -} - bool ball_customize(entity this, entity client) { if(!this.owner) @@ -879,61 +749,6 @@ bool ball_customize(entity this, entity client) return true; } -METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire)) -{ - TC(BallStealer, thiswep); - if(fire & 1) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire)) - if(autocvar_g_nexball_basketball_meter) - { - if(actor.ballcarried && !actor.metertime) - actor.metertime = time; - else - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready); - } - else - { - W_Nexball_Attack(actor, weaponentity, -1); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready); - } - if(fire & 2) - if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire)) - { - W_Nexball_Attack2(actor, weaponentity); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready); - } - - if(!(fire & 1) && actor.metertime && actor.ballcarried) - { - W_Nexball_Attack(actor, weaponentity, time - actor.metertime); - // DropBall or stealing will set metertime back to 0 - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready); - } -} - -METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor, .entity weaponentity)) -{ - TC(BallStealer, this); - //weapon_setup(WEP_PORTO.m_id); -} - -METHOD(BallStealer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) -{ - TC(BallStealer, this); -} - -METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor, .entity weaponentity)) -{ - TC(BallStealer, this); - return true; -} - -METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor, .entity weaponentity)) -{ - TC(BallStealer, this); - return true; -} - void nb_DropBall(entity player) { if(player.ballcarried && g_nexball) diff --git a/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc b/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc new file mode 100644 index 0000000000..705ac6d541 --- /dev/null +++ b/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc @@ -0,0 +1,183 @@ +#include "sv_weapon.qh" + +void W_Nexball_Attack(entity actor, .entity weaponentity, float t); +void W_Nexball_Attack2(entity actor, .entity weaponentity); +vector trigger_push_calculatevelocity(vector org, entity tgt, float ht); + +METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire)) +{ + TC(BallStealer, thiswep); + if(fire & 1) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire)) + if(autocvar_g_nexball_basketball_meter) + { + if(actor.ballcarried && !actor.metertime) + actor.metertime = time; + else + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready); + } + else + { + W_Nexball_Attack(actor, weaponentity, -1); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready); + } + if(fire & 2) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire)) + { + W_Nexball_Attack2(actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready); + } + + if(!(fire & 1) && actor.metertime && actor.ballcarried) + { + W_Nexball_Attack(actor, weaponentity, time - actor.metertime); + // DropBall or stealing will set metertime back to 0 + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready); + } +} + +METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor, .entity weaponentity)) +{ + TC(BallStealer, this); + //weapon_setup(WEP_PORTO.m_id); +} + +METHOD(BallStealer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + TC(BallStealer, this); +} + +METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor, .entity weaponentity)) +{ + TC(BallStealer, this); + return true; +} + +METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor, .entity weaponentity)) +{ + TC(BallStealer, this); + return true; +} + +void W_Nexball_Think(entity this) +{ + //dprint("W_Nexball_Think\n"); + //vector new_dir = steerlib_arrive(this.enemy.origin, 2500); + vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin); + vector old_dir = normalize(this.velocity); + float _speed = vlen(this.velocity); + vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed; + //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate + + this.velocity = new_vel; + + this.nextthink = time; +} + +void W_Nexball_Touch(entity this, entity toucher) +{ + entity ball, attacker; + attacker = this.owner; + //this.think = func_null; + //this.enemy = NULL; + + PROJECTILE_TOUCH(this, toucher); + if(attacker.team != toucher.team || autocvar_g_nexball_basketball_teamsteal) + if((ball = toucher.ballcarried) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (IS_PLAYER(attacker))) + { + toucher.velocity = toucher.velocity + normalize(this.velocity) * toucher.damageforcescale * autocvar_g_balance_nexball_secondary_force; + UNSET_ONGROUND(toucher); + if(!attacker.ballcarried) + { + LogNB("stole", attacker); + _sound(toucher, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM); + + if(SAME_TEAM(attacker, toucher) && time > CS(attacker).teamkill_complain) + { + CS(attacker).teamkill_complain = time + 5; + CS(attacker).teamkill_soundtime = time + 0.4; + CS(attacker).teamkill_soundsource = toucher; + } + + GiveBall(attacker, toucher.ballcarried); + } + } + delete(this); +} + +void W_Nexball_Attack(entity actor, .entity weaponentity, float t) +{ + entity ball; + float mul, mi, ma; + if(!(ball = actor.ballcarried)) + return; + + W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0); + tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL); + if(trace_startsolid) + { + if(actor.metertime) + actor.metertime = 0; // Shot failed, hide the power meter + return; + } + + //Calculate multiplier + if(t < 0) + mul = 1; + else + { + mi = autocvar_g_nexball_basketball_meter_minpower; + ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion + //One triangle wave period with 1 as max + mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period; + if(mul > 1) + mul = 2 - mul; + mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power + } + + DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false)); + + + //TODO: use the speed_up cvar too ?? +} + +void W_Nexball_Attack2(entity actor, .entity weaponentity) +{ + if(actor.ballcarried.enemy) + { + entity _ball = actor.ballcarried; + W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0); + DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32)); + setthink(_ball, W_Nexball_Think); + _ball.nextthink = time; + return; + } + + if(!autocvar_g_nexball_tackling) + return; + + W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0); + entity missile = new(ballstealer); + + missile.owner = actor; + + set_movetype(missile, MOVETYPE_FLY); + PROJECTILE_MAKETRIGGER(missile); + + //setmodel(missile, "models/elaser.mdl"); // precision set below + setsize(missile, '0 0 0', '0 0 0'); + setorigin(missile, w_shotorg); + + W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0); + missile.angles = vectoangles(missile.velocity); + settouch(missile, W_Nexball_Touch); + setthink(missile, SUB_Remove); + missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead? + + missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION; + missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); + + CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true); +} diff --git a/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qh b/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qh new file mode 100644 index 0000000000..6f70f09bee --- /dev/null +++ b/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qh @@ -0,0 +1 @@ +#pragma once -- 2.39.2