X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fnades%2Fnades.qc;h=f48a5d9e9500877599766082243dfc4afcd98cac;hb=0df9efc608a567dcbff2f81680174626a43e78aa;hp=ae1bbff6525cac70a7348eb46bc4049ae81c76a7;hpb=83e2013a3aa40f8e5cfeac82e83c9abdd7a038b8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/nades/nades.qc b/qcsrc/common/mutators/mutator/nades/nades.qc index ae1bbff65..f48a5d9e9 100644 --- a/qcsrc/common/mutators/mutator/nades/nades.qc +++ b/qcsrc/common/mutators/mutator/nades/nades.qc @@ -81,7 +81,7 @@ MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile) entity nade_type = Nade_FromProjectile(proj.cnt); if (nade_type == NADE_TYPE_Null) return; - if(STAT(NADES_SMALL, NULL)) + if(STAT(NADES_SMALL)) { proj.mins = '-8 -8 -8'; proj.maxs = '8 8 8'; @@ -150,7 +150,7 @@ void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expan #include #include -REGISTER_MUTATOR(nades, cvar("g_nades")); +REGISTER_MUTATOR(nades, autocvar_g_nades); .float nade_time_primed; .float nade_lifetime; @@ -397,7 +397,7 @@ void nade_ice_think(entity this) sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, - autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy); + autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy); Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this); } @@ -431,7 +431,7 @@ void nade_ice_think(entity this) float current_freeze_time = this.ltime - time - 0.1; - FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && it.health > 0 && current_freeze_time > 0, + FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && GetResourceAmount(it, RESOURCE_HEALTH) > 0 && current_freeze_time > 0, { if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(it, this.realowner) || it == this.realowner)) if(!it.revival_time || ((time - it.revival_time) >= 1.5)) @@ -623,17 +623,19 @@ void nade_heal_touch(entity this, entity toucher) if ( health_factor > 0 ) { maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max; - if ( toucher.health < maxhealth ) + float hp = GetResourceAmount(toucher, RESOURCE_HEALTH); + if (hp < maxhealth) { - if ( this.nade_show_particles ) + if (this.nade_show_particles) + { Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1); - toucher.health = min(toucher.health+health_factor, maxhealth); + } + GiveResourceWithLimit(toucher, RESOURCE_HEALTH, health_factor, maxhealth); } - toucher.pauserothealth_finished = max(toucher.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot); } else if ( health_factor < 0 ) { - Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,toucher.origin,'0 0 0'); + Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0'); } } @@ -720,7 +722,7 @@ void nade_boom(entity this) if(nade_blast) { RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, - autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy); + autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy); Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this); } @@ -768,7 +770,7 @@ void nade_touch(entity this, entity toucher) if(autocvar_g_nades_pickup) if(time >= this.spawnshieldtime) - if(!toucher.nade && this.health == this.max_health) // no boosted shot pickups, thank you very much + if(!toucher.nade && GetResourceAmount(this, RESOURCE_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much if(CanThrowNade(toucher)) // prevent some obvious things, like dead players if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here { @@ -796,7 +798,7 @@ void nade_touch(entity this, entity toucher) //setsize(this, '-2 -2 -2', '2 2 2'); //UpdateCSQCProjectile(this); - if(this.health == this.max_health) + if(GetResourceAmount(this, RESOURCE_HEALTH) == this.max_health) { spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM); return; @@ -813,7 +815,7 @@ void nade_beep(entity this) this.nextthink = max(this.wait, time); } -void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(ITEM_DAMAGE_NEEDKILL(deathtype)) { @@ -860,19 +862,22 @@ void nade_damage(entity this, entity inflictor, entity attacker, float damage, i if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker))) return; - if(this.health == this.max_health) + float hp = GetResourceAmount(this, RESOURCE_HEALTH); + if(hp == this.max_health) { sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX)); this.nextthink = max(time + this.nade_lifetime, time); setthink(this, nade_beep); } - this.health -= damage; + hp -= damage; + SetResourceAmount(this, RESOURCE_HEALTH, hp); + if ( this.nade_type != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) ) this.realowner = attacker; - if(this.health <= 0) + if(hp <= 0) W_PrepareExplosionByDamage(this, attacker, nade_boom); else nade_burn_spawn(this); @@ -889,20 +894,18 @@ void toss_nade(entity e, bool set_owner, vector _velocity, float _time) delete(e.fake_nade); e.fake_nade = NULL; + Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES); + makevectors(e.v_angle); // NOTE: always throw from first weapon entity? - W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0); - - Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES); + W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id); vector offset = (v_forward * autocvar_g_nades_throw_offset.x) - + (v_right * autocvar_g_nades_throw_offset.y) - + (v_up * autocvar_g_nades_throw_offset.z); - if(autocvar_g_nades_throw_offset == '0 0 0') - offset = '0 0 0'; + + (v_right * autocvar_g_nades_throw_offset.y) + + (v_up * autocvar_g_nades_throw_offset.z); - setorigin(_nade, w_shotorg + offset + (v_right * 25) * -1); + setorigin(_nade, w_shotorg + offset); //setmodel(_nade, MDL_PROJECTILE_NADE); //setattachment(_nade, NULL, ""); PROJECTILE_MAKETRIGGER(_nade); @@ -930,7 +933,7 @@ void toss_nade(entity e, bool set_owner, vector _velocity, float _time) settouch(_nade, nade_touch); _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again - _nade.health = autocvar_g_nades_nade_health; + SetResourceAmount(_nade, RESOURCE_HEALTH, autocvar_g_nades_nade_health); _nade.max_health = _nade.health; _nade.takedamage = DAMAGE_AIM; _nade.event_damage = nade_damage; @@ -1240,7 +1243,7 @@ MUTATOR_HOOKFUNCTION(nades, PlayerPreThink) FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; } float time_score; - if(player.flagcarried || player.ballcarried) // this player is important + if(GameRules_scoring_is_vip(player)) time_score = autocvar_g_nades_bonus_score_time_flagcarrier; else time_score = autocvar_g_nades_bonus_score_time; @@ -1270,33 +1273,30 @@ MUTATOR_HOOKFUNCTION(nades, PlayerPreThink) } } - float n = 0; + int n = 0; entity o = NULL; if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout) n = -1; - else + else if(STAT(FROZEN, player) == 3) { vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size; n = 0; FOREACH_CLIENT(IS_PLAYER(it) && it != player, { - if(!IS_DEAD(it)) - if(STAT(FROZEN, it) == 0) - if(SAME_TEAM(it, player)) + if(!IS_DEAD(it) && STAT(FROZEN, it) == 0 && SAME_TEAM(it, player)) if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax)) { if(!o) o = it; - if(STAT(FROZEN, player) == 1) - it.reviving = true; + it.reviving = true; ++n; } }); } - if(n && STAT(FROZEN, player) == 3) // OK, there is at least one teammate reviving us + if(n > 0 && STAT(FROZEN, player) == 3) // OK, there is at least one teammate reviving us { player.revive_progress = bound(0, player.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1); - player.health = max(1, player.revive_progress * start_health); + SetResourceAmount(player, RESOURCE_HEALTH, max(1, player.revive_progress * start_health)); if(player.revive_progress >= 1) { @@ -1379,7 +1379,7 @@ MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST) if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target) nades_RemoveBonus(frag_attacker); - else if(frag_target.flagcarried) + else if(GameRules_scoring_is_vip(frag_target)) nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium); else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1) { @@ -1413,7 +1413,7 @@ MUTATOR_HOOKFUNCTION(nades, Damage_Calculate) if(time - frag_inflictor.toss_time <= 0.1) { Unfreeze(frag_target); - frag_target.health = autocvar_g_freezetag_revive_nade_health; + SetResourceAmount(frag_target, RESOURCE_HEALTH, autocvar_g_freezetag_revive_nade_health); Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3); M_ARGV(4, float) = 0; M_ARGV(6, vector) = '0 0 0';