X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=080eea39e453fe7ed7a7704bc1d6d8aae3321e45;hb=1b2f61baeeff5a7d004fafd3cfdd8269a0338a1e;hp=7dfd4461365e42cbcf9f70817a12fcaf87f1be6f;hpb=55e994013cfe2e71a51fe4a5cd2430c34ed984fd;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 7dfd44613..080eea39e 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -47,7 +47,7 @@ void W_Hagar_Attack (void) W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage); + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -82,7 +82,7 @@ void W_Hagar_Attack2 (void) W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage); + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -118,7 +118,7 @@ void W_Hagar_Attack2_Load_Release (void) // time to release the rockets we've loaded local entity missile; - local float counter, shots; + local float counter, shots, spread_pershot; local vector s; vector forward, right, up; @@ -127,7 +127,7 @@ void W_Hagar_Attack2_Load_Release (void) weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage); + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); forward = v_forward; @@ -153,7 +153,13 @@ void W_Hagar_Attack2_Load_Release (void) setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; - + + // 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 = (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) s = '0 0 0'; @@ -163,8 +169,9 @@ void W_Hagar_Attack2_Load_Release (void) s_y = v_forward_x; s_z = v_forward_y; } - s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor; - W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE); + 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); missile.flags = FL_PROJECTILE; @@ -177,7 +184,7 @@ void W_Hagar_Attack2_Load_Release (void) } weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); - self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire; + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor(); self.hagar_load = 0; } @@ -201,12 +208,13 @@ void W_Hagar_Attack2_Load (void) if(self.hagar_load) { // if we pressed primary fire while loading, unload all rockets and abort + 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, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_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; + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor(); // require letting go of the alt fire button before we can load again self.hagar_loadblock = TRUE; @@ -220,16 +228,17 @@ void W_Hagar_Attack2_Load (void) if(!self.hagar_loadblock && self.hagar_loadstep < time) { 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, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); - self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed; + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor(); } } 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, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); self.hagar_loadbeep = TRUE; } } @@ -242,19 +251,21 @@ void W_Hagar_Attack2_Load (void) if(self.hagar_load) { - self.weapon_forbidchange = TRUE; if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold)) + { + self.weaponentity.state = WS_READY; W_Hagar_Attack2_Load_Release(); + } } else { - self.weapon_forbidchange = FALSE; self.hagar_loadbeep = FALSE; } // 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)) { + // note: this doesn't force the switch W_SwitchToOtherWeapon(self); return; } @@ -302,6 +313,15 @@ float w_hagar(float req) } } } + else if (req == WR_GONETHINK) + { + // we lost the weapon and want to prepare switching away + if(self.hagar_load) + { + self.weaponentity.state = WS_READY; + W_Hagar_Attack2_Load_Release(); + } + } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_hagar.md3"); @@ -365,11 +385,11 @@ float w_hagar(float req) if(!w_issilent) { if (w_random<0.15) - sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); else if (w_random<0.7) - sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); else - sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); } } else if(req == WR_PRECACHE)