X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=d4b47a29e55ff64231e9b8bd8b7f5496db0a138a;hb=1b02ffa0176be47b6be915a579cbc8bca9610954;hp=f09163e6934f31c12d1d897a04fdd69500fcdea6;hpb=657f8291953db7c5dde7ab4e6393ee7c1a2fe841;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index f09163e69..d4b47a29e 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -115,38 +115,51 @@ void W_Hagar_Attack2 (void) other = missile; MUTATOR_CALLHOOK(EditProjectile); } -.float hagarload_refire, hagarload_loaded; - +.float hagarload_refire; void W_Hagar_Attack2_Load (void) { - if not(autocvar_g_balance_hagar_secondary) + if not(weapon_action(self.weapon, WR_CHECKAMMO2)) + { + W_SwitchToOtherWeapon(self); return; + } local entity missile, prevmissile, firstmissile; - local float counter, shots; + local float counter, shots, loaded; + local float used_ammo, enough_ammo; local vector s; vector forward, right, up; - if(self.BUTTON_ATCK2 && !self.hagarload_loaded) + 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_WEAPON, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); - - if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload) - self.hagarload_loaded = TRUE; + 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) + 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)) { - 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); + // 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; @@ -155,12 +168,12 @@ void W_Hagar_Attack2_Load (void) 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; @@ -178,18 +191,16 @@ void W_Hagar_Attack2_Load (void) prevmissile.queuenext = missile; missile.queueprev = prevmissile; } - prevmissile = missile; - missile.touch = W_Hagar_Touch; - missile.use = W_Hagar_Explode; + 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'; @@ -201,7 +212,7 @@ void W_Hagar_Attack2_Load (void) s_y = v_forward_x; s_z = v_forward_y; } - s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor; + 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); @@ -214,8 +225,9 @@ void W_Hagar_Attack2_Load (void) 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; - self.hagarload_loaded = FALSE; } } @@ -239,7 +251,7 @@ float w_hagar(float req) { 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 secondary fire + else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading the secondary fire { if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) { @@ -247,7 +259,7 @@ float w_hagar(float req) weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); } } - else if(autocvar_g_balance_hagar_secondary_load) + 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) { @@ -273,7 +285,6 @@ float w_hagar(float req) self.current_ammo = ammo_rockets; self.hagar_load = 0; - self.hagarload_loaded = FALSE; } else if (req == WR_CHECKAMMO1) {