X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_grenadelauncher.qc;h=d01194b0bde43044a9ee1c8f00baa1d040cc9703;hb=0c54ba5966134c1205b49d3783bf108b22392f47;hp=33a6ca5aa3b3deadedd8a21f0aee51df2c6fcff3;hpb=185b8cd90688d0a75b4dad0faaf9f3c7b710a3a0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_grenadelauncher.qc b/qcsrc/server/w_grenadelauncher.qc index 33a6ca5aa..d01194b0b 100644 --- a/qcsrc/server/w_grenadelauncher.qc +++ b/qcsrc/server/w_grenadelauncher.qc @@ -1,7 +1,64 @@ #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_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar")) #else #ifdef SVQC +.float gl_detonate_later; +.float gl_bouncecnt; + +.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_ReloadedAndReady() +{ + float t; + + // now do the ammo transfer + self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading + while(self.clip_load < autocvar_g_balance_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have + { + self.clip_load += 1; + self.ammo_rockets -= 1; + } + self.grenadelauncher_load = self.clip_load; + + t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1; + ATTACK_FINISHED(self) = t; + w_ready(); +} + +void W_GrenadeLauncher_Reload() +{ + // return if reloading is disabled for this weapon + if(!autocvar_g_balance_grenadelauncher_reload_ammo) + return; + + if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo))) + return; + + float t; + + sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); + + t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_grenadelauncher_reload_time + 1; + ATTACK_FINISHED(self) = t; + + weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady); + + self.old_clip_load = self.clip_load; + self.clip_load = -1; +} + void W_Grenade_Explode (void) { if(other.takedamage == DAMAGE_AIM) @@ -17,7 +74,7 @@ void W_Grenade_Explode (void) if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; - RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_primary_damage"), cvar("g_balance_grenadelauncher_primary_edgedamage"), cvar("g_balance_grenadelauncher_primary_radius"), world, cvar("g_balance_grenadelauncher_primary_force"), self.projectiledeathtype, other); + 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); remove (self); } @@ -36,7 +93,7 @@ void W_Grenade_Explode2 (void) if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; - RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_secondary_damage"), cvar("g_balance_grenadelauncher_secondary_edgedamage"), cvar("g_balance_grenadelauncher_secondary_radius"), world, cvar("g_balance_grenadelauncher_secondary_force"), self.projectiledeathtype, other); + 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); remove (self); } @@ -52,10 +109,47 @@ void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float de } } +void W_Grenade_Think1 (void) +{ + self.nextthink = time; + if (time > self.cnt) + { + other = world; + self.projectiledeathtype |= HITTYPE_BOUNCE; + W_Grenade_Explode (); + return; + } + if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt) + W_Grenade_Explode(); +} + void W_Grenade_Touch1 (void) { PROJECTILE_TOUCH; - if(cvar("g_balance_grenadelauncher_primary_sticky") && other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE) + if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile + { + self.use (); + } + else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce + { + float r; + r = random() * 6; + if(r < 1) + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); + else if(r < 2) + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); + else if(r < 3) + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); + else if(r < 4) + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); + else if(r < 5) + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); + else + spamsound (self, CHAN_PROJECTILE, "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); @@ -69,16 +163,37 @@ void W_Grenade_Touch1 (void) // do not respond to any more touches self.solid = SOLID_NOT; - self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2")); + self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2); } - else - W_Grenade_Explode (); } void W_Grenade_Touch2 (void) { PROJECTILE_TOUCH; - if(cvar("g_balance_grenadelauncher_secondary_sticky") && other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE) + if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile + { + self.use (); + } + else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce + { + float r; + r = random() * 6; + if(r < 1) + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); + else if(r < 2) + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); + else if(r < 3) + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); + else if(r < 4) + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); + else if(r < 5) + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); + else + spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); + self.projectiledeathtype |= HITTYPE_BOUNCE; + self.gl_bouncecnt += 1; + } + 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); @@ -92,32 +207,7 @@ void W_Grenade_Touch2 (void) // do not respond to any more touches self.solid = SOLID_NOT; - self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_secondary_lifetime2")); - } - else - { - if (cvar("g_balance_grenadelauncher_secondary_sticky") || other.takedamage == DAMAGE_AIM) - { - self.use (); - } - else - { - float r; - r = random() * 6; - if(r < 1) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); - else if(r < 2) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); - else if(r < 3) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); - else if(r < 4) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); - else if(r < 5) - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); - else - spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); - self.projectiledeathtype |= HITTYPE_BOUNCE; - } + self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2); } } @@ -125,9 +215,19 @@ 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) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo"); - W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage")); + { + 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_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, 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); @@ -136,36 +236,55 @@ void W_Grenade_Attack (void) gren.owner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; - gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage"); + gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage; gren.movetype = MOVETYPE_BOUNCE; + gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor; + gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop; PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_GRENADE_LAUNCHER; setorigin(gren, w_shotorg); setsize(gren, '-3 -3 -3', '3 3 3'); - gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime"); - gren.think = adaptor_think2use_hittype_splash; + gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime; + gren.nextthink = time; + gren.think = W_Grenade_Think1; gren.use = W_Grenade_Explode; gren.touch = W_Grenade_Touch1; gren.takedamage = DAMAGE_YES; - gren.health = cvar("g_balance_grenadelauncher_primary_health"); + gren.health = autocvar_g_balance_grenadelauncher_primary_health; + gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale; gren.event_damage = W_Grenade_Damage; W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary); gren.angles = vectoangles (gren.velocity); gren.flags = FL_PROJECTILE; - CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE); + if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2) + CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE); + else + CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE); + + other = gren; MUTATOR_CALLHOOK(EditProjectile); } 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) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo"); - W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage")); + { + 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_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, 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); @@ -174,33 +293,35 @@ void W_Grenade_Attack2 (void) gren.owner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; - gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage"); + gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage; gren.movetype = MOVETYPE_BOUNCE; - gren.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor"); - gren.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop"); + gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor; + gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop; PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY; setorigin(gren, w_shotorg); setsize(gren, '-3 -3 -3', '3 3 3'); - gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime"); + gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime; gren.think = adaptor_think2use_hittype_splash; gren.use = W_Grenade_Explode2; gren.touch = W_Grenade_Touch2; gren.takedamage = DAMAGE_YES; - gren.health = cvar("g_balance_grenadelauncher_secondary_health"); - gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale"); + gren.health = autocvar_g_balance_grenadelauncher_secondary_health; + gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale; gren.event_damage = W_Grenade_Damage; W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary); gren.angles = vectoangles (gren.velocity); gren.flags = FL_PROJECTILE; - if(cvar("g_balance_grenadelauncher_secondary_sticky")) + if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2) CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE); else CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE); + + other = gren; MUTATOR_CALLHOOK(EditProjectile); } void spawnfunc_weapon_grenadelauncher (void) @@ -211,13 +332,16 @@ void spawnfunc_weapon_grenadelauncher (void) .float bot_secondary_grenademooth; float w_glauncher(float req) { + entity nade; + float nadefound; + if (req == WR_AIM) { self.BUTTON_ATCK = FALSE; self.BUTTON_ATCK2 = FALSE; if (self.bot_secondary_grenademooth == 0) { - if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE)) + if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_grenademooth = 1; @@ -225,7 +349,7 @@ float w_glauncher(float req) } else { - if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE)) + if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.02) self.bot_secondary_grenademooth = 0; @@ -234,21 +358,49 @@ float w_glauncher(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire"))) + 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(); + else if (self.BUTTON_ATCK) { - if(cvar("g_balance_grenadelauncher_primary2secondary")) - W_Grenade_Attack2(); - else + if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire)) + { W_Grenade_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready); + } } - if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary")) - if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire"))) + else if (self.BUTTON_ATCK2) { - W_Grenade_Attack2(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready); + if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary")) + { + nadefound = 0; + for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self) + { + if(!nade.gl_detonate_later) + { + nade.gl_detonate_later = TRUE; + nadefound = 1; + } + } + if(nadefound) + sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); + } + else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire)) + { + W_Grenade_Attack2(); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready); + } } + if(self.wish_reload) + { + if(self.switchweapon == self.weapon) + { + if(self.weaponentity.state == WS_READY) + { + self.wish_reload = 0; + W_GrenadeLauncher_Reload(); + } + } + } } else if (req == WR_PRECACHE) { @@ -265,11 +417,28 @@ float w_glauncher(float req) precache_sound ("weapons/grenade_fire.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_GRENADE_LAUNCHER); + W_GrenadeLauncher_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo"); + { + if(autocvar_g_balance_grenadelauncher_reload_ammo) + return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo; + else + return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo; + } else if (req == WR_CHECKAMMO2) - return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo"); + { + if(autocvar_g_balance_grenadelauncher_reload_ammo) + return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo; + else + return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo; + } + else if (req == WR_RELOAD) + { + W_GrenadeLauncher_Reload(); + } return TRUE; }; #endif