]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/electro.qc
Merge branch 'bones_was_here/walking_groundentity_fix' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
index 1505503b31bb6b7f58584e382dade98479bbd05a..d80703175983b87eb0c046ffa68e42276aad0d4e 100644 (file)
@@ -49,6 +49,7 @@ void W_Electro_ExplodeCombo(entity this)
        W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
 
        this.event_damage = func_null;
+       this.velocity = this.movedir; // particle fx and decals need .velocity
 
        RadiusDamage(
                this,
@@ -78,6 +79,7 @@ void W_Electro_Explode(entity this, entity directhitentity)
 
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
+       this.velocity = this.movedir; // particle fx and decals need .velocity
 
        if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
        {
@@ -128,7 +130,7 @@ void W_Electro_TouchExplode(entity this, entity toucher)
 }
 
 
-void sys_phys_update_single(entity this);
+//void sys_phys_update_single(entity this);
 
 void W_Electro_Bolt_Think(entity this)
 {
@@ -248,6 +250,37 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
        // proj.com_phys_vel = proj.velocity;
 }
 
+void W_Electro_Orb_Follow_Think(entity this)
+{
+       if (time > this.death_time)
+       {
+               adaptor_think2use_hittype_splash(this);
+               return;
+       }
+       if (this.move_movetype == MOVETYPE_FOLLOW)
+       {
+               int lost = LostMovetypeFollow(this);
+               if (lost == 2)
+               {
+                       // FIXME if player disconnected, it isn't possible to drop the orb at player's origin
+                       // see comment in LostMovetypeFollow implementation
+                       delete(this);
+                       return;
+               }
+               if (lost)
+               {
+                       // drop the orb at the corpse's location
+                       PROJECTILE_MAKETRIGGER(this);
+                       set_movetype(this, MOVETYPE_TOSS);
+
+                       setthink(this, adaptor_think2use_hittype_splash);
+                       this.nextthink = this.death_time;
+                       return;
+               }
+       }
+       this.nextthink = time;
+}
+
 void W_Electro_Orb_Stick(entity this, entity to)
 {
        entity newproj = spawn();
@@ -258,10 +291,13 @@ void W_Electro_Orb_Stick(entity this, entity to)
 
        newproj.owner = this.owner;
        newproj.realowner = this.realowner;
-       setsize(newproj, this.mins, this.maxs);
        setorigin(newproj, this.origin);
        setmodel(newproj, MDL_PROJECTILE_ELECTRO);
+       setsize(newproj, this.mins, this.maxs);
        newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
+       newproj.traileffectnum = _particleeffectnum(EFFECT_TR_NEXUIZPLASMA.eent_eff_name);
+
+       newproj.movedir = -trace_plane_normal;
 
        newproj.takedamage = this.takedamage;
        newproj.damageforcescale = this.damageforcescale;
@@ -276,8 +312,11 @@ void W_Electro_Orb_Stick(entity this, entity to)
        newproj.weaponentity_fld = this.weaponentity_fld;
 
        settouch(newproj, func_null);
-       setthink(newproj, getthink(this));
-       newproj.nextthink = this.nextthink;
+       if(WEP_CVAR_SEC(electro, stick_lifetime) > 0){
+               newproj.death_time = time + WEP_CVAR_SEC(electro, stick_lifetime);
+       }else{
+               newproj.death_time = this.death_time;
+       }
        newproj.use = this.use;
        newproj.flags = this.flags;
        IL_PUSH(g_projectiles, newproj);
@@ -292,7 +331,17 @@ void W_Electro_Orb_Stick(entity this, entity to)
        delete(this);
 
        if(to)
+       {
                SetMovetypeFollow(newproj, to);
+
+               setthink(newproj, W_Electro_Orb_Follow_Think);
+               newproj.nextthink = time;
+       }
+       else
+       {
+               setthink(newproj, adaptor_think2use_hittype_splash);
+               newproj.nextthink = newproj.death_time;
+       }
 }
 
 void W_Electro_Orb_Touch(entity this, entity toucher)
@@ -306,8 +355,13 @@ void W_Electro_Orb_Touch(entity this, entity toucher)
                spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
                this.projectiledeathtype |= HITTYPE_BOUNCE;
 
-               if(WEP_CVAR_SEC(electro, stick))
-                       W_Electro_Orb_Stick(this, toucher);
+               if(WEP_CVAR_SEC(electro, stick)){
+                       if(WEP_CVAR_SEC(electro, stick_lifetime) == 0){
+                               W_Electro_Explode(this, toucher);
+                       } else {
+                               W_Electro_Orb_Stick(this, toucher);
+                       }
+               }
        }
 }
 
@@ -375,6 +429,7 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
        proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
+       proj.death_time = time + WEP_CVAR_SEC(electro, lifetime);
        PROJECTILE_MAKETRIGGER(proj);
        proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
        proj.weaponentity_fld = weaponentity;
@@ -422,10 +477,10 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i
        {
                W_Electro_Attack_Orb(thiswep, actor, weaponentity);
                actor.(weaponentity).electro_count -= 1;
+               actor.(weaponentity).electro_secondarytime = time;
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
                return;
        }
-       // WEAPONTODO: when the player releases the button, cut down the length of refire2?
        w_ready(thiswep, actor, weaponentity, fire);
 }
 
@@ -478,21 +533,22 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit
 
     if(fire & 1)
     {
+        if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor))
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
         {
-                W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
-                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+            W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
         }
     }
     else if(fire & 2)
     {
-        if(time >= actor.(weaponentity).electro_secondarytime)
-        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
+        if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(electro, refire) * W_WeaponRateFactor(actor))
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
         {
             W_Electro_Attack_Orb(thiswep, actor, weaponentity);
             actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
+            actor.(weaponentity).electro_secondarytime = time;
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
-            actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
         }
     }
 }
@@ -517,14 +573,6 @@ METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
     }
     return ammo_amount;
 }
-METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
-{
-    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-    {
-       .entity weaponentity = weaponentities[slot];
-       actor.(weaponentity).electro_secondarytime = time;
-    }
-}
 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);