]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Added secondary fire to HMG and RPC.
authorLyberta <lyberta@lyberta.net>
Fri, 7 Apr 2017 01:12:11 +0000 (04:12 +0300)
committerLyberta <lyberta@lyberta.net>
Fri, 7 Apr 2017 01:12:11 +0000 (04:12 +0300)
bal-wep-overkill.cfg
bal-wep-xonotic.cfg
qcsrc/common/mutators/mutator/overkill/hmg.qc
qcsrc/common/mutators/mutator/overkill/hmg.qh
qcsrc/common/mutators/mutator/overkill/rpc.qc
qcsrc/common/mutators/mutator/overkill/rpc.qh
qcsrc/common/mutators/mutator/overkill/sv_overkill.qc

index 86f986eb22ccfdcbc2bf432ddb9813626a87ccb9..3590d45c5daf49220b6026cedd245fb51ebee33c 100644 (file)
@@ -778,16 +778,16 @@ set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
 // {{{ #21: Heavy Machine Gun
-set g_balance_hmg_ammo 1
-set g_balance_hmg_damage 30
-set g_balance_hmg_force 10
-set g_balance_hmg_refire 0.05
+set g_balance_hmg_primary_ammo 1
+set g_balance_hmg_primary_damage 30
+set g_balance_hmg_primary_force 10
+set g_balance_hmg_primary_refire 0.05
+set g_balance_hmg_primary_solidpenetration 32
+set g_balance_hmg_primary_spread_add 0.005
+set g_balance_hmg_primary_spread_max 0.06
+set g_balance_hmg_primary_spread_min 0.01
 set g_balance_hmg_reload_ammo 120
 set g_balance_hmg_reload_time 1
-set g_balance_hmg_solidpenetration 32
-set g_balance_hmg_spread_add 0.005
-set g_balance_hmg_spread_max 0.06
-set g_balance_hmg_spread_min 0.01
 set g_balance_hmg_switchdelay_drop 0.2
 set g_balance_hmg_switchdelay_raise 0.2
 set g_balance_hmg_weaponreplace ""
@@ -796,21 +796,21 @@ set g_balance_hmg_weaponstartoverride 0
 set g_balance_hmg_weaponthrowable 0
 // }}}
 // {{{ #22: Rocket Propelled Chainsaw
-set g_balance_rpc_ammo 10
-set g_balance_rpc_animtime 1
-set g_balance_rpc_damage 150
-set g_balance_rpc_damage2 500
-set g_balance_rpc_damageforcescale 2
-set g_balance_rpc_edgedamage 50
-set g_balance_rpc_force 400
-set g_balance_rpc_health 25
-set g_balance_rpc_lifetime 30
-set g_balance_rpc_radius 300
-set g_balance_rpc_refire 1
+set g_balance_rpc_primary_ammo 10
+set g_balance_rpc_primary_animtime 1
+set g_balance_rpc_primary_damage 150
+set g_balance_rpc_primary_damage2 500
+set g_balance_rpc_primary_damageforcescale 2
+set g_balance_rpc_primary_edgedamage 50
+set g_balance_rpc_primary_force 400
+set g_balance_rpc_primary_health 25
+set g_balance_rpc_primary_lifetime 30
+set g_balance_rpc_primary_radius 300
+set g_balance_rpc_primary_refire 1
+set g_balance_rpc_primary_speed 2500
+set g_balance_rpc_primary_speedaccel 5000
 set g_balance_rpc_reload_ammo 10
 set g_balance_rpc_reload_time 1
-set g_balance_rpc_speed 2500
-set g_balance_rpc_speedaccel 5000
 set g_balance_rpc_switchdelay_drop 0.2
 set g_balance_rpc_switchdelay_raise 0.2
 set g_balance_rpc_weaponreplace ""
index 0a538347ea3eed05862370b83148741635871504..7686ad2f4b72992f9e8e8a1e3c8b8f918257ef62 100644 (file)
@@ -778,16 +778,29 @@ set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
 // {{{ #21: Heavy Machine Gun
-set g_balance_hmg_ammo 1
-set g_balance_hmg_damage 10
-set g_balance_hmg_force 5
-set g_balance_hmg_refire 0.05
+set g_balance_hmg_primary_ammo 1
+set g_balance_hmg_primary_damage 10
+set g_balance_hmg_primary_force 5
+set g_balance_hmg_primary_refire 0.05
+set g_balance_hmg_primary_solidpenetration 32
+set g_balance_hmg_primary_spread_add 0.01
+set g_balance_hmg_primary_spread_max 0.05
+set g_balance_hmg_primary_spread_min 0.02
 set g_balance_hmg_reload_ammo 120
 set g_balance_hmg_reload_time 1
-set g_balance_hmg_solidpenetration 32
-set g_balance_hmg_spread_add 0.01
-set g_balance_hmg_spread_max 0.05
-set g_balance_hmg_spread_min 0.02
+set g_balance_hmg_secondary_ammo 0
+set g_balance_hmg_secondary_animtime 0.2
+set g_balance_hmg_secondary_damage 25
+set g_balance_hmg_secondary_delay 0
+set g_balance_hmg_secondary_edgedamage 12.5
+set g_balance_hmg_secondary_force 300
+set g_balance_hmg_secondary_lifetime 5
+set g_balance_hmg_secondary_radius 70
+set g_balance_hmg_secondary_refire 0.7
+set g_balance_hmg_secondary_refire_type 1
+set g_balance_hmg_secondary_shotangle 0
+set g_balance_hmg_secondary_speed 6000
+set g_balance_hmg_secondary_spread 0
 set g_balance_hmg_switchdelay_drop 0.2
 set g_balance_hmg_switchdelay_raise 0.2
 set g_balance_hmg_weaponreplace ""
@@ -796,21 +809,34 @@ set g_balance_hmg_weaponstartoverride 0
 set g_balance_hmg_weaponthrowable 0
 // }}}
 // {{{ #22: Rocket Propelled Chainsaw
-set g_balance_rpc_ammo 10
-set g_balance_rpc_animtime 1
-set g_balance_rpc_damage 150
-set g_balance_rpc_damage2 500
-set g_balance_rpc_damageforcescale 2
-set g_balance_rpc_edgedamage 50
-set g_balance_rpc_force 400
-set g_balance_rpc_health 25
-set g_balance_rpc_lifetime 30
-set g_balance_rpc_radius 300
-set g_balance_rpc_refire 1
+set g_balance_rpc_primary_ammo 10
+set g_balance_rpc_primary_animtime 1
+set g_balance_rpc_primary_damage 150
+set g_balance_rpc_primary_damage2 500
+set g_balance_rpc_primary_damageforcescale 2
+set g_balance_rpc_primary_edgedamage 50
+set g_balance_rpc_primary_force 400
+set g_balance_rpc_primary_health 25
+set g_balance_rpc_primary_lifetime 30
+set g_balance_rpc_primary_radius 300
+set g_balance_rpc_primary_refire 1
+set g_balance_rpc_primary_speed 1250
+set g_balance_rpc_primary_speedaccel 5000
 set g_balance_rpc_reload_ammo 10
 set g_balance_rpc_reload_time 1
-set g_balance_rpc_speed 1250
-set g_balance_rpc_speedaccel 5000
+set g_balance_rpc_secondary_ammo 0
+set g_balance_rpc_secondary_animtime 0.2
+set g_balance_rpc_secondary_damage 25
+set g_balance_rpc_secondary_delay 0
+set g_balance_rpc_secondary_edgedamage 12.5
+set g_balance_rpc_secondary_force 300
+set g_balance_rpc_secondary_lifetime 5
+set g_balance_rpc_secondary_radius 70
+set g_balance_rpc_secondary_refire 0.7
+set g_balance_rpc_secondary_refire_type 1
+set g_balance_rpc_secondary_shotangle 0
+set g_balance_rpc_secondary_speed 6000
+set g_balance_rpc_secondary_spread 0
 set g_balance_rpc_switchdelay_drop 0.2
 set g_balance_rpc_switchdelay_raise 0.2
 set g_balance_rpc_weaponreplace ""
index caf96a67b3fc7e11a7dad4b8a01d2587908e4eee..28ce4604ac5a58420158b185db96e722519cd227 100644 (file)
@@ -27,9 +27,9 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone
                return;
        }
 
-       W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo), weaponentity);
+       W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR_PRI(hmg, ammo), weaponentity);
 
-       W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage));
+       W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hmg, damage));
 
        if(!autocvar_g_norecoil)
        {
@@ -37,8 +37,8 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone
                actor.punchangle_y = random () - 0.5;
        }
 
-       float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(hmg, spread_max));
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
+       float hmg_spread = bound(WEP_CVAR_PRI(hmg, spread_min), WEP_CVAR_PRI(hmg, spread_min) + (WEP_CVAR_PRI(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(hmg, spread_max));
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR_PRI(hmg, solidpenetration), WEP_CVAR_PRI(hmg, damage), WEP_CVAR_PRI(hmg, force), WEP_HMG.m_id, 0);
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
@@ -54,8 +54,8 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone
        }
 
        int slot = weaponslot(weaponentity);
-       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor);
-       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hmg, refire) * W_WeaponRateFactor(actor);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hmg, refire), W_HeavyMachineGun_Attack_Auto);
 }
 
 METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
@@ -68,42 +68,114 @@ METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weapo
 
 METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
+       if ((WEP_CVAR_SEC(hmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+       {
+               // Secondary uses it's own refire timer if refire_type is 1.
+               actor.jump_interval = time + WEP_CVAR_SEC(hmg, refire) * W_WeaponRateFactor(actor);
+               // Ugly hack to reuse the fire mode of the blaster.
+               makevectors(actor.v_angle);
+               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+               actor.(weaponentity).m_weapon = WEP_BLASTER;
+               W_Blaster_Attack(
+                       actor,
+                       weaponentity,
+                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                       WEP_CVAR_SEC(hmg, shotangle),
+                       WEP_CVAR_SEC(hmg, damage),
+                       WEP_CVAR_SEC(hmg, edgedamage),
+                       WEP_CVAR_SEC(hmg, radius),
+                       WEP_CVAR_SEC(hmg, force),
+                       WEP_CVAR_SEC(hmg, speed),
+                       WEP_CVAR_SEC(hmg, spread),
+                       WEP_CVAR_SEC(hmg, delay),
+                       WEP_CVAR_SEC(hmg, lifetime)
+               );
+               actor.(weaponentity).m_weapon = oldwep;
+               if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+                       (actor.(weaponentity).wframe == WFRAME_FIRE2))
+               {
+                       // Set secondary fire animation.
+                       vector a = '0 0 0';
+                       actor.(weaponentity).wframe = WFRAME_FIRE2;
+                       a = actor.(weaponentity).anim_fire2;
+                       a.z *= g_weaponratefactor;
+                       FOREACH_CLIENT(true, LAMBDA(
+                               if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               {
+                                       wframe_send(it, actor.(weaponentity), a, true);
+                               }
+                       ));
+                       animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+               }
+       }
+    if (WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(hmg, ammo))
+       {
+               // Forced reload.
         thiswep.wr_reload(thiswep, actor, weaponentity);
-    } else
-    {
-        if (fire & 1)
-        if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
-        {
-            actor.(weaponentity).misc_bulletcounter = 0;
-            W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
-        }
-    }
+               return;
+       }
+       if (fire & 1) // Primary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+               {
+                       return;
+               }
+               actor.(weaponentity).misc_bulletcounter = 0;
+               W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+               return;
+       }
+       if ((fire & 2) && (WEP_CVAR_SEC(hmg, refire_type) == 0)) // Secondary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(hmg, refire)))
+               {
+                       return;
+               }
+               // ugly instagib hack to reuse the fire mode of the laser
+               makevectors(actor.v_angle);
+               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+               actor.(weaponentity).m_weapon = WEP_BLASTER;
+               W_Blaster_Attack(
+                       actor,
+                       weaponentity,
+                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                       WEP_CVAR_SEC(hmg, shotangle),
+                       WEP_CVAR_SEC(hmg, damage),
+                       WEP_CVAR_SEC(hmg, edgedamage),
+                       WEP_CVAR_SEC(hmg, radius),
+                       WEP_CVAR_SEC(hmg, force),
+                       WEP_CVAR_SEC(hmg, speed),
+                       WEP_CVAR_SEC(hmg, spread),
+                       WEP_CVAR_SEC(hmg, delay),
+                       WEP_CVAR_SEC(hmg, lifetime)
+               );
+               actor.(weaponentity).m_weapon = oldwep;
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hmg, animtime), w_ready);
+       }
 }
 
 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
+    float ammo_amount = actor.ammo_nails >= WEP_CVAR_PRI(hmg, ammo);
 
     if(autocvar_g_balance_hmg_reload_ammo)
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR_PRI(hmg, ammo);
 
     return ammo_amount;
 }
 
 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
+    float ammo_amount = actor.ammo_nails >= WEP_CVAR_SEC(hmg, ammo);
 
     if(autocvar_g_balance_hmg_reload_ammo)
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR_SEC(hmg, ammo);
 
     return ammo_amount;
 }
 
 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD);
+    W_Reload(actor, weaponentity, WEP_CVAR_PRI(hmg, ammo), SND_RELOAD);
 }
 
 METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
index 99eb4c8091f4d12ab72e674fdb5405be04ca0a95..44eef90d50f23773fc673016aca7ddc0388f8f13 100644 (file)
@@ -18,16 +18,29 @@ CLASS(HeavyMachineGun, Weapon)
 
 #define X(BEGIN, P, END, class, prefix) \
        BEGIN(class) \
-               P(class, prefix, ammo, float, NONE) \
-               P(class, prefix, damage, float, NONE) \
-               P(class, prefix, force, float, NONE) \
-               P(class, prefix, refire, float, NONE) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, damage, float, PRI) \
+               P(class, prefix, force, float, PRI) \
+               P(class, prefix, refire, float, PRI) \
+               P(class, prefix, solidpenetration, float, PRI) \
+               P(class, prefix, spread_add, float, PRI) \
+               P(class, prefix, spread_max, float, PRI) \
+               P(class, prefix, spread_min, float, PRI) \
+               P(class, prefix, ammo, float, SEC) \
+               P(class, prefix, animtime, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, delay, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, SEC) \
+               P(class, prefix, refire_type, float, SEC) \
+               P(class, prefix, shotangle, float, SEC) \
+               P(class, prefix, speed, float, SEC) \
+               P(class, prefix, spread, float, SEC) \
                P(class, prefix, reload_ammo, float, NONE) \
                P(class, prefix, reload_time, float, NONE) \
-               P(class, prefix, solidpenetration, float, NONE) \
-               P(class, prefix, spread_add, float, NONE) \
-               P(class, prefix, spread_max, float, NONE) \
-               P(class, prefix, spread_min, float, NONE) \
                P(class, prefix, switchdelay_drop, float, NONE) \
                P(class, prefix, switchdelay_raise, float, NONE) \
                P(class, prefix, weaponreplace, string, NONE) \
index 745b87f85349714f4ffe81241ebcbb50a9d920e4..afca9517cfb74f28e743c85db632e651a25816f0 100644 (file)
@@ -8,7 +8,7 @@ void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity)
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
 
-       RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, directhitentity);
+       RadiusDamage (this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, directhitentity);
 
        delete (this);
 }
@@ -55,9 +55,9 @@ void W_RocketPropelledChainsaw_Think(entity this)
 
        tracebox(this.origin, this.mins, this.maxs, this.origin + this.pos1 * (2 * this.wait), MOVE_NORMAL, this);
        if(IS_PLAYER(trace_ent))
-               Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR(rpc, force));
+               Damage (trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR_PRI(rpc, force));
 
-       this.velocity = this.pos1 * (this.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
+       this.velocity = this.pos1 * (this.cnt + (WEP_CVAR_PRI(rpc, speedaccel) * sys_frametime));
 
        UpdateCSQCProjectile(this);
        this.nextthink = time;
@@ -68,18 +68,18 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea
        entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
        entity flash = spawn ();
 
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity);
-       W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(rpc, ammo), weaponentity);
+       W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage));
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
        PROJECTILE_MAKETRIGGER(missile);
 
        missile.owner = missile.realowner = actor;
        missile.bot_dodge = true;
-       missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
+       missile.bot_dodgerating = WEP_CVAR_PRI(rpc, damage) * 2;
 
        missile.takedamage = DAMAGE_YES;
-       missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
-       missile.health = WEP_CVAR(rpc, health);
+       missile.damageforcescale = WEP_CVAR_PRI(rpc, damageforcescale);
+       missile.health = WEP_CVAR_PRI(rpc, health);
        missile.event_damage = W_RocketPropelledChainsaw_Damage;
        missile.damagedbycontents = true;
        IL_PUSH(g_damagedbycontents, missile);
@@ -89,12 +89,12 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea
        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_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
+       W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(rpc, speed), 0);
 
        settouch(missile, W_RocketPropelledChainsaw_Touch);
 
        setthink(missile, W_RocketPropelledChainsaw_Think);
-       missile.cnt = time + WEP_CVAR(rpc, lifetime);
+       missile.cnt = time + WEP_CVAR_PRI(rpc, lifetime);
        missile.nextthink = time;
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
@@ -113,46 +113,113 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea
 
 METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
+    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(rpc, speed), 0, WEP_CVAR_PRI(rpc, lifetime), false);
 }
 
 METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) {
-        thiswep.wr_reload(thiswep, actor, weaponentity);
-    } else
-    {
-        if (fire & 1)
-        {
-            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
-            {
-                W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
-                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
-            }
-        }
-
-        if (fire & 2)
-        {
-            // to-do
-        }
-    }
+       if ((WEP_CVAR_SEC(rpc, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+       {
+               // Secondary uses it's own refire timer if refire_type is 1.
+               actor.jump_interval = time + WEP_CVAR_SEC(rpc, refire) * W_WeaponRateFactor(actor);
+               // Ugly hack to reuse the fire mode of the blaster.
+               makevectors(actor.v_angle);
+               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+               actor.(weaponentity).m_weapon = WEP_BLASTER;
+               W_Blaster_Attack(
+                       actor,
+                       weaponentity,
+                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                       WEP_CVAR_SEC(rpc, shotangle),
+                       WEP_CVAR_SEC(rpc, damage),
+                       WEP_CVAR_SEC(rpc, edgedamage),
+                       WEP_CVAR_SEC(rpc, radius),
+                       WEP_CVAR_SEC(rpc, force),
+                       WEP_CVAR_SEC(rpc, speed),
+                       WEP_CVAR_SEC(rpc, spread),
+                       WEP_CVAR_SEC(rpc, delay),
+                       WEP_CVAR_SEC(rpc, lifetime)
+               );
+               actor.(weaponentity).m_weapon = oldwep;
+               if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+                       (actor.(weaponentity).wframe == WFRAME_FIRE2))
+               {
+                       // Set secondary fire animation.
+                       vector a = '0 0 0';
+                       actor.(weaponentity).wframe = WFRAME_FIRE2;
+                       a = actor.(weaponentity).anim_fire2;
+                       a.z *= g_weaponratefactor;
+                       FOREACH_CLIENT(true, LAMBDA(
+                               if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               {
+                                       wframe_send(it, actor.(weaponentity), a, true);
+                               }
+                       ));
+                       animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+               }
+       }
+       if (WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(rpc, ammo))
+       {
+               // Forced reload
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+               return;
+       }
+       if (fire & 1) // Primary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rpc, refire)))
+               {
+                       return;
+               }
+               W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(rpc, animtime), w_ready);
+               return;
+       }
+       if ((fire & 2) && (WEP_CVAR_SEC(rpc, refire_type) == 0)) // Secondary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(rpc, refire)))
+               {
+                       return;
+               }
+               // ugly instagib hack to reuse the fire mode of the laser
+               makevectors(actor.v_angle);
+               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+               actor.(weaponentity).m_weapon = WEP_BLASTER;
+               W_Blaster_Attack(
+                       actor,
+                       weaponentity,
+                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                       WEP_CVAR_SEC(rpc, shotangle),
+                       WEP_CVAR_SEC(rpc, damage),
+                       WEP_CVAR_SEC(rpc, edgedamage),
+                       WEP_CVAR_SEC(rpc, radius),
+                       WEP_CVAR_SEC(rpc, force),
+                       WEP_CVAR_SEC(rpc, speed),
+                       WEP_CVAR_SEC(rpc, spread),
+                       WEP_CVAR_SEC(rpc, delay),
+                       WEP_CVAR_SEC(rpc, lifetime)
+               );
+               actor.(weaponentity).m_weapon = oldwep;
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(rpc, animtime), w_ready);
+       }
 }
 
 METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rpc, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_PRI(rpc, ammo);
     return ammo_amount;
 }
 
 METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    return false;
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rpc, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_SEC(rpc, ammo);
+    return ammo_amount;
 }
 
 METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(actor, weaponentity, WEP_CVAR(rpc, ammo), SND_RELOAD);
+    W_Reload(actor, weaponentity, WEP_CVAR_PRI(rpc, ammo), SND_RELOAD);
 }
 
 METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
index 8de910102da2b043841942a2e531913294b3ab7c..d4d5c1772e4fd0ec620c12070959732738493242 100644 (file)
@@ -18,21 +18,34 @@ CLASS(RocketPropelledChainsaw, Weapon)
 
 #define X(BEGIN, P, END, class, prefix) \
        BEGIN(class) \
-               P(class, prefix, ammo, float, NONE) \
-               P(class, prefix, animtime, float, NONE) \
-               P(class, prefix, damage2, float, NONE) \
-               P(class, prefix, damageforcescale, float, NONE) \
-               P(class, prefix, damage, float, NONE) \
-               P(class, prefix, edgedamage, float, NONE) \
-               P(class, prefix, force, float, NONE) \
-               P(class, prefix, health, float, NONE) \
-               P(class, prefix, lifetime, float, NONE) \
-               P(class, prefix, radius, float, NONE) \
-               P(class, prefix, refire, float, NONE) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, PRI) \
+               P(class, prefix, damage, float, PRI) \
+               P(class, prefix, damage2, float, PRI) \
+               P(class, prefix, damageforcescale, float, PRI) \
+               P(class, prefix, edgedamage, float, PRI) \
+               P(class, prefix, force, float, PRI) \
+               P(class, prefix, health, float, PRI) \
+               P(class, prefix, lifetime, float, PRI) \
+               P(class, prefix, radius, float, PRI) \
+               P(class, prefix, refire, float, PRI) \
+               P(class, prefix, speedaccel, float, PRI) \
+               P(class, prefix, speed, float, PRI) \
+               P(class, prefix, ammo, float, SEC) \
+               P(class, prefix, animtime, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, delay, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, SEC) \
+               P(class, prefix, refire_type, float, SEC) \
+               P(class, prefix, shotangle, float, SEC) \
+               P(class, prefix, speed, float, SEC) \
+               P(class, prefix, spread, float, SEC) \
                P(class, prefix, reload_ammo, float, NONE) \
         P(class, prefix, reload_time, float, NONE) \
-               P(class, prefix, speedaccel, float, NONE) \
-               P(class, prefix, speed, float, NONE) \
         P(class, prefix, switchdelay_drop, float, NONE) \
         P(class, prefix, switchdelay_raise, float, NONE) \
         P(class, prefix, weaponreplace, string, NONE) \
index 1a6faa16fa5209a5eacd8f327a9cbcfb83f24c22..fdf942af2186e432412bbb637d08361503446cf3 100644 (file)
@@ -110,54 +110,6 @@ MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
        return true;
 }
 
-MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
-{
-       if(game_stopped)
-               return;
-
-       entity player = M_ARGV(0, entity);
-
-       if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
-               return;
-
-       if(PHYS_INPUT_BUTTON_ATCK2(player))
-       if( !forbidWeaponUse(player)
-               || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
-       if(time >= player.jump_interval)
-       {
-               player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
-               makevectors(player.v_angle);
-
-               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-               {
-                       .entity weaponentity = weaponentities[slot];
-
-                       if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
-                               continue;
-
-                       Weapon oldwep = player.(weaponentity).m_weapon;
-                       player.(weaponentity).m_weapon = WEP_BLASTER;
-                       W_Blaster_Attack(
-                               player,
-                               weaponentity,
-                               WEP_BLASTER.m_id | HITTYPE_SECONDARY,
-                               WEP_CVAR_SEC(vaporizer, shotangle),
-                               WEP_CVAR_SEC(vaporizer, damage),
-                               WEP_CVAR_SEC(vaporizer, edgedamage),
-                               WEP_CVAR_SEC(vaporizer, radius),
-                               WEP_CVAR_SEC(vaporizer, force),
-                               WEP_CVAR_SEC(vaporizer, speed),
-                               WEP_CVAR_SEC(vaporizer, spread),
-                               WEP_CVAR_SEC(vaporizer, delay),
-                               WEP_CVAR_SEC(vaporizer, lifetime)
-                       );
-                       player.(weaponentity).m_weapon = oldwep;
-               }
-       }
-
-       PHYS_INPUT_BUTTON_ATCK2(player) = false;
-}
-
 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
 {
        entity player = M_ARGV(0, entity);