X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=05768fc50b16a7e9bef2415efeba9820c6998cd7;hb=0f0e69c6625fc4db17559e2e47f2fdaed8298076;hp=76d2f9414aef874b2a883460bd22c64d3d0867d9;hpb=22042893e4c8ce0f178043ace460c7831c3df4d2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 76d2f9414..05768fc50 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -1,12 +1,22 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar")) +REGISTER_WEAPON( +/* WEP_##id */ HAGAR, +/* function */ w_hagar, +/* ammotype */ IT_ROCKETS, +/* impulse */ 8, +/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, +/* rating */ BOT_PICKUP_RATING_MID, +/* model */ "hagar", +/* shortname */ "hagar", +/* fullname */ _("Hagar") +); #else #ifdef SVQC // NO bounce protection, as bounces are limited! void W_Hagar_Explode (void) { - self.event_damage = SUB_Null; + self.event_damage = func_null; RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other); remove (self); @@ -14,7 +24,7 @@ void W_Hagar_Explode (void) void W_Hagar_Explode2 (void) { - self.event_damage = SUB_Null; + self.event_damage = func_null; RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other); remove (self); @@ -24,17 +34,22 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat { if (self.health <= 0) return; - - float is_linkexplode = ((inflictor.realowner == self.realowner) - && ((inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY)) - && autocvar_g_balance_hagar_secondary_load_linkexplode); - + + float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE) + && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) + && (self.projectiledeathtype & HITTYPE_SECONDARY)); + + if(is_linkexplode) + is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode); + else + is_linkexplode = -1; // not secondary load, so continue as normal without exception. + if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode)) return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); - + if (self.health <= 0) W_PrepareExplosionByDamage(attacker, self.think); } @@ -62,7 +77,7 @@ void W_Hagar_Touch2 (void) void W_Hagar_Attack (void) { - local entity missile; + entity missile; W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo); @@ -75,13 +90,13 @@ void W_Hagar_Attack (void) missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage; - + missile.takedamage = DAMAGE_YES; missile.health = autocvar_g_balance_hagar_primary_health; missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale; missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = TRUE; - + missile.touch = W_Hagar_Touch; missile.use = W_Hagar_Explode; missile.think = adaptor_think2use_hittype_splash; @@ -96,6 +111,7 @@ void W_Hagar_Attack (void) missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; + missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); @@ -104,7 +120,7 @@ void W_Hagar_Attack (void) void W_Hagar_Attack2 (void) { - local entity missile; + entity missile; W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); @@ -117,7 +133,7 @@ void W_Hagar_Attack2 (void) missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; - + missile.takedamage = DAMAGE_YES; missile.health = autocvar_g_balance_hagar_secondary_health; missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale; @@ -139,6 +155,7 @@ void W_Hagar_Attack2 (void) missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; + missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); @@ -150,9 +167,9 @@ void W_Hagar_Attack2_Load_Release (void) { // time to release the rockets we've loaded - local entity missile; - local float counter, shots, spread_pershot; - local vector s; + entity missile; + float counter, shots, spread_pershot; + vector s; vector forward, right, up; if(!self.hagar_load) @@ -169,14 +186,14 @@ void W_Hagar_Attack2_Load_Release (void) shots = self.hagar_load; missile = world; - while (counter < shots) + for(counter = 0; counter < shots; ++counter) { missile = spawn (); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; - + missile.takedamage = DAMAGE_YES; missile.health = autocvar_g_balance_hagar_secondary_health; missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale; @@ -192,12 +209,13 @@ void W_Hagar_Attack2_Load_Release (void) setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; - + missile.missile_flags = MIF_SPLASH; + // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar) - spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); + spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias)); spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor); - + // pattern spread calculation s = '0 0 0'; if (counter == 0) @@ -209,7 +227,7 @@ void W_Hagar_Attack2_Load_Release (void) s_z = v_forward_y; } s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor; - + W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE); missile.angles = vectoangles (missile.velocity); @@ -218,8 +236,6 @@ void W_Hagar_Attack2_Load_Release (void) CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); - - counter = counter + 1; } weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready); @@ -231,7 +247,10 @@ void W_Hagar_Attack2_Load (void) { // loadable hagar secondary attack, must always run each frame - local float loaded, enough_ammo; + if(time < game_starttime) + return; + + float loaded, enough_ammo; loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max; // this is different than WR_CHECKAMMO when it comes to reloading @@ -250,7 +269,7 @@ void W_Hagar_Attack2_Load (void) self.weaponentity.state = WS_READY; W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo self.hagar_load = 0; - sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTEN_NORM); // pause until we can load rockets again, once we re-press the alt fire button self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor(); @@ -269,7 +288,7 @@ void W_Hagar_Attack2_Load (void) W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); self.weaponentity.state = WS_INUSE; self.hagar_load += 1; - sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most + sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTEN_NORM); // sound is too loud according to most if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max) self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor(); @@ -280,7 +299,7 @@ void W_Hagar_Attack2_Load (void) else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame { // if this is the last rocket we can load, play a beep sound to notify the player - sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTEN_NORM); self.hagar_loadbeep = TRUE; } } @@ -299,11 +318,11 @@ void W_Hagar_Attack2_Load (void) if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame { // we're about to automatically release after holding time, play a beep sound to notify the player - sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTEN_NORM); self.hagar_warning = TRUE; } } - + // release if player let go of button or if they've held it in too long if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)) { @@ -318,7 +337,7 @@ void W_Hagar_Attack2_Load (void) } // we aren't checking ammo during an attack, so we must do it here - if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)) + if (!(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))) { // note: this doesn't force the switch W_SwitchToOtherWeapon(self); @@ -344,8 +363,8 @@ float w_hagar(float req) } else if (req == WR_THINK) { - local float loadable_secondary; - loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary; + float loadable_secondary; + loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary); if (loadable_secondary) W_Hagar_Attack2_Load(); // must always run each frame @@ -423,11 +442,22 @@ float w_hagar(float req) } else if (req == WR_RELOAD) { - if not(self.hagar_load) // require releasing loaded rockets first + if (!self.hagar_load) // require releasing loaded rockets first W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav"); } + else if (req == WR_SUICIDEMESSAGE) + { + return WEAPON_HAGAR_SUICIDE; + } + else if (req == WR_KILLMESSAGE) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_HAGAR_MURDER_BURST; + else + return WEAPON_HAGAR_MURDER_SPRAY; + } return TRUE; -}; +} #endif #ifdef CSQC float w_hagar(float req) @@ -440,11 +470,11 @@ float w_hagar(float req) if(!w_issilent) { if (w_random<0.15) - sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTEN_NORM); else if (w_random<0.7) - sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTEN_NORM); else - sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTEN_NORM); } } else if(req == WR_PRECACHE) @@ -453,15 +483,6 @@ float w_hagar(float req) precache_sound("weapons/hagexp2.wav"); precache_sound("weapons/hagexp3.wav"); } - else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = _("%s played with tiny rockets"); - else if (req == WR_KILLMESSAGE) - { - if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH - w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce"); - else // unchecked: SPLASH, SECONDARY - w_deathtypestring = _("%s was pummeled by %s"); - } return TRUE; } #endif