X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=e59cf875a7a3af3e74c5f6105f4b7714343d992e;hb=db9ea3663a9a30a73fd9717f99ae883c59786139;hp=2a8e4d7f47b0c35e0b9d8a8b2efc8d8ae08fb68a;hpb=3d8d2443c67863a2c3daf8340803145321347fde;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 2a8e4d7f4..e59cf875a 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -1,61 +1,9 @@ #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! -void W_Hagar_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_hagar_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.hagar_load; - self.clip_size = autocvar_g_balance_hagar_reload_ammo; // for the crosshair ammo display - } -} - -void W_Hagar_ReloadedAndReady() -{ - float t; - - // now do the ammo transfer - self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading - while(self.clip_load < autocvar_g_balance_hagar_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have - { - self.clip_load += 1; - self.ammo_rockets -= 1; - } - self.hagar_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_hagar_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_Hagar_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_hagar_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo))) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_hagar_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hagar_reload_time, W_Hagar_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - void W_Hagar_Explode (void) { self.event_damage = SUB_Null; @@ -97,17 +45,7 @@ void W_Hagar_Attack (void) { local entity missile; - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(autocvar_g_balance_hagar_reload_ammo) - { - self.clip_load -= autocvar_g_balance_hagar_primary_ammo; - self.hagar_load = self.clip_load; - } - else - 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); @@ -142,17 +80,7 @@ void W_Hagar_Attack2 (void) { local entity missile; - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(autocvar_g_balance_hagar_reload_ammo) - { - self.clip_load -= autocvar_g_balance_hagar_secondary_ammo; - self.hagar_load = self.clip_load; - } - else - 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); @@ -184,6 +112,142 @@ void W_Hagar_Attack2 (void) other = missile; MUTATOR_CALLHOOK(EditProjectile); } +.float hagar_loadstep, hagar_loadblock; +void W_Hagar_Attack2_Load_Release (void) +{ + // time to release the rockets we've loaded + + local entity missile; + local float counter, shots; + local 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", 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; + + 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_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire; + self.hagar_load = 0; +} + +void W_Hagar_Attack2_Load (void) +{ + // loadable hagar secondary attack, must always run each frame + + local float loaded; + loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max; + + if(self.BUTTON_ATCK2) + { + if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort) + { + if(self.hagar_load) + { + // if we pressed primary fire while loading, unload all rockets and abort + 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); + + // 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; + + // require letting go of the alt fire button before we can load again + self.hagar_loadblock = TRUE; + } + } + else + { + // check if we can attempt to load another rocket + if(!self.hagar_loadblock && !loaded && weapon_action(self.weapon, WR_CHECKAMMO2)) + if(self.hagar_loadstep < time) + { + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); + self.hagar_load += 1; + sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); + + // if this is the last rocket we can load, play the beep sound to notify the player of that + if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max) + sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed; + } + } + } + else if(self.hagar_loadblock) + { + // the alt fire button was released, so re-enable loading if blocked + self.hagar_loadblock = FALSE; + } + + if(self.hagar_load) + { + self.weapon_forbidchange = TRUE; + + if(!self.BUTTON_ATCK2 || ((loaded || !weapon_action(self.weapon, WR_CHECKAMMO2)) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold)) + W_Hagar_Attack2_Load_Release(); + } + else + self.weapon_forbidchange = FALSE; + + // we aren't checking ammo during an attack, so we must do it here + if not(weapon_action(self.weapon, WR_CHECKAMMO2)) + { + W_SwitchToOtherWeapon(self); + return; + } +} + void spawnfunc_weapon_hagar (void) { weapon_defaultspawnfunc(WEP_HAGAR); @@ -191,6 +255,7 @@ 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); @@ -202,34 +267,31 @@ float w_hagar(float req) else if (req == WR_THINK) { 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 - W_Hagar_Reload(); - else if (self.BUTTON_ATCK) + weapon_action(self.weapon, WR_RELOAD); + else { - if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) + local float loadable_secondary; + loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary; + + if (loadable_secondary) + W_Hagar_Attack2_Load(); // must run each frame, even when no firing buttons are pressed + if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset { - 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); + } } - } - else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary) - { - if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) + else if (self.BUTTON_ATCK2 && !loadable_secondary && 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); + } } } - if(self.wish_reload) - { - if(self.switchweapon == self.weapon) - { - if(self.weaponentity.state == WS_READY) - { - self.wish_reload = 0; - W_Hagar_Reload(); - } - } - } } else if (req == WR_PRECACHE) { @@ -237,30 +299,47 @@ 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/reload.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); - W_Hagar_SetAmmoCounter(); + self.current_ammo = ammo_rockets; + 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) { - if(autocvar_g_balance_hagar_reload_ammo) - return self.hagar_load >= autocvar_g_balance_hagar_primary_ammo; - else - 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) { - if(autocvar_g_balance_hagar_reload_ammo) - return self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo; - else - 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_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_Hagar_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; }; @@ -290,13 +369,13 @@ 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 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 hoped %s's missiles wouldn't bounce"); else // unchecked: SPLASH, SECONDARY - w_deathtypestring = "%s was pummeled by %s"; + w_deathtypestring = _("%s was pummeled by %s"); } return TRUE; }