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Add the correct .use function, fixes damage value
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
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;
119 void W_Hagar_Attack2_Load (void)
120 {
121         if not(weapon_action(self.weapon, WR_CHECKAMMO2))
122         {
123                 W_SwitchToOtherWeapon(self);
124                 return;
125         }
126
127         local entity missile, prevmissile, firstmissile;
128         local float counter, shots, loaded;
129         local float used_ammo, enough_ammo;
130         local vector s;
131         vector forward, right, up;
132
133         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload;
134
135         // check if we have enough ammo for another rocket
136         used_ammo = autocvar_g_balance_hagar_secondary_ammo;
137         if(autocvar_g_balance_hagar_reload_ammo)
138                 enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
139         else
140                 enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
141
142         if(self.BUTTON_ATCK2 && !loaded && enough_ammo)
143         {
144                 // we can attempt to load another rocket
145                 if(self.hagarload_refire < time)
146                 {
147                         self.hagar_load += 1;
148                         sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
149
150                         self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
151                 }
152         }
153         else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !autocvar_g_balance_hagar_secondary_load_canhold)))
154         {
155                 // time to release the rockets we've loaded
156
157                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
158
159                 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
160                 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
161
162                 forward = v_forward;
163                 right = v_right;
164                 up = v_up;
165
166                 shots = self.hagar_load;
167                 missile = world;
168                 while (counter < shots)
169                 {
170                         missile = spawn ();
171                         missile.owner = missile.realowner = self;
172                         missile.classname = "missile";
173                         missile.bot_dodge = TRUE;
174                         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
175
176                         if(shots == 1) {
177                                 missile.queuenext = missile;
178                                 missile.queueprev = missile;
179                         }
180                         else if(counter == 0) { // first projectile, store in firstmissile for now
181                                 firstmissile = missile;
182                         }
183                         else if(counter == shots - 1) { // last projectile, link up with first projectile
184                                 prevmissile.queuenext = missile;
185                                 firstmissile.queueprev = missile;
186                                 missile.queuenext = firstmissile;
187                                 missile.queueprev = prevmissile;
188                         }
189                         else { // else link up with previous projectile
190                                 prevmissile.queuenext = missile;
191                                 missile.queueprev = prevmissile;
192                         }
193                         prevmissile = missile;
194
195                         missile.touch = W_Hagar_Touch; // not bouncy
196                         missile.use = W_Hagar_Explode2;
197                         missile.think = adaptor_think2use_hittype_splash;
198                         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
199                         PROJECTILE_MAKETRIGGER(missile);
200                         missile.projectiledeathtype = WEP_HAGAR;
201                         setorigin (missile, w_shotorg);
202                         setsize(missile, '0 0 0', '0 0 0');
203                         missile.movetype = MOVETYPE_FLY;
204
205                         s = '0 0 0';
206                         if (counter == 0)
207                                 s = '0 0 0';
208                         else
209                         {
210                                 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
211                                 s_y = v_forward_x;
212                                 s_z = v_forward_y;
213                         }
214                         s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
215                         W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
216
217                         missile.angles = vectoangles (missile.velocity);
218                         missile.flags = FL_PROJECTILE;
219
220                         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
221
222                         other = missile; MUTATOR_CALLHOOK(EditProjectile);
223
224                         counter = counter + 1;
225                 }
226
227                 self.hagar_load = 0;
228         }
229 }
230
231 void spawnfunc_weapon_hagar (void)
232 {
233         weapon_defaultspawnfunc(WEP_HAGAR);
234 }
235
236 float w_hagar(float req)
237 {
238         float ammo_amount;
239         if (req == WR_AIM)
240                 if (random()>0.15)
241                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
242                 else
243                 {
244                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
245                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
246                 }
247         else if (req == WR_THINK)
248         {
249                 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
250                         weapon_action(self.weapon, WR_RELOAD);
251                 else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading the secondary fire
252                 {
253                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
254                         {
255                                 W_Hagar_Attack();
256                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
257                         }
258                 }
259                 else if(autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary)
260                         W_Hagar_Attack2_Load(); // must run each frame
261                 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
262                 {
263                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
264                         {
265                                 W_Hagar_Attack2();
266                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
267                         }
268                 }
269         }
270         else if (req == WR_PRECACHE)
271         {
272                 precache_model ("models/weapons/g_hagar.md3");
273                 precache_model ("models/weapons/v_hagar.md3");
274                 precache_model ("models/weapons/h_hagar.iqm");
275                 precache_sound ("weapons/hagar_fire.wav");
276                 precache_sound ("weapons/hagar_load.wav");
277                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
278         }
279         else if (req == WR_SETUP)
280         {
281                 weapon_setup(WEP_HAGAR);
282                 self.current_ammo = ammo_rockets;
283
284                 self.hagar_load = 0;
285         }
286         else if (req == WR_CHECKAMMO1)
287         {
288                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
289                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
290                 return ammo_amount;
291         }
292         else if (req == WR_CHECKAMMO2)
293         {
294                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
295                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
296                 return ammo_amount;
297         }
298         else if (req == WR_RELOAD)
299         {
300                 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");
301         }
302         return TRUE;
303 };
304 #endif
305 #ifdef CSQC
306 float w_hagar(float req)
307 {
308         if(req == WR_IMPACTEFFECT)
309         {
310                 vector org2;
311                 org2 = w_org + w_backoff * 6;
312                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
313                 if(!w_issilent)
314                 {
315                         if (w_random<0.15)
316                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
317                         else if (w_random<0.7)
318                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
319                         else
320                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
321                 }
322         }
323         else if(req == WR_PRECACHE)
324         {
325                 precache_sound("weapons/hagexp1.wav");
326                 precache_sound("weapons/hagexp2.wav");
327                 precache_sound("weapons/hagexp3.wav");
328         }
329         else if (req == WR_SUICIDEMESSAGE)
330                 w_deathtypestring = _("%s played with tiny rockets");
331         else if (req == WR_KILLMESSAGE)
332         {
333                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
334                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
335                 else // unchecked: SPLASH, SECONDARY
336                         w_deathtypestring = _("%s was pummeled by %s");
337         }
338         return TRUE;
339 }
340 #endif
341 #endif