X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_fireball.qc;h=3d1956de7862a61ecf964b9d74401b909cd1fa02;hb=389e78faadb6cec0f9f8d8b5e2f1cc14785cf30f;hp=368faecbf3b9c340fb945a673102e20e31ba2f97;hpb=ca4b93ed723cab84606033100e7a75e842222780;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_fireball.qc b/qcsrc/server/w_fireball.qc index 368faecbf..3d1956de7 100644 --- a/qcsrc/server/w_fireball.qc +++ b/qcsrc/server/w_fireball.qc @@ -1,11 +1,38 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", "Fireball"); +REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball")); #else #ifdef SVQC .float bot_primary_fireballmooth; // whatever a mooth is .vector fireball_impactvec; .float fireball_primarytime; +void W_Fireball_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_fireball_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.weapon_load[WEP_FIREBALL]; + self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display + } +} + +void W_Fireball_Reload() +{ + // fuel can be a non-whole number, which brakes stuff here when between 0 and 1 + if(self.ammo_fuel < 1) + self.ammo_fuel = 0; + + self.reload_ammo_player = ammo_fuel; + self.reload_ammo_min = min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo); + self.reload_ammo_amount = autocvar_g_balance_fireball_reload_ammo; + self.reload_time = autocvar_g_balance_fireball_reload_time; + self.reload_sound = "weapons/reload.wav"; + + W_Reload(); +} + void W_Fireball_Explode (void) { entity e; @@ -19,15 +46,15 @@ void W_Fireball_Explode (void) // 1. dist damage d = (self.owner.health + self.owner.armorvalue); - RadiusDamage (self, self.realowner, cvar("g_balance_fireball_primary_damage"), cvar("g_balance_fireball_primary_edgedamage"), cvar("g_balance_fireball_primary_radius"), world, cvar("g_balance_fireball_primary_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, autocvar_g_balance_fireball_primary_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, cvar("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, autocvar_g_balance_fireball_primary_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, cvar("g_balance_fireball_primary_bfgradius")); e; e = e.chain) + for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain) if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self)) { // can we see fireball? @@ -40,14 +67,16 @@ 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 / cvar("g_balance_fireball_primary_bfgradius"))); + points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius)); if(points <= 0) continue; dir = normalize(e.origin + e.view_ofs - self.origin); - Damage(e, self, self.realowner, cvar("g_balance_fireball_primary_bfgdamage") * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, cvar("g_balance_fireball_primary_bfgforce") * dir); - pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1); - Damage_RecordDamage(self.owner, self.projectiledeathtype, cvar("g_balance_fireball_primary_bfgdamage") * points); + if(accuracy_isgooddamage(self.realowner, e)) + accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_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); + pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1); } } @@ -104,7 +133,7 @@ void W_Fireball_Think() return; } - W_Fireball_LaserPlay(0.1, cvar("g_balance_fireball_primary_laserradius"), cvar("g_balance_fireball_primary_laserdamage"), cvar("g_balance_fireball_primary_laseredgedamage"), cvar("g_balance_fireball_primary_laserburntime")); + 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); self.nextthink = time + 0.1; } @@ -125,7 +154,7 @@ void W_Fireball_Attack1() { local entity proj; - W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", cvar("g_balance_fireball_primary_damage") + cvar("g_balance_fireball_primary_bfgdamage")); + W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CHAN_WEAPON, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage); pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -133,16 +162,16 @@ void W_Fireball_Attack1() proj.classname = "plasma_prim"; proj.owner = proj.realowner = self; proj.bot_dodge = TRUE; - proj.bot_dodgerating = cvar("g_balance_fireball_primary_damage"); - proj.pushltime = time + cvar("g_balance_fireball_primary_lifetime"); + proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage; + proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime; proj.use = W_Fireball_Explode; proj.think = W_Fireball_Think; proj.nextthink = time; - proj.health = cvar("g_balance_fireball_primary_health"); + proj.health = autocvar_g_balance_fireball_primary_health; proj.team = self.team; proj.event_damage = W_Fireball_Damage; proj.takedamage = DAMAGE_YES; - proj.damageforcescale = cvar("g_balance_fireball_primary_damageforcescale"); + proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_FIREBALL; setorigin(proj, w_shotorg); @@ -155,11 +184,13 @@ void W_Fireball_Attack1() proj.flags = FL_PROJECTILE; CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE); + + other = proj; MUTATOR_CALLHOOK(EditProjectile); } void W_Fireball_AttackEffect(float i, vector f_diff) { - W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0); + W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0); w_shotorg += f_diff_x * v_up + f_diff_y * v_right; pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); } @@ -167,35 +198,44 @@ void W_Fireball_AttackEffect(float i, vector f_diff) void W_Fireball_Attack1_Frame4() { W_Fireball_Attack1(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready); } void W_Fireball_Attack1_Frame3() { W_Fireball_AttackEffect(0, '+1.25 +3.75 0'); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame4); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4); } void W_Fireball_Attack1_Frame2() { W_Fireball_AttackEffect(0, '-1.25 +3.75 0'); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame3); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3); } void W_Fireball_Attack1_Frame1() { W_Fireball_AttackEffect(1, '+1.25 -3.75 0'); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame2); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2); } void W_Fireball_Attack1_Frame0() { + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_fuel = self.ammo_fuel - cvar("g_balance_fireball_primary_ammo"); + { + if(autocvar_g_balance_fireball_reload_ammo) + { + self.clip_load -= autocvar_g_balance_fireball_primary_ammo; + self.weapon_load[WEP_FIREBALL] = self.clip_load; + } + else + self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo; + } W_Fireball_AttackEffect(0, '-1.25 -3.75 0'); sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame1); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1); } void W_Firemine_Think() @@ -209,7 +249,7 @@ 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) > cvar("g_balance_fireball_secondary_laserradius")) + if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius) { self.cnt += 1; if(self.cnt == 3) @@ -219,7 +259,7 @@ void W_Firemine_Think() self.cnt = 0; } - W_Fireball_LaserPlay(0.1, cvar("g_balance_fireball_secondary_laserradius"), cvar("g_balance_fireball_secondary_laserdamage"), cvar("g_balance_fireball_secondary_laseredgedamage"), cvar("g_balance_fireball_secondary_laserburntime")); + 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); self.nextthink = time + 0.1; } @@ -228,7 +268,7 @@ void W_Firemine_Touch (void) { PROJECTILE_TOUCH; if (other.takedamage == DAMAGE_AIM) - if(Fire_AddDamage(other, self.realowner, cvar("g_balance_fireball_secondary_damage"), cvar("g_balance_fireball_secondary_damagetime"), self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0) + if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0) { remove(self); return; @@ -242,8 +282,17 @@ void W_Fireball_Attack2() vector f_diff; float c; + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_fuel = self.ammo_fuel - cvar("g_balance_fireball_secondary_ammo"); + { + if(autocvar_g_balance_fireball_reload_ammo) + { + self.clip_load -= autocvar_g_balance_fireball_secondary_ammo; + self.weapon_load[WEP_FIREBALL] = self.clip_load; + } + else + self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo; + } c = mod(self.bulletcounter, 4); switch(c) @@ -262,7 +311,7 @@ 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", cvar("g_balance_fireball_secondary_damage")); + W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CHAN_WEAPON, autocvar_g_balance_fireball_secondary_damage); traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self); w_shotorg = trace_endpos; @@ -272,7 +321,7 @@ void W_Fireball_Attack2() proj.owner = proj.realowner = self; proj.classname = "grenade"; proj.bot_dodge = TRUE; - proj.bot_dodgerating = cvar("g_balance_fireball_secondary_damage"); + proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage; proj.movetype = MOVETYPE_BOUNCE; proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY; proj.touch = W_Firemine_Touch; @@ -281,14 +330,16 @@ void W_Fireball_Attack2() setorigin(proj, w_shotorg); proj.think = W_Firemine_Think; proj.nextthink = time; - proj.damageforcescale = cvar("g_balance_fireball_secondary_damageforcescale"); - proj.pushltime = time + cvar("g_balance_fireball_secondary_lifetime"); + proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale; + proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime; W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary); proj.angles = vectoangles(proj.velocity); proj.flags = FL_PROJECTILE; CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE); + + other = proj; MUTATOR_CALLHOOK(EditProjectile); } void spawnfunc_weapon_fireball (void) @@ -298,13 +349,14 @@ void spawnfunc_weapon_fireball (void) float w_fireball(float req) { + float ammo_amount; if (req == WR_AIM) { self.BUTTON_ATCK = FALSE; self.BUTTON_ATCK2 = FALSE; if (self.bot_primary_fireballmooth == 0) { - if(bot_aim(cvar("g_balance_fireball_primary_speed"), 0, cvar("g_balance_fireball_primary_lifetime"), FALSE)) + if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.02) self.bot_primary_fireballmooth = 0; @@ -312,7 +364,7 @@ float w_fireball(float req) } else { - if(bot_aim(cvar("g_balance_fireball_secondary_speed"), cvar("g_balance_fireball_secondary_speed_up"), cvar("g_balance_fireball_secondary_lifetime"), TRUE)) + if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.01) self.bot_primary_fireballmooth = 1; @@ -321,18 +373,24 @@ float w_fireball(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (time >= self.fireball_primarytime) - if (weapon_prepareattack(1, cvar("g_balance_fireball_primary_refire"))) + if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload + W_Fireball_Reload(); + else if (self.BUTTON_ATCK) { - W_Fireball_Attack1_Frame0(); - self.fireball_primarytime = time + cvar("g_balance_fireball_primary_refire2"); + if (time >= self.fireball_primarytime) + if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire)) + { + W_Fireball_Attack1_Frame0(); + self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2; + } } - if (self.BUTTON_ATCK2) - if (weapon_prepareattack(0, cvar("g_balance_fireball_secondary_refire"))) + else if (self.BUTTON_ATCK2) { - W_Fireball_Attack2(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_fireball_secondary_animtime"), w_ready); + if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire)) + { + W_Fireball_Attack2(); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready); + } } } else if (req == WR_PRECACHE) @@ -344,17 +402,33 @@ float w_fireball(float req) precache_sound ("weapons/fireball_fire.wav"); precache_sound ("weapons/fireball_fire2.wav"); precache_sound ("weapons/fireball_prefire2.wav"); + precache_sound ("weapons/reload.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_FIREBALL); + W_Fireball_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_fuel >= cvar("g_balance_fireball_primary_ammo"); + { + ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo; + ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_primary_ammo; + return ammo_amount; + } else if (req == WR_CHECKAMMO2) - return self.ammo_fuel >= cvar("g_balance_fireball_secondary_ammo"); + { + ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo; + ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_secondary_ammo; + return ammo_amount; + } else if (req == WR_RESETPLAYER) { self.fireball_primarytime = time; } + else if (req == WR_RELOAD) + { + W_Fireball_Reload(); + } return TRUE; }; #endif @@ -378,38 +452,37 @@ float w_fireball(float req) } else if(req == WR_PRECACHE) { - precache_sound("weapons/fireball_impact.wav"); precache_sound("weapons/fireball_impact2.wav"); } else if (req == WR_SUICIDEMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%s forgot about some firemine"; + w_deathtypestring = _("%s forgot about some firemine"); else - w_deathtypestring = "%s should have used a smaller gun"; + w_deathtypestring = _("%s should have used a smaller gun"); } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) { if(w_deathtype & HITTYPE_HEADSHOT) - w_deathtypestring = "%s tried to catch %s's firemine"; + w_deathtypestring = _("%s tried to catch %s's firemine"); else - w_deathtypestring = "%s fatefully ignored %s's firemine"; + w_deathtypestring = _("%s fatefully ignored %s's firemine"); } else { if(w_deathtype & HITTYPE_BOUNCE) { if(w_deathtype & HITTYPE_SPLASH) // BFG effect - w_deathtypestring = "%s could not hide from %s's fireball"; + w_deathtypestring = _("%s could not hide from %s's fireball"); else // laser - w_deathtypestring = "%s saw the pretty lights of %s's fireball"; + w_deathtypestring = _("%s saw the pretty lights of %s's fireball"); } else if(w_deathtype & HITTYPE_SPLASH) - w_deathtypestring = "%s got too close to %s's fireball"; + w_deathtypestring = _("%s got too close to %s's fireball"); else - w_deathtypestring = "%s tasted %s's fireball"; + w_deathtypestring = _("%s tasted %s's fireball"); } } return TRUE;