X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_rocketlauncher.qc;h=d38eaaf002aa5d59d47abd802a9562ab1d803c78;hb=216a97226cf0220eab0fc4728f4b6a8fdccd86d2;hp=c29fda3a2af78575b5d18b9acfbe5db1ce57a425;hpb=d822e9e15e991a67e09e68f50a61cff487502328;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_rocketlauncher.qc b/qcsrc/server/w_rocketlauncher.qc index c29fda3a2..d38eaaf00 100644 --- a/qcsrc/server/w_rocketlauncher.qc +++ b/qcsrc/server/w_rocketlauncher.qc @@ -1,10 +1,64 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", "Rocket Launcher"); +REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher")) #else #ifdef SVQC .float rl_release; .float rl_detonate_later; +.float rocketlauncher_load; + +void W_RocketLauncher_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_rocketlauncher_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.rocketlauncher_load; + self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display + } +} + +void W_RocketLauncher_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_rocketlauncher_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.rocketlauncher_load = self.clip_load; + + t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1; + ATTACK_FINISHED(self) = t; + w_ready(); +} + +void W_RocketLauncher_Reload() +{ + // return if reloading is disabled for this weapon + if(!autocvar_g_balance_rocketlauncher_reload_ammo) + return; + + if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo)) + return; + + float t; + + sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); + + t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1; + ATTACK_FINISHED(self) = t; + + weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady); + + self.old_clip_load = self.clip_load; + self.clip_load = -1; +} + void W_Rocket_Unregister() { if(self.owner && self.owner.lastrocket == self) @@ -27,11 +81,11 @@ void W_Rocket_Explode () self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; - RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other); if (self.owner.weapon == WEP_ROCKET_LAUNCHER) { - if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo")) + if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo) { self.owner.cnt = WEP_ROCKET_LAUNCHER; ATTACK_FINISHED(self.owner) = time; @@ -48,11 +102,11 @@ void W_Rocket_DoRemoteExplode () self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; - RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_remote_damage"), cvar("g_balance_rocketlauncher_remote_edgedamage"), cvar("g_balance_rocketlauncher_remote_radius"), world, cvar("g_balance_rocketlauncher_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world); + RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world); if (self.owner.weapon == WEP_ROCKET_LAUNCHER) { - if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo")) + if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo) { self.owner.cnt = WEP_ROCKET_LAUNCHER; ATTACK_FINISHED(self.owner) = time; @@ -121,7 +175,7 @@ void W_Rocket_RemoteExplode() { if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer - : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_remote_radius")) // safety device + : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device ) { W_Rocket_DoRemoteExplode(); @@ -169,9 +223,9 @@ void W_Rocket_Think (void) // accelerate makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0'); - velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward); + velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward); if (velspeed > 0) - self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed); + self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed); // laser guided, or remote detonation if (self.owner.weapon == WEP_ROCKET_LAUNCHER) @@ -179,11 +233,11 @@ void W_Rocket_Think (void) if(self == self.owner.lastrocket) if not(self.owner.rl_release) if not(self.BUTTON_ATCK2) - if(cvar("g_balance_rocketlauncher_guiderate")) + if(autocvar_g_balance_rocketlauncher_guiderate) if(time > self.pushltime) if(self.owner.deadflag == DEAD_NO) { - f = cvar("g_balance_rocketlauncher_guideratedelay"); + f = autocvar_g_balance_rocketlauncher_guideratedelay; if(f) f = bound(0, (time - self.pushltime) / f, 1); else @@ -196,21 +250,10 @@ void W_Rocket_Think (void) desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs); olddir = normalize(self.velocity); -#if 0 - // disabled this code because it doesn't do what I want it to do :P - cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD); - cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD); - cosang = desireddir * normalize(self.origin - desiredorigin); - if(cosminang == cosmaxang) - f *= (cosang >= cosminang); - else - f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1); -#endif - // now it gets tricky... we want to move like some curve to approximate the target direction // but we are limiting the rate at which we can turn! - goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir; - newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD)); + goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir; + newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD)); self.velocity = newdir * velspeed; self.angles = vectoangles(self.velocity); @@ -259,27 +302,36 @@ void W_Rocket_Attack (void) local entity missile; local entity flash; + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo"); + { + if(autocvar_g_balance_rocketlauncher_reload_ammo) + { + self.clip_load -= autocvar_g_balance_rocketlauncher_ammo; + self.rocketlauncher_load = self.clip_load; + } + else + self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo; + } - W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage")); + W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = WarpZone_RefSys_SpawnSameRefSys(self); missile.owner = self; self.lastrocket = missile; - if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0) - missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay"); + if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0) + missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay; else missile.spawnshieldtime = -1; - missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay"); + missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay; missile.classname = "rocket"; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous + missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous missile.takedamage = DAMAGE_YES; - missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale"); - missile.health = cvar("g_balance_rocketlauncher_health"); + missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale; + missile.health = autocvar_g_balance_rocketlauncher_health; missile.event_damage = W_Rocket_Damage; missile.movetype = MOVETYPE_FLY; @@ -288,16 +340,16 @@ void W_Rocket_Attack (void) setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point - W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0); + W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0); missile.angles = vectoangles (missile.velocity); missile.touch = W_Rocket_Touch; missile.think = W_Rocket_Think; missile.nextthink = time; - missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime"); + missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime; missile.flags = FL_PROJECTILE; - CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound + CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound // muzzle flash for 1st person view flash = spawn (); @@ -319,16 +371,16 @@ float w_rlauncher(float req) if (req == WR_AIM) { // aim and decide to fire if appropriate - self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE); + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE); if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! { // decide whether to detonate rockets local entity missile, targetlist, targ; local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; local float selfdamage, teamdamage, enemydamage; - edgedamage = cvar("g_balance_rocketlauncher_edgedamage"); - coredamage = cvar("g_balance_rocketlauncher_damage"); - edgeradius = cvar("g_balance_rocketlauncher_radius"); + edgedamage = autocvar_g_balance_rocketlauncher_edgedamage; + coredamage = autocvar_g_balance_rocketlauncher_damage; + edgeradius = autocvar_g_balance_rocketlauncher_radius; recipricoledgeradius = 1 / edgeradius; selfdamage = 0; teamdamage = 0; @@ -360,9 +412,9 @@ float w_rlauncher(float req) } local float desirabledamage; desirabledamage = enemydamage; - if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime) - desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent"); - if (self.team && teamplay != 1) + if (time > self.invincible_finished && time > self.spawnshieldtime) + desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; + if (teams_matter && self.team) desirabledamage = desirabledamage - teamdamage; missile = find(world, classname, "rocket"); @@ -413,33 +465,49 @@ float w_rlauncher(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) + if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload + W_RocketLauncher_Reload(); + else { - if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop")) - if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire"))) + if (self.BUTTON_ATCK) { - W_Rocket_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready); - self.rl_release = 0; + if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop) + if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire)) + { + W_Rocket_Attack(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready); + self.rl_release = 0; + } } - } - else - self.rl_release = 1; + else + self.rl_release = 1; - if (self.BUTTON_ATCK2) - { - rockfound = 0; - for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self) + if (self.BUTTON_ATCK2) { - if(!rock.rl_detonate_later) + rockfound = 0; + for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self) { - rock.rl_detonate_later = TRUE; - rockfound = 1; + if(!rock.rl_detonate_later) + { + rock.rl_detonate_later = TRUE; + rockfound = 1; + } } + if(rockfound) + sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); } - if(rockfound) - sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); } + if(self.wish_reload) + { + if(self.switchweapon == self.weapon) + { + if(self.weaponentity.state == WS_READY) + { + self.wish_reload = 0; + W_RocketLauncher_Reload(); + } + } + } } else if (req == WR_PRECACHE) { @@ -454,14 +522,25 @@ float w_rlauncher(float req) else if (req == WR_SETUP) { weapon_setup(WEP_ROCKET_LAUNCHER); + W_RocketLauncher_SetAmmoCounter(); self.rl_release = 1; } else if (req == WR_CHECKAMMO1) { - // don't switch while guiding a missile - if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER) - && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo")) - return FALSE; + if(autocvar_g_balance_rocketlauncher_reload_ammo) + { + // don't switch while guiding a missile + if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER) + && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) + return FALSE; + } + else + { + // don't switch while guiding a missile + if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER) + && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo) + return FALSE; + } } else if (req == WR_CHECKAMMO2) return FALSE; @@ -469,6 +548,10 @@ float w_rlauncher(float req) { self.rl_release = 0; } + else if (req == WR_RELOAD) + { + W_RocketLauncher_Reload(); + } return TRUE; }; #endif