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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar"))
3 #else
4 #ifdef SVQC
5 // NO bounce protection, as bounces are limited!
6
7 .entity queuenext;
8 .entity queueprev;
9
10 void W_Hagar_Explode (void)
11 {
12         self.event_damage = SUB_Null;
13         RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
14
15         remove (self);
16 }
17
18 void W_Hagar_Explode2 (void)
19 {
20         self.event_damage = SUB_Null;
21         RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
22
23         remove (self);
24 }
25
26 void W_Hagar_Touch (void)
27 {
28         PROJECTILE_TOUCH;
29         self.use ();
30 }
31
32 void W_Hagar_Touch2 (void)
33 {
34         PROJECTILE_TOUCH;
35
36         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
37                 self.use();
38         } else {
39                 self.cnt++;
40                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
41                 self.angles = vectoangles (self.velocity);
42                 self.owner = world;
43                 self.projectiledeathtype |= HITTYPE_BOUNCE;
44         }
45 }
46
47 void W_Hagar_Attack (void)
48 {
49         local entity missile;
50
51         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
52
53         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
54
55         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
56
57         missile = spawn ();
58         missile.owner = missile.realowner = self;
59         missile.classname = "missile";
60         missile.bot_dodge = TRUE;
61         missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
62         missile.touch = W_Hagar_Touch;
63         missile.use = W_Hagar_Explode;
64         missile.think = adaptor_think2use_hittype_splash;
65         missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
66         PROJECTILE_MAKETRIGGER(missile);
67         missile.projectiledeathtype = WEP_HAGAR;
68         setorigin (missile, w_shotorg);
69         setsize(missile, '0 0 0', '0 0 0');
70
71         missile.movetype = MOVETYPE_FLY;
72         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
73
74         missile.angles = vectoangles (missile.velocity);
75         missile.flags = FL_PROJECTILE;
76
77         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
78
79         other = missile; MUTATOR_CALLHOOK(EditProjectile);
80 }
81
82 void W_Hagar_Attack2 (void)
83 {
84         local entity missile;
85
86         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
87
88         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
89
90         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
91
92         missile = spawn ();
93         missile.owner = missile.realowner = self;
94         missile.classname = "missile";
95         missile.bot_dodge = TRUE;
96         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
97         missile.touch = W_Hagar_Touch2;
98         missile.cnt = 0;
99         missile.use = W_Hagar_Explode2;
100         missile.think = adaptor_think2use_hittype_splash;
101         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
102         PROJECTILE_MAKETRIGGER(missile);
103         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
104         setorigin (missile, w_shotorg);
105         setsize(missile, '0 0 0', '0 0 0');
106
107         missile.movetype = MOVETYPE_BOUNCEMISSILE;
108         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
109
110         missile.angles = vectoangles (missile.velocity);
111         missile.flags = FL_PROJECTILE;
112
113         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
114
115         other = missile; MUTATOR_CALLHOOK(EditProjectile);
116 }
117
118 .float hagarload_refire, hagarload_loaded;
119
120 void W_Hagar_Attack2_Load (void)
121 {
122         if not(autocvar_g_balance_hagar_secondary)
123                 return;
124
125         local entity missile, prevmissile, firstmissile;
126         local float counter, shots;
127         local vector s;
128         vector forward, right, up;
129
130         if(self.BUTTON_ATCK2 && !self.hagarload_loaded)
131         {
132                 if(self.hagarload_refire < time)
133                 {
134                         self.hagar_load += 1;
135                         if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload)
136                                 self.hagarload_loaded = TRUE;
137
138                         self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
139                 }
140         }
141         else if(self.hagar_load)
142         {
143                 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
144                 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
145
146                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
147
148                 forward = v_forward;
149                 right = v_right;
150                 up = v_up;
151
152                 shots = self.hagar_load;
153                 missile = world;
154                 while (counter < shots)
155                 {
156
157                         missile = spawn ();
158                         missile.owner = missile.realowner = self;
159                         missile.classname = "missile";
160                         missile.bot_dodge = TRUE;
161                         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
162                         if(shots == 1) {
163                                 missile.queuenext = missile;
164                                 missile.queueprev = missile;
165                         }
166                         else if(counter == 0) { // first projectile, store in firstmissile for now
167                                 firstmissile = missile;
168                         }
169                         else if(counter == shots - 1) { // last projectile, link up with first projectile
170                                 prevmissile.queuenext = missile;
171                                 firstmissile.queueprev = missile;
172                                 missile.queuenext = firstmissile;
173                                 missile.queueprev = prevmissile;
174                         }
175                         else { // else link up with previous projectile
176                                 prevmissile.queuenext = missile;
177                                 missile.queueprev = prevmissile;
178                         }
179
180                         prevmissile = missile;
181
182                         missile.touch = W_Hagar_Touch;
183                         missile.use = W_Hagar_Explode;
184                         missile.think = adaptor_think2use_hittype_splash;
185                         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
186                         PROJECTILE_MAKETRIGGER(missile);
187                         missile.projectiledeathtype = WEP_HAGAR;
188                         setorigin (missile, w_shotorg);
189                         setsize(missile, '0 0 0', '0 0 0');
190
191                         missile.movetype = MOVETYPE_FLY;
192
193                         s = '0 0 0';
194                         if (counter == 0)
195                                 s = '0 0 0';
196                         else
197                         {
198                                 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
199                                 s_y = v_forward_x;
200                                 s_z = v_forward_y;
201                         }
202                         s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
203                         W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
204
205                         missile.angles = vectoangles (missile.velocity);
206                         missile.flags = FL_PROJECTILE;
207
208                         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
209
210                         other = missile; MUTATOR_CALLHOOK(EditProjectile);
211
212                         counter = counter + 1;
213                 }
214
215                 self.hagar_load = 0;
216                 self.hagarload_loaded = FALSE;
217         }
218 }
219
220 void spawnfunc_weapon_hagar (void)
221 {
222         weapon_defaultspawnfunc(WEP_HAGAR);
223 }
224
225 float w_hagar(float req)
226 {
227         float ammo_amount;
228         if (req == WR_AIM)
229                 if (random()>0.15)
230                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
231                 else
232                 {
233                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
234                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
235                 }
236         else if (req == WR_THINK)
237         {
238                 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
239                         weapon_action(self.weapon, WR_RELOAD);
240                 else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading secondary fire
241                 {
242                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
243                         {
244                                 W_Hagar_Attack();
245                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
246                         }
247                 }
248                 else if(autocvar_g_balance_hagar_secondary_load)
249                         W_Hagar_Attack2_Load(); // must run each frame
250                 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
251                 {
252                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
253                         {
254                                 W_Hagar_Attack2();
255                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
256                         }
257                 }
258         }
259         else if (req == WR_PRECACHE)
260         {
261                 precache_model ("models/weapons/g_hagar.md3");
262                 precache_model ("models/weapons/v_hagar.md3");
263                 precache_model ("models/weapons/h_hagar.iqm");
264                 precache_sound ("weapons/hagar_fire.wav");
265                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
266         }
267         else if (req == WR_SETUP)
268         {
269                 weapon_setup(WEP_HAGAR);
270                 self.current_ammo = ammo_rockets;
271         }
272         else if (req == WR_CHECKAMMO1)
273         {
274                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
275                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
276                 return ammo_amount;
277         }
278         else if (req == WR_CHECKAMMO2)
279         {
280                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
281                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
282                 return ammo_amount;
283         }
284         else if (req == WR_RELOAD)
285         {
286                 W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");
287         }
288         return TRUE;
289 };
290 #endif
291 #ifdef CSQC
292 float w_hagar(float req)
293 {
294         if(req == WR_IMPACTEFFECT)
295         {
296                 vector org2;
297                 org2 = w_org + w_backoff * 6;
298                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
299                 if(!w_issilent)
300                 {
301                         if (w_random<0.15)
302                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
303                         else if (w_random<0.7)
304                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
305                         else
306                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
307                 }
308         }
309         else if(req == WR_PRECACHE)
310         {
311                 precache_sound("weapons/hagexp1.wav");
312                 precache_sound("weapons/hagexp2.wav");
313                 precache_sound("weapons/hagexp3.wav");
314         }
315         else if (req == WR_SUICIDEMESSAGE)
316                 w_deathtypestring = _("%s played with tiny rockets");
317         else if (req == WR_KILLMESSAGE)
318         {
319                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
320                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
321                 else // unchecked: SPLASH, SECONDARY
322                         w_deathtypestring = _("%s was pummeled by %s");
323         }
324         return TRUE;
325 }
326 #endif
327 #endif