From 216a97226cf0220eab0fc4728f4b6a8fdccd86d2 Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Sat, 22 Jan 2011 17:42:38 +0200 Subject: [PATCH] Lastly, the Hagar and Rocket Launcher --- balanceXonotic.cfg | 4 + qcsrc/server/autocvars.qh | 4 + qcsrc/server/cl_client.qc | 2 + qcsrc/server/w_hagar.qc | 133 ++++++++++++++++++++++++++--- qcsrc/server/w_rocketlauncher.qc | 140 ++++++++++++++++++++++++++----- 5 files changed, 248 insertions(+), 35 deletions(-) diff --git a/balanceXonotic.cfg b/balanceXonotic.cfg index e95b61da5..02604b66e 100644 --- a/balanceXonotic.cfg +++ b/balanceXonotic.cfg @@ -543,6 +543,8 @@ set g_balance_hagar_secondary_lifetime_min 5 set g_balance_hagar_secondary_lifetime_rand 0 set g_balance_hagar_secondary_refire 0.12 set g_balance_hagar_secondary_ammo 1 +set g_balance_hagar_reload_ammo 25 +set g_balance_hagar_reload_time 2 // }}} // {{{ rocketlauncher set g_balance_rocketlauncher_damage 82 @@ -568,6 +570,8 @@ set g_balance_rocketlauncher_remote_damage 60 set g_balance_rocketlauncher_remote_edgedamage 20 set g_balance_rocketlauncher_remote_radius 120 set g_balance_rocketlauncher_remote_force 350 +set g_balance_rocketlauncher_reload_ammo 25 +set g_balance_rocketlauncher_reload_time 2 // }}} // {{{ porto set g_balance_porto_primary_refire 1.5 diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index 741c9daf0..5d5377aef 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -324,6 +324,8 @@ float autocvar_g_balance_hagar_secondary_lifetime_min; float autocvar_g_balance_hagar_secondary_lifetime_rand; float autocvar_g_balance_hagar_secondary_radius; float autocvar_g_balance_hagar_secondary_refire; +float autocvar_g_balance_hagar_reload_ammo; +float autocvar_g_balance_hagar_reload_time; float autocvar_g_balance_health_limit; float autocvar_g_balance_health_regen; float autocvar_g_balance_health_regenlinear; @@ -552,6 +554,8 @@ float autocvar_g_balance_rocketlauncher_remote_radius; float autocvar_g_balance_rocketlauncher_speed; float autocvar_g_balance_rocketlauncher_speedaccel; float autocvar_g_balance_rocketlauncher_speedstart; +float autocvar_g_balance_rocketlauncher_reload_ammo; +float autocvar_g_balance_rocketlauncher_reload_time; float autocvar_g_balance_rune_defense_combo_takedamage; float autocvar_g_balance_rune_defense_takedamage; float autocvar_g_balance_rune_regen_combo_hpmod; diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index e1f729e5d..c4b5220b9 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -902,6 +902,8 @@ void PutClientInServer (void) self.seeker_load = autocvar_g_balance_fireball_reload_ammo; self.minstanex_load = autocvar_g_balance_minstanex_reload_ammo; self.nex_load = autocvar_g_balance_nex_reload_ammo; + self.hagar_load = autocvar_g_balance_hagar_reload_ammo; + self.rocketlauncher_load = autocvar_g_balance_rocketlauncher_reload_ammo; if(inWarmupStage) { diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 0ec88961d..2d05b285a 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -3,6 +3,61 @@ REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLI #else #ifdef SVQC // NO bounce protection, as bounces are limited! + +.float hagar_load; + +void W_Hagar_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_hagar_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.hagar_load; + self.clip_size = autocvar_g_balance_hagar_reload_ammo; // for the crosshair ammo display + } +} + +void W_Hagar_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_hagar_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.hagar_load = self.clip_load; + + t = ATTACK_FINISHED(self) - autocvar_g_balance_hagar_reload_time - 1; + ATTACK_FINISHED(self) = t; + w_ready(); +} + +void W_Hagar_Reload() +{ + // return if reloading is disabled for this weapon + if(!autocvar_g_balance_hagar_reload_ammo) + return; + + if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo))) + return; + + float t; + + sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); + + t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_hagar_reload_time + 1; + ATTACK_FINISHED(self) = t; + + weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hagar_reload_time, W_Hagar_ReloadedAndReady); + + self.old_clip_load = self.clip_load; + self.clip_load = -1; +} + void W_Hagar_Explode (void) { self.event_damage = SUB_Null; @@ -44,8 +99,18 @@ void W_Hagar_Attack (void) { 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 - autocvar_g_balance_hagar_primary_ammo; + { + if(autocvar_g_balance_hagar_reload_ammo) + { + self.clip_load -= autocvar_g_balance_hagar_primary_ammo; + self.hagar_load = self.clip_load; + } + else + self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo; + } + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -79,8 +144,18 @@ void W_Hagar_Attack2 (void) { 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 - autocvar_g_balance_hagar_secondary_ammo; + { + if(autocvar_g_balance_hagar_reload_ammo) + { + self.clip_load -= autocvar_g_balance_hagar_secondary_ammo; + self.hagar_load = self.clip_load; + } + else + self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo; + } + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -128,18 +203,35 @@ float w_hagar(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) + if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload + W_Hagar_Reload(); + else if (self.BUTTON_ATCK) { - W_Hagar_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); + if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) + { + W_Hagar_Attack(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); + } } - if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary) - if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) + else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary) { - W_Hagar_Attack2(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) + { + W_Hagar_Attack2(); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + } } + if(self.wish_reload) + { + if(self.switchweapon == self.weapon) + { + if(self.weaponentity.state == WS_READY) + { + self.wish_reload = 0; + W_Hagar_Reload(); + } + } + } } else if (req == WR_PRECACHE) { @@ -149,11 +241,28 @@ float w_hagar(float req) precache_sound ("weapons/hagar_fire.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_HAGAR); + W_Hagar_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo; + { + if(autocvar_g_balance_hagar_reload_ammo) + return self.hagar_load >= autocvar_g_balance_hagar_primary_ammo; + else + return self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo; + } else if (req == WR_CHECKAMMO2) - return self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; + { + if(autocvar_g_balance_hagar_reload_ammo) + return self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo; + else + return self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; + } + else if (req == WR_RELOAD) + { + W_Hagar_Reload(); + } return TRUE; }; #endif diff --git a/qcsrc/server/w_rocketlauncher.qc b/qcsrc/server/w_rocketlauncher.qc index 86da9f457..d38eaaf00 100644 --- a/qcsrc/server/w_rocketlauncher.qc +++ b/qcsrc/server/w_rocketlauncher.qc @@ -5,6 +5,60 @@ REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | W .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) @@ -248,8 +302,17 @@ 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 - autocvar_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", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -402,33 +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 || autocvar_g_balance_rocketlauncher_guidestop) - if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire)) + if (self.BUTTON_ATCK) { - W_Rocket_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_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) { @@ -443,14 +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 < autocvar_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; @@ -458,6 +548,10 @@ float w_rlauncher(float req) { self.rl_release = 0; } + else if (req == WR_RELOAD) + { + W_RocketLauncher_Reload(); + } return TRUE; }; #endif -- 2.39.2