]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_crylink.qc
Merge remote branch 'refs/remotes/origin/fruitiex/votesounds'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_crylink.qc
index 7f6062d3f6a65bd262f0278a5b59f1ee31aa2b42..e9015f5806e4ec5124ae3c9e75187e7b74b57714 100644 (file)
@@ -6,22 +6,54 @@ REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLA
 
 .entity realowner;
 
+.entity queuenext;
+.entity queueprev;
+
+// force projectile to explode
+void W_Crylink_LinkExplode (entity e, entity e2)
+{
+       float a;
+       a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
+
+       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);
+
+       if(e.queuenext != e2)
+               W_Crylink_LinkExplode(e.queuenext, e2);
+       remove (e);
+}
+
 // NO bounce protection, as bounces are limited!
 void W_Crylink_Touch (void)
 {
        float finalhit;
        float f;
-       PROJECTILE_TOUCH;
+       //PROJECTILE_TOUCH;
+       local entity savenext, saveprev;
+       savenext = self.queuenext;
+       saveprev = self.queueprev;
+       if(WarpZone_Projectile_Touch())
+       {
+               if(wasfreed(self))
+               {
+                       savenext.queueprev = saveprev;
+                       saveprev.queuenext = savenext;
+               }
+               return;
+       }
+
+       float a;
+       a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
+
        finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
        if(finalhit)
                f = 1;
        else
                f = cvar("g_balance_crylink_primary_bouncedamagefactor");
-       if(self.alpha)
-               f *= self.alpha;
-       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);
-       if (finalhit)
+       if(a)
+               f *= a;
+       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)
        {
+               W_Crylink_LinkExplode(self.queuenext, self);
                remove (self);
                return;
        }
@@ -38,17 +70,33 @@ void W_Crylink_Touch2 (void)
 {
        float finalhit;
        float f;
-       PROJECTILE_TOUCH;
+       //PROJECTILE_TOUCH;
+       local entity savenext, saveprev;
+       savenext = self.queuenext;
+       saveprev = self.queueprev;
+       if(WarpZone_Projectile_Touch())
+       {
+               if(wasfreed(self))
+               {
+                       savenext.queueprev = saveprev;
+                       saveprev.queuenext = savenext;
+               }
+               return;
+       }
+
+       float a;
+       a = 1 - (time - self.fade_time) * self.fade_rate;
+
        finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
        if(finalhit)
                f = 1;
        else
                f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
-       if(self.alpha)
-               f *= self.alpha;
-       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);
-       if (finalhit)
+       if(a)
+               f *= a;
+       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)
        {
+               W_Crylink_LinkExplode(self.queuenext, self);
                remove (self);
                return;
        }
@@ -61,10 +109,17 @@ void W_Crylink_Touch2 (void)
        //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
 }
 
+void W_Crylink_Fadethink (void)
+{
+       self.queuenext.queueprev = self.queueprev;
+       self.queueprev.queuenext = self.queuenext;
+       remove(self);
+}
+
 void W_Crylink_Attack (void)
 {
        local float counter, shots;
-       local entity proj;
+       local entity proj, prevproj, firstproj;
        local vector s;
        vector forward, right, up;
 
@@ -85,6 +140,21 @@ void W_Crylink_Attack (void)
                proj.classname = "spike";
                proj.bot_dodge = TRUE;
                proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
+               if(counter == 0) { // first projectile, store in firstproj for now
+                       firstproj = proj;
+               }
+               else if(counter == shots - 1) { // last projectile, link up with first projectile
+                       prevproj.queuenext = proj;
+                       firstproj.queueprev = proj;
+                       proj.queuenext = firstproj;
+                       proj.queueprev = prevproj;
+               }
+               else { // else link up with previous projectile
+                       prevproj.queuenext = proj;
+                       proj.queueprev = prevproj;
+               }
+
+               prevproj = proj;
 
                proj.movetype = MOVETYPE_BOUNCEMISSILE;
                PROJECTILE_MAKETRIGGER(proj);
@@ -107,12 +177,26 @@ void W_Crylink_Attack (void)
                s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
                W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
                proj.touch = W_Crylink_Touch;
+
+               proj.think = W_Crylink_Fadethink;
                if(counter == 0)
-                       SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
+               {
+                       proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
+                       self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
+                       proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
+               }
                else if(counter <= 3)
-                       SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime"));
+               {
+                       proj.fade_time = time + cvar("g_balance_crylink_primary_star_lifetime");
+                       self.fade_rate = 1 / cvar("g_balance_crylink_primary_star_fadetime");
+                       proj.nextthink = time + cvar("g_balance_crylink_primary_star_lifetime") + cvar("g_balance_crylink_primary_star_fadetime");
+               }
                else
-                       SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime"));
+               {
+                       proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
+                       self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
+                       proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
+               }
                proj.cnt = cvar("g_balance_crylink_primary_bounces");
                //proj.scale = 1 + 1 * proj.cnt;
 
@@ -131,7 +215,7 @@ void W_Crylink_Attack (void)
 void W_Crylink_Attack2 (void)
 {
        local float counter, shots;
-       local entity proj;
+       local entity proj, prevproj, firstproj;
 
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
@@ -147,6 +231,21 @@ void W_Crylink_Attack2 (void)
                proj.classname = "spike";
                proj.bot_dodge = TRUE;
                proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
+               if(counter == 0) { // first projectile, store in firstproj for now
+                       firstproj = proj;
+               }
+               else if(counter == shots - 1) { // last projectile, link up with first projectile
+                       prevproj.queuenext = proj;
+                       firstproj.queueprev = proj;
+                       proj.queuenext = firstproj;
+                       proj.queueprev = prevproj;
+               }
+               else { // else link up with previous projectile
+                       prevproj.queuenext = proj;
+                       proj.queueprev = prevproj;
+               }
+
+               prevproj = proj;
 
                proj.movetype = MOVETYPE_BOUNCEMISSILE;
                PROJECTILE_MAKETRIGGER(proj);
@@ -158,10 +257,19 @@ void W_Crylink_Attack2 (void)
 
                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);
                proj.touch = W_Crylink_Touch2;
+               proj.think = W_Crylink_Fadethink;
                if(counter == (shots - 1) / 2)
-                       SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
+               {
+                       proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
+                       self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
+                       proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
+               }
                else
-                       SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
+               {
+                       proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
+                       self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
+                       proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
+               }
                proj.cnt = cvar("g_balance_crylink_secondary_bounces");
                //proj.scale = 1 + 1 * proj.cnt;
 
@@ -220,19 +328,6 @@ float w_crylink(float req)
                return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
        else if (req == WR_CHECKAMMO2)
                return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               w_deathtypestring = "succeeded at self-destructing themself with the Crylink";
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_BOUNCE)
-                       w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
-               else if(w_deathtype & HITTYPE_SPLASH)
-                       w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
-               else
-                       w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY
-       }
        return TRUE;
 };
 #endif
@@ -261,6 +356,19 @@ float w_crylink(float req)
                precache_sound("weapons/crylink_impact2.wav");
                precache_sound("weapons/crylink_impact.wav");
        }
+       else if (req == WR_SUICIDEMESSAGE)
+       {
+               w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
+       }
+       else if (req == WR_KILLMESSAGE)
+       {
+               if(w_deathtype & HITTYPE_BOUNCE)
+                       w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
+               else if(w_deathtype & HITTYPE_SPLASH)
+                       w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
+               else
+                       w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
+       }
        return TRUE;
 }
 #endif