X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_seeker.qc;h=9e02e2eca0895d117c8092c27137b8c0b4f329cd;hb=36810e8ddba12c1959bc07e4c80630454c6f85a8;hp=b74f60e00e28437bb33ab7f016443640bfb134dc;hpb=3f6f46ac354ca148d1ba475b125073d9309865cc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_seeker.qc b/qcsrc/server/w_seeker.qc index b74f60e00..9e02e2eca 100644 --- a/qcsrc/server/w_seeker.qc +++ b/qcsrc/server/w_seeker.qc @@ -1,15 +1,69 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 9, 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_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker")) #else #ifdef SVQC -//.float speed; = switchweapon //.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; +} + void Seeker_Missile_Explode () { self.event_damage = SUB_Null; - RadiusDamage (self, self.owner, cvar("g_balance_seeker_missile_damage"), cvar("g_balance_seeker_missile_edgedamage"), cvar("g_balance_seeker_missile_radius"), world, cvar("g_balance_seeker_missile_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.owner, autocvar_g_balance_seeker_missile_damage, autocvar_g_balance_seeker_missile_edgedamage, autocvar_g_balance_seeker_missile_radius, world, autocvar_g_balance_seeker_missile_force, self.projectiledeathtype, other); remove (self); } @@ -27,6 +81,7 @@ void Seeker_Missile_Think() vector desireddir, olddir, newdir, eorg; float turnrate; float dist; + float spd; if (time > self.cnt) { @@ -34,14 +89,12 @@ void Seeker_Missile_Think() Seeker_Missile_Explode(); } - if (!self.switchweapon) - self.switchweapon = cvar("g_balance_seeker_missile_speed"); - - if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel")) - self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel"); - - if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max")) - self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel"); + spd = vlen(self.velocity); + spd = bound( + spd - autocvar_g_balance_seeker_missile_decel * frametime, + autocvar_g_balance_seeker_missile_speed_max, + spd + autocvar_g_balance_seeker_missile_accel * frametime + ); if (self.enemy != world) if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO) @@ -51,13 +104,13 @@ void Seeker_Missile_Think() { e = self.enemy; eorg = 0.5 * (e.absmin + e.absmax); - turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn + turnrate = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn desireddir = normalize(eorg - self.origin); olddir = normalize(self.velocity); // get my current direction dist = vlen(eorg - self.origin); // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P ) - if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist"))) + if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist)) { // Is it a better idea (shorter distance) to trace to the target itself? if ( vlen(self.origin + olddir * self.wait) < dist) @@ -66,24 +119,24 @@ void Seeker_Missile_Think() traceline(self.origin, eorg, FALSE, self); // Setup adaptive tracelength - self.wait = bound(cvar("g_balance_seeker_missile_smart_trace_min"), vlen(self.origin - trace_endpos), self.wait = cvar("g_balance_seeker_missile_smart_trace_max")); + self.wait = bound(autocvar_g_balance_seeker_missile_smart_trace_min, vlen(self.origin - trace_endpos), self.wait = autocvar_g_balance_seeker_missile_smart_trace_max); // Calc how important it is that we turn and add this to the desierd (enemy) dir. desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5); } newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy - self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed + self.velocity = newdir * spd; // make me fly in the new direction at my flight speed } // Proxy - if (cvar("g_balance_seeker_missile_proxy")) + if (autocvar_g_balance_seeker_missile_proxy) { - if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange")) + if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange) { if (self.autoswitch == 0) { - self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay"); + self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay; } else { @@ -146,7 +199,7 @@ void Seeker_Missile_Animate() self.think = Seeker_Missile_Think; self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles - if (cvar("g_balance_seeker_missile_proxy")) + if (autocvar_g_balance_seeker_missile_proxy) self.movetype = MOVETYPE_BOUNCEMISSILE; else self.movetype = MOVETYPE_FLYMISSILE; @@ -160,11 +213,20 @@ void Seeker_Fire_Missile(vector f_diff) { local entity missile; - if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo"); + // 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; + } makevectors(self.v_angle); - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", cvar("g_balance_seeker_missile_damage")); + W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0); w_shotorg += f_diff; pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -174,19 +236,19 @@ void Seeker_Fire_Missile(vector f_diff) missile.owner = self; missile.classname = "seeker_missile"; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage"); + missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage; missile.think = Seeker_Missile_Think; missile.touch = Seeker_Missile_Touch; missile.event_damage = Seeker_Missile_Damage; missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay"); - missile.cnt = time + cvar("g_balance_seeker_missile_lifetime"); + missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime; missile.enemy = self.enemy; missile.solid = SOLID_BBOX; missile.scale = 2; missile.takedamage = DAMAGE_YES; - missile.health = cvar("g_balance_seeker_missile_health"); - missile.damageforcescale = cvar("g_balance_seeker_missile_damageforcescale"); + 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. @@ -197,7 +259,6 @@ void Seeker_Fire_Missile(vector f_diff) missile.flags = FL_PROJECTILE; W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile); - missile.switchweapon = vlen(missile.velocity); missile.angles = vectoangles (missile.velocity); CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE); @@ -211,13 +272,13 @@ void Seeker_Vollycontroler_Think() entity oldself,oldenemy; self.cnt = self.cnt - 1; - if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO)) + 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)) { remove(self); return; } - self.nextthink = time + cvar("g_balance_seeker_missile_delay"); + self.nextthink = time + autocvar_g_balance_seeker_missile_delay; oldself = self; self = self.owner; @@ -283,7 +344,7 @@ void Seeker_Tag_Touch() if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO) { e = spawn(); - e.cnt = cvar("g_balance_seeker_missile_count"); + e.cnt = autocvar_g_balance_seeker_missile_count; e.owner = self.owner; e.enemy = other; e.think = Seeker_Vollycontroler_Think; @@ -297,10 +358,19 @@ 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) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_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_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", 0); + 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); missile = spawn(); missile.owner = self; @@ -309,15 +379,15 @@ void Seeker_Fire_Tag() missile.bot_dodgerating = 50; missile.touch = Seeker_Tag_Touch; missile.think = SUB_Remove; - missile.nextthink = time + cvar("g_balance_seeker_tag_lifetime"); + missile.nextthink = time + autocvar_g_balance_seeker_tag_lifetime; missile.movetype = MOVETYPE_FLY; missile.solid = SOLID_BBOX; missile.owner = self; missile.takedamage = DAMAGE_YES; missile.event_damage = Seeker_Tag_Explode; - missile.health = cvar("g_balance_seeker_tag_health"); - missile.damageforcescale = cvar("g_balance_seeker_tag_damageforcescale"); + missile.health = autocvar_g_balance_seeker_tag_health; + missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale; setorigin (missile, w_shotorg); setsize (missile, '-2 -2 -2', '2 2 2'); @@ -338,7 +408,7 @@ void Seeker_Flac_Explode () { self.event_damage = SUB_Null; - RadiusDamage (self, self.owner, cvar("g_balance_seeker_flac_damage"), cvar("g_balance_seeker_flac_edgedamage"), cvar("g_balance_seeker_flac_radius"), world, cvar("g_balance_seeker_flac_force"), self.projectiledeathtype, other); + 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); } @@ -356,8 +426,17 @@ void Seeker_Fire_Flac() 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) - self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_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) @@ -376,7 +455,7 @@ void Seeker_Fire_Flac() f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", cvar("g_balance_seeker_flac_damage")); + 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); @@ -385,11 +464,11 @@ void Seeker_Fire_Flac() missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage"); + 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 + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand"); + 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; @@ -416,25 +495,33 @@ void spawnfunc_weapon_seeker (void) float w_seeker(float req) { + float ammo_amount; + if (req == WR_AIM) - self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE); + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE); else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire"))) + 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(); + + else if (self.BUTTON_ATCK) + { + if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire)) { Seeker_Fire_Tag(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready); } + } - if (self.BUTTON_ATCK2) - if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire"))) + else if (self.BUTTON_ATCK2) + { + if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire)) { Seeker_Fire_Flac(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_seeker_flac_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready); } - + } } else if (req == WR_PRECACHE) { @@ -444,13 +531,34 @@ float w_seeker(float req) precache_sound ("weapons/tag_fire.wav"); precache_sound ("weapons/flac_fire.wav"); precache_sound ("weapons/seeker_fire.wav"); + precache_sound ("weapons/reload.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_SEEKER); + W_Seeker_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo"); + { + ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_missile_ammo; + ammo_amount += (autocvar_g_balance_seeker_reload_ammo && self.seeker_load >= autocvar_g_balance_seeker_missile_ammo); + return ammo_amount; + } else if (req == WR_CHECKAMMO2) - return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo"); + { + ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_flac_ammo; + ammo_amount += (autocvar_g_balance_seeker_reload_ammo && self.seeker_load >= autocvar_g_balance_seeker_flac_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(); + } return TRUE; }; #endif @@ -523,13 +631,13 @@ float w_seeker(float req) precache_sound("weapons/tag_impact.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_SECONDARY) - w_deathtypestring = "%s ran into %s's flac"; + w_deathtypestring = _("%s ran into %s's flac"); else - w_deathtypestring = "%s was tagged by %s"; + w_deathtypestring = _("%s was tagged by %s"); } return TRUE; }