X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=76103f347e34fa50c6d16c849f6ee0dc0c15f2ac;hb=53b53682eea732737a642591786acf6f815c18dd;hp=1d2e42bb96cbaa3541e8bfc6f5976867cf2e1208;hpb=d64d2b05a6a4aac377d2719d443ae12dc6088f2d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 1d2e42bb9..76103f347 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -20,6 +20,30 @@ void W_Hagar_Explode2 (void) remove (self); } +void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +{ + if (self.health <= 0) + return; + + 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); +} + void W_Hagar_Touch (void) { PROJECTILE_TOUCH; @@ -43,11 +67,11 @@ 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); - 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); @@ -56,6 +80,13 @@ 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; @@ -78,11 +109,11 @@ 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); - 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); @@ -91,6 +122,13 @@ 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; + missile.event_damage = W_Hagar_Damage; + missile.damagedbycontents = TRUE; + missile.touch = W_Hagar_Touch2; missile.cnt = 0; missile.use = W_Hagar_Explode2; @@ -112,119 +150,184 @@ void W_Hagar_Attack2 (void) other = missile; MUTATOR_CALLHOOK(EditProjectile); } -.float hagar_loadtime, hagar_loadreset; -void W_Hagar_Attack2_Load (void) +.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; +void W_Hagar_Attack2_Load_Release (void) { - if not(weapon_action(self.weapon, WR_CHECKAMMO2)) - { - W_SwitchToOtherWeapon(self); + // time to release the rockets we've loaded + + entity missile; + float counter, shots, spread_pershot; + vector s; + vector forward, right, up; + + if(!self.hagar_load) return; + + weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire); + + 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; + right = v_right; + up = v_up; + + shots = self.hagar_load; + missile = world; + while (counter < shots) + { + 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; + missile.event_damage = W_Hagar_Damage; + missile.damagedbycontents = TRUE; + + missile.touch = W_Hagar_Touch; // not bouncy + missile.use = W_Hagar_Explode2; + missile.think = adaptor_think2use_hittype_splash; + missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand; + PROJECTILE_MAKETRIGGER(missile); + missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; + 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'; + else + { + makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); + s_y = v_forward_x; + 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); + missile.flags = FL_PROJECTILE; + + CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); + + counter = counter + 1; } - local entity missile; - local float counter, shots, loaded; - local float used_ammo, enough_ammo; - local vector s; - vector forward, right, up; + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready); + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor(); + self.hagar_load = 0; +} + +void W_Hagar_Attack2_Load (void) +{ + // loadable hagar secondary attack, must always run each frame + float loaded, enough_ammo; loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max; - // check if we have enough ammo for another rocket - used_ammo = autocvar_g_balance_hagar_secondary_ammo; + // this is different than WR_CHECKAMMO when it comes to reloading if(autocvar_g_balance_hagar_reload_ammo) - enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load); + enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo; else - enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load); + enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; - if(self.BUTTON_ATCK) + if(self.BUTTON_ATCK2) { - if(self.hagar_load) + if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort) { - // if we press the primary fire button while loading rockets, unload them and abort the loading - self.hagar_load = 0; - sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); + 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, 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 * W_WeaponRateFactor(); + + // require letting go of the alt fire button before we can load again + self.hagar_loadblock = TRUE; + } } - // require letting go of both firing buttons before we can load again - self.hagar_loadreset = TRUE; - } - else if(self.BUTTON_ATCK2) - { - // check if we can attempt to load another rocket - if(!self.hagar_loadreset && !loaded && enough_ammo) - if(self.hagar_loadtime < time) + else { - self.hagar_load += 1; - sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); - - self.hagar_loadtime = time + autocvar_g_balance_hagar_secondary_load_speed; + // check if we can attempt to load another rocket + if(!loaded && enough_ammo) + { + 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, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_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(); + else + 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, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + self.hagar_loadbeep = TRUE; + } } } - else if(self.hagar_loadreset) + else if(self.hagar_loadblock) { - // both firing buttons were released, which means we can load again - self.hagar_loadreset = FALSE; + // the alt fire button has been released, so re-enable loading if blocked + self.hagar_loadblock = FALSE; } if(self.hagar_load) - if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadtime < time && !autocvar_g_balance_hagar_secondary_load_hold)) - if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire)) { - // time to release the rockets we've loaded - - W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo); - - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage); - pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - - forward = v_forward; - right = v_right; - up = v_up; - - shots = self.hagar_load; - missile = world; - while (counter < shots) + // play warning sound if we're about to release + if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0) { - missile = spawn (); - missile.owner = missile.realowner = self; - missile.classname = "missile"; - missile.bot_dodge = TRUE; - missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; - - missile.touch = W_Hagar_Touch; // not bouncy - missile.use = W_Hagar_Explode2; - missile.think = adaptor_think2use_hittype_splash; - missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand; - PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_HAGAR; - setorigin (missile, w_shotorg); - setsize(missile, '0 0 0', '0 0 0'); - missile.movetype = MOVETYPE_FLY; - - s = '0 0 0'; - if (counter == 0) - s = '0 0 0'; - else + if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame { - makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); - s_y = v_forward_x; - s_z = v_forward_y; + // 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); + self.hagar_warning = TRUE; } - 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); - - missile.angles = vectoangles (missile.velocity); - missile.flags = FL_PROJECTILE; - - CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); - - other = missile; MUTATOR_CALLHOOK(EditProjectile); - - counter = counter + 1; } + + // 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)) + { + self.weaponentity.state = WS_READY; + W_Hagar_Attack2_Load_Release(); + } + } + else + { + self.hagar_loadbeep = FALSE; + self.hagar_warning = FALSE; + } - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); - self.hagar_loadtime = time + autocvar_g_balance_hagar_secondary_refire; - self.hagar_load = 0; + // 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; } } @@ -246,23 +349,22 @@ float w_hagar(float req) } else if (req == WR_THINK) { - local float loadable_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 if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload weapon_action(self.weapon, WR_RELOAD); - else if (self.BUTTON_ATCK && !(self.BUTTON_ATCK2 && loadable_secondary)) + else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset { - if (!self.hagar_load) // not while the secondary fire is loaded if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) { W_Hagar_Attack(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); } } - else if (loadable_secondary) - W_Hagar_Attack2_Load(); // must run each frame - else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary) + else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary) { if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) { @@ -271,6 +373,15 @@ 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"); @@ -278,32 +389,50 @@ float w_hagar(float req) precache_model ("models/weapons/h_hagar.iqm"); precache_sound ("weapons/hagar_fire.wav"); precache_sound ("weapons/hagar_load.wav"); + precache_sound ("weapons/hagar_beep.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_HAGAR); self.current_ammo = ammo_rockets; - self.hagar_load = 0; + self.hagar_loadblock = FALSE; + + if(self.hagar_load) + { + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary + self.hagar_load = 0; + } } else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo; - ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo; + ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; - ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo; + ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo; return ammo_amount; } + else if (req == WR_RESETPLAYER) + { + self.hagar_load = 0; + } + else if (req == WR_PLAYERDEATH) + { + // if we have any rockets loaded when we die, release them + if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath) + W_Hagar_Attack2_Load_Release(); + } else if (req == WR_RELOAD) { - 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"); + if not(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"); } return TRUE; -}; +} #endif #ifdef CSQC float w_hagar(float req) @@ -316,11 +445,11 @@ 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) @@ -330,13 +459,13 @@ float w_hagar(float req) precache_sound("weapons/hagexp3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = _("%s played with tiny rockets"); + w_deathtypestring = _("%s played with tiny hagar 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"); + w_deathtypestring = _("%s was pummeled with a burst of hagar rockets by %s"); else // unchecked: SPLASH, SECONDARY - w_deathtypestring = _("%s was pummeled by %s"); + w_deathtypestring = _("%s was pummeled with hagar rockets by %s"); } return TRUE; }