X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=fdf7eaaaec6029c91eb35537fdd7fff45629034c;hb=6018d119b3c9f4e54d6d21f6339948708c83d83f;hp=adecf1487fbb8c1e43c52de08d1ba884215e1709;hpb=d87a53695d97a6586a3356b5eb7acb4ca5c3bdd9;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index adecf1487..fdf7eaaae 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -7,7 +7,7 @@ REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOAD void W_Hagar_Explode (void) { self.event_damage = SUB_Null; - RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other); remove (self); } @@ -15,11 +15,35 @@ void W_Hagar_Explode (void) void W_Hagar_Explode2 (void) { self.event_damage = SUB_Null; - RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other); 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; @@ -43,7 +67,7 @@ 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); @@ -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; @@ -70,6 +101,7 @@ void W_Hagar_Attack (void) missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; + missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); @@ -78,7 +110,7 @@ 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); @@ -91,6 +123,13 @@ 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; @@ -106,20 +145,21 @@ void W_Hagar_Attack2 (void) missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; + missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } -.float hagar_loadstep, hagar_loadblock, hagar_loadbeep; +.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; void W_Hagar_Attack2_Load_Release (void) { // time to release the rockets we've loaded - local entity missile; - local float counter, shots, spread_pershot; - local vector s; + entity missile; + float counter, shots, spread_pershot; + vector s; vector forward, right, up; if(!self.hagar_load) @@ -136,23 +176,30 @@ void W_Hagar_Attack2_Load_Release (void) shots = self.hagar_load; missile = world; - while (counter < shots) + for(counter = 0; counter < shots; ++counter) { 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; + missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; + missile.missile_flags = MIF_SPLASH; // 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)); @@ -179,11 +226,9 @@ void W_Hagar_Attack2_Load_Release (void) 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); + 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; } @@ -192,12 +237,12 @@ void W_Hagar_Attack2_Load (void) { // loadable hagar secondary attack, must always run each frame - local float loaded, enough_ammo; + float loaded, enough_ammo; loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max; // 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] >= autocvar_g_balance_hagar_secondary_ammo; + enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo; else enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; @@ -230,9 +275,12 @@ void W_Hagar_Attack2_Load (void) 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, ATTN_NORM); + sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most - self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor(); + 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 @@ -251,7 +299,19 @@ void W_Hagar_Attack2_Load (void) if(self.hagar_load) { - if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold)) + // 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) + { + if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame + { + // 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; + } + } + + // 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(); @@ -260,6 +320,7 @@ void W_Hagar_Attack2_Load (void) else { self.hagar_loadbeep = FALSE; + self.hagar_warning = FALSE; } // we aren't checking ammo during an attack, so we must do it here @@ -289,7 +350,7 @@ 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) @@ -347,13 +408,13 @@ float w_hagar(float req) 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) @@ -372,7 +433,7 @@ float w_hagar(float req) 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)