X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=d4b47a29e55ff64231e9b8bd8b7f5496db0a138a;hb=1b02ffa0176be47b6be915a579cbc8bca9610954;hp=5fb25642e2fa41383515d11085393ac64c74707f;hpb=9df92eba777ae4365b46b0eb61fe315d91ed9388;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 5fb25642e..d4b47a29e 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -1,8 +1,12 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar")) +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")) #else #ifdef SVQC // NO bounce protection, as bounces are limited! + +.entity queuenext; +.entity queueprev; + void W_Hagar_Explode (void) { self.event_damage = SUB_Null; @@ -44,8 +48,8 @@ void W_Hagar_Attack (void) { local entity missile; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_primary_ammo; + 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); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -79,8 +83,8 @@ void W_Hagar_Attack2 (void) { local entity missile; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_secondary_ammo; + 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); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -111,6 +115,122 @@ void W_Hagar_Attack2 (void) other = missile; MUTATOR_CALLHOOK(EditProjectile); } +.float hagarload_refire; +void W_Hagar_Attack2_Load (void) +{ + if not(weapon_action(self.weapon, WR_CHECKAMMO2)) + { + W_SwitchToOtherWeapon(self); + return; + } + + local entity missile, prevmissile, firstmissile; + local float counter, shots, loaded; + local float used_ammo, enough_ammo; + local vector s; + vector forward, right, up; + + 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; + if(autocvar_g_balance_hagar_reload_ammo) + enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load); + else + enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load); + + if(self.BUTTON_ATCK2 && !loaded && enough_ammo) + { + // we can attempt to load another rocket + if(self.hagarload_refire < time) + { + self.hagar_load += 1; + sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); + + self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire; + } + } + else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !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) + { + missile = spawn (); + missile.owner = missile.realowner = self; + missile.classname = "missile"; + missile.bot_dodge = TRUE; + missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; + + if(shots == 1) { + missile.queuenext = missile; + missile.queueprev = missile; + } + else if(counter == 0) { // first projectile, store in firstmissile for now + firstmissile = missile; + } + else if(counter == shots - 1) { // last projectile, link up with first projectile + prevmissile.queuenext = missile; + firstmissile.queueprev = missile; + missile.queuenext = firstmissile; + missile.queueprev = prevmissile; + } + else { // else link up with previous projectile + prevmissile.queuenext = missile; + missile.queueprev = prevmissile; + } + prevmissile = missile; + + 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 + { + makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); + 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); + + missile.angles = vectoangles (missile.velocity); + missile.flags = FL_PROJECTILE; + + CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); + + counter = counter + 1; + } + + weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_hagar_secondary_refire, w_ready); + self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire; + self.hagar_load = 0; + } +} + void spawnfunc_weapon_hagar (void) { weapon_defaultspawnfunc(WEP_HAGAR); @@ -118,6 +238,7 @@ void spawnfunc_weapon_hagar (void) float w_hagar(float req) { + float ammo_amount; if (req == WR_AIM) if (random()>0.15) self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE); @@ -128,17 +249,25 @@ float w_hagar(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) + 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.hagar_load) // not while loading the secondary fire { - W_Hagar_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); + 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); + } } - if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary) - if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) + else if(autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary) + W_Hagar_Attack2_Load(); // must run each frame + else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary) { - W_Hagar_Attack2(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) + { + W_Hagar_Attack2(); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + } } } else if (req == WR_PRECACHE) @@ -147,13 +276,32 @@ float w_hagar(float req) precache_model ("models/weapons/v_hagar.md3"); precache_model ("models/weapons/h_hagar.iqm"); precache_sound ("weapons/hagar_fire.wav"); + precache_sound ("weapons/hagar_load.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; + } else if (req == WR_CHECKAMMO1) - return self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo; + { + ammo_amount = self.ammo_rockets >= 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) - return self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; + { + ammo_amount = self.ammo_rockets >= 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_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"); + } return TRUE; }; #endif