X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_grenadelauncher.qc;h=a9d1246448f784661490a2d176c1e2635d5eed3d;hb=88296a0f82b51a5b98d15f7be8032cdf584eec99;hp=bea8e2f609447b78f47fbee5311c6e9f182ea0ff;hpb=a38754d15897eba1b8cf34154de9188ccdf3d674;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_grenadelauncher.qc b/qcsrc/server/w_grenadelauncher.qc index bea8e2f60..a9d124644 100644 --- a/qcsrc/server/w_grenadelauncher.qc +++ b/qcsrc/server/w_grenadelauncher.qc @@ -1,44 +1,18 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar")) +REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar")) #else #ifdef SVQC .float gl_detonate_later; .float gl_bouncecnt; -// weapon load persistence, for weapons that support reloading -.float grenadelauncher_load; - -void W_GrenadeLauncher_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_grenadelauncher_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.grenadelauncher_load; - self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display - } -} - -void W_GrenadeLauncher_Reload() -{ - self.reload_ammo_player = ammo_fuel; - self.reload_ammo_min = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo); - self.reload_ammo_amount = autocvar_g_balance_grenadelauncher_reload_ammo; - self.reload_time = autocvar_g_balance_grenadelauncher_reload_time; - self.reload_sound = "weapons/reload.wav"; - - W_Reload(); -} - void W_Grenade_Explode (void) { if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") - if(IsDifferentTeam(self.owner, other)) + if(IsDifferentTeam(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) - AnnounceTo(self.owner, "airshot"); + AnnounceTo(self.realowner, "airshot"); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; @@ -46,7 +20,7 @@ void W_Grenade_Explode (void) if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; - RadiusDamage (self, self.owner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other); remove (self); } @@ -55,9 +29,10 @@ void W_Grenade_Explode2 (void) { if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") - if(IsDifferentTeam(self.owner, other)) - if(IsFlying(other)) - AnnounceTo(self.owner, "airshot"); + if(IsDifferentTeam(self.realowner, other)) + if(other.deadflag == DEAD_NO) + if(IsFlying(other)) + AnnounceTo(self.realowner, "airshot"); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; @@ -65,7 +40,7 @@ void W_Grenade_Explode2 (void) if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; - RadiusDamage (self, self.owner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other); remove (self); } @@ -107,23 +82,23 @@ void W_Grenade_Touch1 (void) float r; r = random() * 6; if(r < 1) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); else if(r < 2) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); else if(r < 3) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); else if(r < 4) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); else if(r < 5) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); else - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); self.projectiledeathtype |= HITTYPE_BOUNCE; self.gl_bouncecnt += 1; } else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick { - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); // let it stick whereever it is self.oldvelocity = self.velocity; @@ -135,7 +110,7 @@ void W_Grenade_Touch1 (void) // do not respond to any more touches self.solid = SOLID_NOT; - self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2); + self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime_stick); } } @@ -151,23 +126,27 @@ void W_Grenade_Touch2 (void) float r; r = random() * 6; if(r < 1) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); else if(r < 2) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); else if(r < 3) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); else if(r < 4) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); else if(r < 5) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); else - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); self.projectiledeathtype |= HITTYPE_BOUNCE; self.gl_bouncecnt += 1; + + if (autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce && self.gl_bouncecnt == 1) + self.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce; + } else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick { - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); // let it stick whereever it is self.oldvelocity = self.velocity; @@ -179,7 +158,7 @@ void W_Grenade_Touch2 (void) // do not respond to any more touches self.solid = SOLID_NOT; - self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2); + self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime_stick); } } @@ -187,25 +166,15 @@ void W_Grenade_Attack (void) { local entity gren; - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(autocvar_g_balance_grenadelauncher_reload_ammo) - { - self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo; - self.grenadelauncher_load = self.clip_load; - } - else - self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo; - } + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo); - W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage); + W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_primary_damage); w_shotdir = v_forward; // no TrueAim for grenades please pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn (); - gren.owner = self; + gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage; @@ -244,25 +213,15 @@ void W_Grenade_Attack2 (void) { local entity gren; - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(autocvar_g_balance_grenadelauncher_reload_ammo) - { - self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo; - self.grenadelauncher_load = self.clip_load; - } - else - self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo; - } + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo); - W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage); + W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_secondary_damage); w_shotdir = v_forward; // no TrueAim for grenades please pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn (); - gren.owner = self; + gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage; @@ -332,7 +291,7 @@ float w_glauncher(float req) else if (req == WR_THINK) { if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload - W_GrenadeLauncher_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire)) @@ -346,7 +305,7 @@ float w_glauncher(float req) if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary")) { nadefound = 0; - for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self) + for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self) { if(!nade.gl_detonate_later) { @@ -355,7 +314,7 @@ float w_glauncher(float req) } } if(nadefound) - sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); } else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire)) { @@ -377,33 +336,28 @@ float w_glauncher(float req) precache_sound ("weapons/grenade_bounce6.wav"); precache_sound ("weapons/grenade_stick.wav"); precache_sound ("weapons/grenade_fire.wav"); - precache_sound ("weapons/reload.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) { weapon_setup(WEP_GRENADE_LAUNCHER); - W_GrenadeLauncher_SetAmmoCounter(); + self.current_ammo = ammo_rockets; } else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo; - ammo_amount += self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo; + ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= autocvar_g_balance_grenadelauncher_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo; - ammo_amount += self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo; + ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= autocvar_g_balance_grenadelauncher_secondary_ammo; return ammo_amount; } - else if (req == WR_RESETPLAYER) - { - // all weapons must be fully loaded when we spawn - self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo; - } else if (req == WR_RELOAD) { - W_GrenadeLauncher_Reload(); + W_Reload(min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -417,7 +371,7 @@ float w_glauncher(float req) org2 = w_org + w_backoff * 12; pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) {