X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_seeker.qc;h=76709cf1e84b17edf19932c71b6d93d434edf0da;hb=99653507155f95de069875bf9cc2c2ff5abd1561;hp=0fdfaafb3462821b48f879b5210a2204822dbcc9;hpb=fdb8fddad19ce594e98563dd156fa349c0a834c6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_seeker.qc b/qcsrc/server/w_seeker.qc index 0fdfaafb3..76709cf1e 100644 --- a/qcsrc/server/w_seeker.qc +++ b/qcsrc/server/w_seeker.qc @@ -1,64 +1,11 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker")) +REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker")) #else #ifdef SVQC //.float proxytime; = autoswitch //.float tl; = wait - -// weapon load persistence, for weapons that support reloading -.float seeker_load; - -void W_Seeker_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_seeker_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.seeker_load; - self.clip_size = autocvar_g_balance_seeker_reload_ammo; // for the crosshair ammo display - } -} - -void W_Seeker_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_seeker_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.seeker_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_seeker_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_Seeker_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_seeker_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo))) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_seeker_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_seeker_reload_time, W_Seeker_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} +.entity tag_target, wps_tag_tracker; +.float tag_time; void Seeker_Missile_Explode () { @@ -209,21 +156,11 @@ void Seeker_Missile_Animate() } */ -void Seeker_Fire_Missile(vector f_diff) +void Seeker_Fire_Missile(vector f_diff, entity m_target) { 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_seeker_reload_ammo) - { - self.clip_load -= autocvar_g_balance_seeker_missile_ammo; - self.seeker_load = self.clip_load; - } - else - self.ammo_rockets -= autocvar_g_balance_seeker_missile_ammo; - } + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_reload_ammo); makevectors(self.v_angle); W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0); @@ -243,14 +180,18 @@ void Seeker_Fire_Missile(vector f_diff) missile.event_damage = Seeker_Missile_Damage; missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay"); missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime; - missile.enemy = self.enemy; + missile.enemy = m_target; missile.solid = SOLID_BBOX; missile.scale = 2; missile.takedamage = DAMAGE_YES; missile.health = autocvar_g_balance_seeker_missile_health; missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale; - missile.projectiledeathtype = WEP_SEEKER; //missile.think = Seeker_Missile_Animate; // csqc projectiles. + + if (missile.enemy != world) + missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY; + else + missile.projectiledeathtype = WEP_SEEKER; setorigin (missile, w_shotorg); @@ -266,46 +207,73 @@ void Seeker_Fire_Missile(vector f_diff) other = missile; MUTATOR_CALLHOOK(EditProjectile); } -void Seeker_Vollycontroler_Think() +entity Seeker_Tagged_Info(entity isowner, entity istarget) { - float c; - entity oldself,oldenemy; - self.cnt = self.cnt - 1; + entity tag; + for(tag = world; (tag = find(tag, classname, "tag_tracker")); ) + if ((tag.owner == isowner) && (tag.tag_target == istarget)) + return tag; + + return world; +} - if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < autocvar_g_balance_seeker_missile_ammo) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER)) +void Seeker_Attack() +{ + entity tracker, closest_target; + + for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.owner == self) { - remove(self); - return; + if (closest_target) + { + if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin)) + closest_target = tracker.tag_target; + } + else + closest_target = tracker.tag_target; } - - self.nextthink = time + autocvar_g_balance_seeker_missile_delay; - - oldself = self; - self = self.owner; - - oldenemy = self.enemy; - self.enemy = oldself.enemy; - - c = mod(oldself.cnt, 4); - switch(c) + + traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self); + if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target))) + closest_target = world; + + Seeker_Fire_Missile('0 0 0', closest_target); + /* + switch(mod(self.bulletcounter, 4)) { case 0: - Seeker_Fire_Missile('-1.25 -3.75 0'); + Seeker_Fire_Missile('-1.25 -3.75 0', closest_target); break; case 1: - Seeker_Fire_Missile('+1.25 -3.75 0'); + Seeker_Fire_Missile('+1.25 -3.75 0', closest_target); break; case 2: - Seeker_Fire_Missile('-1.25 +3.75 0'); + Seeker_Fire_Missile('-1.25 +3.75 0', closest_target); break; case 3: default: - Seeker_Fire_Missile('+1.25 +3.75 0'); + Seeker_Fire_Missile('+1.25 +3.75 0', closest_target); break; } + */ + +} - self.enemy = oldenemy; - self = oldself; +void Seeker_Tracker_Think() +{ + // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up + if ((self.owner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER) + || (time > self.tag_time + autocvar_g_balance_seeker_tag_tracker_lifetime)) + { + if (self) + { + WaypointSprite_Kill(self.tag_target.wps_tag_tracker); + remove(self); + } + return; + } + + // Update the think method information + self.nextthink = time; } void Seeker_Tag_Explode () @@ -326,7 +294,6 @@ void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float d Seeker_Tag_Explode(); } - void Seeker_Tag_Touch() { vector dir; @@ -342,13 +309,31 @@ void Seeker_Tag_Touch() Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self); if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO) - { - e = spawn(); - e.cnt = autocvar_g_balance_seeker_missile_count; - e.owner = self.owner; - e.enemy = other; - e.think = Seeker_Vollycontroler_Think; - e.nextthink = time; + { + // check to see if this person is already tagged by me + entity tag = Seeker_Tagged_Info(self.owner, other); + + if (tag != world) + { + if (other.wps_tag_tracker) // don't attach another waypointsprite without killing the old one first + WaypointSprite_Kill(other.wps_tag_tracker); + + tag.tag_time = time; + } + else + { + sprint(self.owner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n")); + e = spawn(); + e.classname = "tag_tracker"; + e.owner = self.owner; + e.think = Seeker_Tracker_Think; + e.nextthink = time; + e.tag_target = other; + e.tag_time = time; + } + + WaypointSprite_Spawn("nb-ball", autocvar_g_balance_seeker_tag_tracker_lifetime, 0, other, '0 0 64', self.owner, 0, other, wps_tag_tracker, TRUE); + WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT); } remove(self); @@ -358,17 +343,7 @@ void Seeker_Tag_Touch() void Seeker_Fire_Tag() { 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_seeker_reload_ammo) - { - self.clip_load -= autocvar_g_balance_seeker_tag_ammo; - self.seeker_load = self.clip_load; - } - else - self.ammo_rockets -= autocvar_g_balance_seeker_tag_ammo; - } + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_tag_ammo, autocvar_g_balance_seeker_reload_ammo); W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count); @@ -403,91 +378,6 @@ void Seeker_Fire_Tag() other = missile; MUTATOR_CALLHOOK(EditProjectile); } - -void Seeker_Flac_Explode () -{ - self.event_damage = SUB_Null; - - RadiusDamage (self, self.owner, autocvar_g_balance_seeker_flac_damage, autocvar_g_balance_seeker_flac_edgedamage, autocvar_g_balance_seeker_flac_radius, world, autocvar_g_balance_seeker_flac_force, self.projectiledeathtype, other); - - remove (self); -} - -void Seeker_Flac_Touch() -{ - PROJECTILE_TOUCH; - - Seeker_Flac_Explode(); -} - -void Seeker_Fire_Flac() -{ - local entity missile; - vector f_diff; - float c; - - // 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_seeker_reload_ammo) - { - self.clip_load -= autocvar_g_balance_seeker_flac_ammo; - self.seeker_load = self.clip_load; - } - else - self.ammo_rockets -= autocvar_g_balance_seeker_flac_ammo; - } - - c = mod(self.bulletcounter, 4); - switch(c) - { - case 0: - f_diff = '-1.25 -3.75 0'; - break; - case 1: - f_diff = '+1.25 -3.75 0'; - break; - case 2: - f_diff = '-1.25 +3.75 0'; - break; - case 3: - default: - f_diff = '+1.25 +3.75 0'; - break; - } - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_flac_damage); - w_shotorg += f_diff; - - pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - - missile = spawn (); - missile.owner = missile.realowner = self; - missile.classname = "missile"; - missile.bot_dodge = TRUE; - missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage; - missile.touch = Seeker_Flac_Explode; - missile.use = Seeker_Flac_Explode; - missile.think = adaptor_think2use_hittype_splash; - missile.nextthink = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand; - missile.solid = SOLID_BBOX; - missile.movetype = MOVETYPE_FLY; - missile.projectiledeathtype = WEP_SEEKER; - missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY; - missile.flags = FL_PROJECTILE; - - // csqc projectiles - //missile.angles = vectoangles (missile.velocity); - //missile.scale = 0.4; // BUG: the model is too big - - setorigin (missile, w_shotorg); - setsize (missile, '-2 -2 -2', '2 2 2'); - - W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac); - CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE); - - other = missile; MUTATOR_CALLHOOK(EditProjectile); -} - void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); @@ -498,13 +388,17 @@ float w_seeker(float req) float ammo_amount; if (req == WR_AIM) - self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE); - + { + if (Seeker_Tagged_Info(self, self.enemy) != world) + self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_seeker_missile_speed_max, 0, autocvar_g_balance_seeker_missile_lifetime, FALSE); + else + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE); + } else if (req == WR_THINK) { if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload - W_Seeker_Reload(); - + weapon_action(self.weapon, WR_RELOAD); + else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire)) @@ -516,10 +410,10 @@ float w_seeker(float req) else if (self.BUTTON_ATCK2) { - if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire)) + if (weapon_prepareattack(1, autocvar_g_balance_seeker_missile_refire)) { - Seeker_Fire_Flac(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready); + Seeker_Attack(); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_missile_animtime, w_ready); } } } @@ -529,35 +423,30 @@ float w_seeker(float req) precache_model ("models/weapons/v_seeker.md3"); precache_model ("models/weapons/h_seeker.iqm"); precache_sound ("weapons/tag_fire.wav"); - precache_sound ("weapons/flac_fire.wav"); + //precache_sound ("weapons/flac_fire.wav"); precache_sound ("weapons/seeker_fire.wav"); - precache_sound ("weapons/reload.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_SEEKER); - W_Seeker_SetAmmoCounter(); + self.current_ammo = ammo_rockets; } else if (req == WR_CHECKAMMO1) { - ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_missile_ammo; - ammo_amount += self.seeker_load >= autocvar_g_balance_seeker_missile_ammo; + ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo; + ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_tag_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) { - ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_flac_ammo; - ammo_amount += self.seeker_load >= autocvar_g_balance_seeker_flac_ammo; + ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_missile_ammo; + ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_missile_ammo; return ammo_amount; } - else if (req == WR_RESETPLAYER) - { - // all weapons must be fully loaded when we spawn - self.seeker_load = autocvar_g_balance_seeker_reload_ammo; - } else if (req == WR_RELOAD) { - W_Seeker_Reload(); + W_Reload(min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -569,59 +458,40 @@ float w_seeker(float req) { vector org2; org2 = w_org + w_backoff * 6; - if(w_deathtype & HITTYPE_SECONDARY) + if(w_deathtype & HITTYPE_BOUNCE) { - pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1); + pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); if(!w_issilent) { if (w_random<0.15) - sound(self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM); + sound(self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM); else if (w_random<0.7) - sound(self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM); + sound(self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM); else - sound(self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM); + sound(self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM); } } + else if(w_deathtype & HITTYPE_HEADSHOT) + { + if(!w_issilent) + sound(self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM); + } else { - if(w_deathtype & HITTYPE_BOUNCE) - { - pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); - if(!w_issilent) - { - if (w_random<0.15) - sound(self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM); - else if (w_random<0.7) - sound(self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM); - else - sound(self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM); - } - } - else if(w_deathtype & HITTYPE_HEADSHOT) - { - if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM); - } - else + pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); + if(!w_issilent) { - pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); - if(!w_issilent) - { - if (w_random<0.15) - sound(self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM); - else if (w_random<0.7) - sound(self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM); - else - sound(self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM); - } + if (w_random<0.15) + sound(self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM); + else if (w_random<0.7) + sound(self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM); + else + sound(self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM); } } } else if(req == WR_PRECACHE) { - precache_sound("weapons/flacexp1.wav"); - precache_sound("weapons/flacexp2.wav"); - precache_sound("weapons/flacexp3.wav"); precache_sound("weapons/seekerexp1.wav"); precache_sound("weapons/seekerexp2.wav"); precache_sound("weapons/seekerexp3.wav"); @@ -635,9 +505,9 @@ float w_seeker(float req) else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = _("%s ran into %s's flac"); - else w_deathtypestring = _("%s was tagged by %s"); + else + w_deathtypestring = _("%s was pummeled by %s"); } return TRUE; }