]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_devastator.qc
Merge branch 'master' into Mario/buff_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_devastator.qc
index 2e69c5f537538b7ff734861016a8550df3d54b00..e9e0467e208ea0a9eed56642a412523adc4de74e 100644 (file)
@@ -9,7 +9,7 @@ REGISTER_WEAPON(
 /* color     */ '1 1 0',
 /* modelname */ "rl",
 /* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
+/* crosshair */ "gfx/crosshairrocketlauncher 0.7",
 /* wepimg    */ "weaponrocketlauncher",
 /* refname   */ "devastator",
 /* wepname   */ _("Devastator")
@@ -103,6 +103,7 @@ void W_Devastator_Explode(void)
        if(self.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
+               if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        self.realowner.cnt = WEP_DEVASTATOR;
                        ATTACK_FINISHED(self.realowner) = time;
@@ -119,14 +120,14 @@ void W_Devastator_DoRemoteExplode(void)
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       float handled_as_rocketjump = FALSE;
+       float handled_as_rocketjump = false;
 
        entity head = WarpZone_FindRadius(
                self.origin,
                WEP_CVAR(devastator, remote_jump_radius),
-               FALSE
+               false
        );
-       
+
        while(head)
        {
                if(head.takedamage && (head == self.realowner))
@@ -135,14 +136,14 @@ void W_Devastator_DoRemoteExplode(void)
                        if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
                        {
                                // we handled this as a rocketjump :)
-                               handled_as_rocketjump = TRUE;
+                               handled_as_rocketjump = true;
 
-                               // modify velocity 
+                               // modify velocity
                                head.velocity_x *= 0.9;
                                head.velocity_y *= 0.9;
                                head.velocity_z = bound(
                                        WEP_CVAR(devastator, remote_jump_velocity_z_min),
-                                       head.velocity_z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
+                                       head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
                                        WEP_CVAR(devastator, remote_jump_velocity_z_max)
                                );
 
@@ -181,6 +182,7 @@ void W_Devastator_DoRemoteExplode(void)
        if(self.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
+               if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        self.realowner.cnt = WEP_DEVASTATOR;
                        ATTACK_FINISHED(self.realowner) = time;
@@ -226,7 +228,7 @@ vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
        //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
        m2 = maxturn_cos * maxturn_cos;
        v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
-       return normalize(thisdir + goaldir * v_y); // the larger solution!
+       return normalize(thisdir + goaldir * v.y); // the larger solution!
 }
 // assume thisdir == -goaldir:
 //   f == -1
@@ -252,10 +254,10 @@ void W_Devastator_Think(void)
        }
 
        // accelerate
-       makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
-       velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
+       makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
+       velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
        if(velspeed > 0)
-               self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
+               self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
 
        // laser guided, or remote detonation
        if(self.realowner.weapon == WEP_DEVASTATOR)
@@ -317,17 +319,17 @@ void W_Devastator_Touch(void)
        W_Devastator_Explode();
 }
 
-void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
        if(self.health <= 0)
                return;
-       
+
        if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
-               
+
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
-       
+
        if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
 }
@@ -339,7 +341,7 @@ void W_Devastator_Attack(void)
 
        W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = WarpZone_RefSys_SpawnSameRefSys(self);
@@ -351,14 +353,14 @@ void W_Devastator_Attack(void)
                missile.spawnshieldtime = -1;
        missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
        missile.classname = "rocket";
-       missile.bot_dodge = TRUE;
+       missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
 
        missile.takedamage = DAMAGE_YES;
        missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
        missile.health = WEP_CVAR(devastator, health);
        missile.event_damage = W_Devastator_Damage;
-       missile.damagedbycontents = TRUE;
+       missile.damagedbycontents = true;
 
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
@@ -374,9 +376,9 @@ void W_Devastator_Attack(void)
        missile.nextthink = time;
        missile.cnt = time + WEP_CVAR(devastator, lifetime);
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
+       missile.missile_flags = MIF_SPLASH;
 
-       CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
+       CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
 
        // muzzle flash for 1st person view
        flash = spawn();
@@ -389,7 +391,7 @@ void W_Devastator_Attack(void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-float W_Devastator(float req)
+bool W_Devastator(int req)
 {
        entity rock;
        float rockfound;
@@ -400,12 +402,12 @@ float W_Devastator(float req)
                case WR_AIM:
                {
                        // aim and decide to fire if appropriate
-                       self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
+                       self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
                        if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
                        {
                                // decide whether to detonate rockets
                                entity missile, targetlist, targ;
-                               targetlist = findchainfloat(bot_attack, TRUE);
+                               targetlist = findchainfloat(bot_attack, true);
                                for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
                                {
                                        targ = targetlist;
@@ -413,23 +415,23 @@ float W_Devastator(float req)
                                        {
                                                if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
                                                {
-                                                       self.BUTTON_ATCK2 = TRUE;
+                                                       self.BUTTON_ATCK2 = true;
                                                        break;
                                                }
                                                targ = targ.chain;
                                        }
                                }
-                               
-                               if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
+
+                               if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                #else
                case WR_AIM:
                {
                        // aim and decide to fire if appropriate
-                       self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
+                       self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
                        if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
                        {
                                // decide whether to detonate rockets
@@ -443,7 +445,7 @@ float W_Devastator(float req)
                                selfdamage = 0;
                                teamdamage = 0;
                                enemydamage = 0;
-                               targetlist = findchainfloat(bot_attack, TRUE);
+                               targetlist = findchainfloat(bot_attack, true);
                                missile = find(world, classname, "rocket");
                                while(missile)
                                {
@@ -493,7 +495,7 @@ float W_Devastator(float req)
                                                        if(
                                                                (v_forward * normalize(missile.origin - targ.origin)< 0.1)
                                                                && desirabledamage > 0.1*coredamage
-                                                       )self.BUTTON_ATCK2 = TRUE;
+                                                       )self.BUTTON_ATCK2 = true;
                                                        targ = targ.chain;
                                                }
                                        }else{
@@ -504,7 +506,7 @@ float W_Devastator(float req)
                                                        if(IS_PLAYER(self.enemy))
                                                                if(desirabledamage >= 0.1*coredamage)
                                                                        if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
-                                                                               self.BUTTON_ATCK2 = TRUE;
+                                                                               self.BUTTON_ATCK2 = true;
                                        //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
                                        }
 
@@ -513,15 +515,15 @@ float W_Devastator(float req)
                                // if we would be doing at X percent of the core damage, detonate it
                                // but don't fire a new shot at the same time!
                                if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
-                                       self.BUTTON_ATCK2 = TRUE;
+                                       self.BUTTON_ATCK2 = true;
                                if((skill > 6.5) && (selfdamage > self.health))
-                                       self.BUTTON_ATCK2 = FALSE;
-                               //if(self.BUTTON_ATCK2 == TRUE)
+                                       self.BUTTON_ATCK2 = false;
+                               //if(self.BUTTON_ATCK2 == true)
                                //      dprint(ftos(desirabledamage),"\n");
-                               if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+                               if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                #endif
                case WR_THINK:
@@ -544,13 +546,14 @@ float W_Devastator(float req)
                                        self.rl_release = 1;
 
                                if(self.BUTTON_ATCK2)
+                               if(self.switchweapon == WEP_DEVASTATOR)
                                {
                                        rockfound = 0;
                                        for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
                                        {
                                                if(!rock.rl_detonate_later)
                                                {
-                                                       rock.rl_detonate_later = TRUE;
+                                                       rock.rl_detonate_later = true;
                                                        rockfound = 1;
                                                }
                                        }
@@ -558,8 +561,8 @@ float W_Devastator(float req)
                                                sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
@@ -573,13 +576,13 @@ float W_Devastator(float req)
                                precache_sound("weapons/rocket_fire.wav");
                                precache_sound("weapons/rocket_mode.wav");
                        //}
-                       DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_SETUP:
                {
                        self.rl_release = 1;
-                       return TRUE;
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
@@ -587,14 +590,14 @@ float W_Devastator(float req)
                        // don't switch while guiding a missile
                        if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
                        {
-                               ammo_amount = FALSE;
+                               ammo_amount = false;
                                if(WEP_CVAR(devastator, reload_ammo))
                                {
                                        if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
-                                               ammo_amount = TRUE;
+                                               ammo_amount = true;
                                }
                                else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
-                                       ammo_amount = TRUE;
+                                       ammo_amount = true;
                                return !ammo_amount;
                        }
                        #endif
@@ -602,7 +605,7 @@ float W_Devastator(float req)
                        if(self.rl_release == 0)
                        {
                                printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
-                               return TRUE;
+                               return true;
                        }
                        else
                        {
@@ -619,22 +622,22 @@ float W_Devastator(float req)
                }
                case WR_CHECKAMMO2:
                {
-                       return FALSE;
+                       return false;
                }
                case WR_CONFIG:
                {
-                       DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RESETPLAYER:
                {
                        self.rl_release = 0;
-                       return TRUE;
+                       return true;
                }
                case WR_RELOAD:
                {
                        W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -648,11 +651,11 @@ float W_Devastator(float req)
                                return WEAPON_DEVASTATOR_MURDER_DIRECT;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float W_Devastator(float req)
+bool W_Devastator(int req)
 {
        switch(req)
        {
@@ -663,21 +666,21 @@ float W_Devastator(float req)
                        pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
                        if(!w_issilent)
                                sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
-                               
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/rocket_impact.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #endif