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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink");
3 #else
4 #ifdef SVQC
5 .float gravity;
6
7 .entity queuenext;
8 .entity queueprev;
9
10 // force projectile to explode
11 void W_Crylink_LinkExplode (entity e, entity e2)
12 {
13         float a;
14         a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
15
16         RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_damage") * a, cvar("g_balance_crylink_primary_edgedamage") * a, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * a, e.projectiledeathtype, other);
17
18         if(e.queuenext != e2)
19                 W_Crylink_LinkExplode(e.queuenext, e2);
20         remove (e);
21 }
22
23 // NO bounce protection, as bounces are limited!
24 void W_Crylink_Touch (void)
25 {
26         float finalhit;
27         float f;
28         //PROJECTILE_TOUCH;
29         local entity savenext, saveprev;
30         savenext = self.queuenext;
31         saveprev = self.queueprev;
32         if(WarpZone_Projectile_Touch())
33         {
34                 if(wasfreed(self))
35                 {
36                         savenext.queueprev = saveprev;
37                         saveprev.queuenext = savenext;
38                 }
39                 return;
40         }
41
42         float a;
43         a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
44
45         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
46         if(finalhit)
47                 f = 1;
48         else
49                 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
50         if(a)
51                 f *= a;
52         if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other) || finalhit)
53         {
54                 W_Crylink_LinkExplode(self.queuenext, self);
55                 remove (self);
56                 return;
57         }
58         self.cnt = self.cnt - 1;
59         self.angles = vectoangles(self.velocity);
60         self.owner = world;
61         self.projectiledeathtype |= HITTYPE_BOUNCE;
62         // commented out as it causes a little hitch...
63         //if(proj.cnt == 0)
64         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
65 }
66
67 void W_Crylink_Touch2 (void)
68 {
69         float finalhit;
70         float f;
71         //PROJECTILE_TOUCH;
72         local entity savenext, saveprev;
73         savenext = self.queuenext;
74         saveprev = self.queueprev;
75         if(WarpZone_Projectile_Touch())
76         {
77                 if(wasfreed(self))
78                 {
79                         savenext.queueprev = saveprev;
80                         saveprev.queuenext = savenext;
81                 }
82                 return;
83         }
84
85         float a;
86         a = 1 - (time - self.fade_time) * self.fade_rate;
87
88         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
89         if(finalhit)
90                 f = 1;
91         else
92                 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
93         if(a)
94                 f *= a;
95         if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage") * f, cvar("g_balance_crylink_secondary_edgedamage") * f, cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force") * f, self.projectiledeathtype, other) || finalhit)
96         {
97                 W_Crylink_LinkExplode(self.queuenext, self);
98                 remove (self);
99                 return;
100         }
101         self.cnt = self.cnt - 1;
102         self.angles = vectoangles(self.velocity);
103         self.owner = world;
104         self.projectiledeathtype |= HITTYPE_BOUNCE;
105         // commented out as it causes a little hitch...
106         //if(proj.cnt == 0)
107         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
108 }
109
110 void W_Crylink_Fadethink (void)
111 {
112         self.queuenext.queueprev = self.queueprev;
113         self.queueprev.queuenext = self.queuenext;
114         remove(self);
115 }
116
117 void W_Crylink_Attack (void)
118 {
119         local float counter, shots;
120         local entity proj, prevproj, firstproj;
121         local vector s;
122         vector forward, right, up;
123
124         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
125                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
126
127         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
128         forward = v_forward;
129         right = v_right;
130         up = v_up;
131
132         shots = cvar("g_balance_crylink_primary_shots");
133         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
134         while (counter < shots)
135         {
136                 proj = spawn ();
137                 proj.realowner = proj.owner = self;
138                 proj.classname = "spike";
139                 proj.bot_dodge = TRUE;
140                 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
141                 if(counter == 0) { // first projectile, store in firstproj for now
142                         firstproj = proj;
143                 }
144                 else if(counter == shots - 1) { // last projectile, link up with first projectile
145                         prevproj.queuenext = proj;
146                         firstproj.queueprev = proj;
147                         proj.queuenext = firstproj;
148                         proj.queueprev = prevproj;
149                 }
150                 else { // else link up with previous projectile
151                         prevproj.queuenext = proj;
152                         proj.queueprev = prevproj;
153                 }
154
155                 prevproj = proj;
156
157                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
158                 PROJECTILE_MAKETRIGGER(proj);
159                 proj.projectiledeathtype = WEP_CRYLINK;
160                 //proj.gravity = 0.001;
161
162                 setorigin (proj, w_shotorg);
163                 setsize(proj, '0 0 0', '0 0 0');
164
165
166                 s = '0 0 0';
167                 if (counter == 0)
168                         s = '0 0 0';
169                 else
170                 {
171                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
172                         s_y = v_forward_x;
173                         s_z = v_forward_y;
174                 }
175                 s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
176                 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
177                 proj.touch = W_Crylink_Touch;
178
179                 proj.think = W_Crylink_Fadethink;
180                 if(counter == 0)
181                 {
182                         proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
183                         self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
184                         proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
185                 }
186                 else if(counter <= 3)
187                 {
188                         proj.fade_time = time + cvar("g_balance_crylink_primary_star_lifetime");
189                         self.fade_rate = 1 / cvar("g_balance_crylink_primary_star_fadetime");
190                         proj.nextthink = time + cvar("g_balance_crylink_primary_star_lifetime") + cvar("g_balance_crylink_primary_star_fadetime");
191                 }
192                 else
193                 {
194                         proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
195                         self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
196                         proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
197                 }
198                 proj.cnt = cvar("g_balance_crylink_primary_bounces");
199                 //proj.scale = 1 + 1 * proj.cnt;
200
201                 proj.angles = vectoangles (proj.velocity);
202
203                 //proj.glow_size = 20;
204
205                 proj.flags = FL_PROJECTILE;
206
207                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
208
209                 counter = counter + 1;
210         }
211 }
212
213 void W_Crylink_Attack2 (void)
214 {
215         local float counter, shots;
216         local entity proj, prevproj, firstproj;
217
218         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
219                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
220
221         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
222
223         shots = cvar("g_balance_crylink_secondary_shots");
224         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
225         while (counter < shots)
226         {
227                 proj = spawn ();
228                 proj.realowner = proj.owner = self;
229                 proj.classname = "spike";
230                 proj.bot_dodge = TRUE;
231                 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
232                 if(counter == 0) { // first projectile, store in firstproj for now
233                         firstproj = proj;
234                 }
235                 else if(counter == shots - 1) { // last projectile, link up with first projectile
236                         prevproj.queuenext = proj;
237                         firstproj.queueprev = proj;
238                         proj.queuenext = firstproj;
239                         proj.queueprev = prevproj;
240                 }
241                 else { // else link up with previous projectile
242                         prevproj.queuenext = proj;
243                         proj.queueprev = prevproj;
244                 }
245
246                 prevproj = proj;
247
248                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
249                 PROJECTILE_MAKETRIGGER(proj);
250                 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
251                 //proj.gravity = 0.001;
252
253                 setorigin (proj, w_shotorg);
254                 setsize(proj, '0 0 0', '0 0 0');
255
256                 W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0);
257                 proj.touch = W_Crylink_Touch2;
258                 proj.think = W_Crylink_Fadethink;
259                 if(counter == (shots - 1) / 2)
260                 {
261                         proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
262                         self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
263                         proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
264                 }
265                 else
266                 {
267                         proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
268                         self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
269                         proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
270                 }
271                 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
272                 //proj.scale = 1 + 1 * proj.cnt;
273
274                 proj.angles = vectoangles (proj.velocity);
275
276                 //proj.glow_size = 20;
277
278                 proj.flags = FL_PROJECTILE;
279
280                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
281
282                 counter = counter + 1;
283         }
284 }
285
286 void spawnfunc_weapon_crylink (void)
287 {
288         weapon_defaultspawnfunc(WEP_CRYLINK);
289 }
290
291 float w_crylink(float req)
292 {
293         if (req == WR_AIM)
294         {
295                 if (random() > 0.15)
296                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
297                 else
298                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
299         }
300         else if (req == WR_THINK)
301         {
302                 if (self.BUTTON_ATCK)
303                 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
304                 {
305                         W_Crylink_Attack();
306                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
307                 }
308                 if (self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
309                 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
310                 {
311                         W_Crylink_Attack2();
312                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
313                 }
314         }
315         else if (req == WR_PRECACHE)
316         {
317                 precache_model ("models/weapons/g_crylink.md3");
318                 precache_model ("models/weapons/v_crylink.md3");
319                 precache_model ("models/weapons/h_crylink.iqm");
320                 precache_sound ("weapons/crylink_fire.wav");
321                 precache_sound ("weapons/crylink_fire2.wav");
322         }
323         else if (req == WR_SETUP)
324                 weapon_setup(WEP_CRYLINK);
325         else if (req == WR_CHECKAMMO1)
326                 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
327         else if (req == WR_CHECKAMMO2)
328                 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
329         return TRUE;
330 };
331 #endif
332 #ifdef CSQC
333 float w_crylink(float req)
334 {
335         if(req == WR_IMPACTEFFECT)
336         {
337                 vector org2;
338                 org2 = w_org + w_backoff * 2;
339                 if(w_deathtype & HITTYPE_SECONDARY)
340                 {
341                         pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
342                         if(!w_issilent)
343                                 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
344                 }
345                 else
346                 {
347                         pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
348                         if(!w_issilent)
349                                 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
350                 }
351         }
352         else if(req == WR_PRECACHE)
353         {
354                 precache_sound("weapons/crylink_impact2.wav");
355                 precache_sound("weapons/crylink_impact.wav");
356         }
357         else if (req == WR_SUICIDEMESSAGE)
358         {
359                 w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
360         }
361         else if (req == WR_KILLMESSAGE)
362         {
363                 if(w_deathtype & HITTYPE_BOUNCE)
364                         w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
365                 else if(w_deathtype & HITTYPE_SPLASH)
366                         w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
367                 else
368                         w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
369         }
370         return TRUE;
371 }
372 #endif
373 #endif