]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Merge branch 'master' into terencehill/vehicles_fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index 76d2f9414aef874b2a883460bd22c64d3d0867d9..05768fc50b16a7e9bef2415efeba9820c6998cd7 100644 (file)
@@ -1,12 +1,22 @@
 #ifdef REGISTER_WEAPON
-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"))
+REGISTER_WEAPON(
+/* WEP_##id  */ HAGAR,
+/* function  */ w_hagar,
+/* ammotype  */ IT_ROCKETS,
+/* impulse   */ 8,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_MID,
+/* model     */ "hagar",
+/* shortname */ "hagar",
+/* fullname  */ _("Hagar")
+);
 #else
 #ifdef SVQC
 // NO bounce protection, as bounces are limited!
 
 void W_Hagar_Explode (void)
 {
-       self.event_damage = SUB_Null;
+       self.event_damage = func_null;
        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);
 
        remove (self);
@@ -14,7 +24,7 @@ void W_Hagar_Explode (void)
 
 void W_Hagar_Explode2 (void)
 {
-       self.event_damage = SUB_Null;
+       self.event_damage = func_null;
        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);
 
        remove (self);
@@ -24,17 +34,22 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat
 {
        if (self.health <= 0)
                return;
-               
-       float is_linkexplode = ((inflictor.realowner == self.realowner) 
-               && ((inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY))
-               && autocvar_g_balance_hagar_secondary_load_linkexplode);
-               
+
+       float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
+               && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
+               && (self.projectiledeathtype & HITTYPE_SECONDARY));
+
+       if(is_linkexplode)
+               is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode);
+       else
+               is_linkexplode = -1; // not secondary load, so continue as normal without exception.
+
        if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
                return; // g_projectiles_damage says to halt
 
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
-       
+
        if (self.health <= 0)
                W_PrepareExplosionByDamage(attacker, self.think);
 }
@@ -62,7 +77,7 @@ void W_Hagar_Touch2 (void)
 
 void W_Hagar_Attack (void)
 {
-       local entity missile;
+       entity missile;
 
        W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
 
@@ -75,13 +90,13 @@ void W_Hagar_Attack (void)
        missile.classname = "missile";
        missile.bot_dodge = TRUE;
        missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
-       
+
        missile.takedamage = DAMAGE_YES;
        missile.health = autocvar_g_balance_hagar_primary_health;
        missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = TRUE;
-       
+
        missile.touch = W_Hagar_Touch;
        missile.use = W_Hagar_Explode;
        missile.think = adaptor_think2use_hittype_splash;
@@ -96,6 +111,7 @@ void W_Hagar_Attack (void)
 
        missile.angles = vectoangles (missile.velocity);
        missile.flags = FL_PROJECTILE;
+       missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
 
@@ -104,7 +120,7 @@ void W_Hagar_Attack (void)
 
 void W_Hagar_Attack2 (void)
 {
-       local entity missile;
+       entity missile;
 
        W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
 
@@ -117,7 +133,7 @@ void W_Hagar_Attack2 (void)
        missile.classname = "missile";
        missile.bot_dodge = TRUE;
        missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
-       
+
        missile.takedamage = DAMAGE_YES;
        missile.health = autocvar_g_balance_hagar_secondary_health;
        missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
@@ -139,6 +155,7 @@ void W_Hagar_Attack2 (void)
 
        missile.angles = vectoangles (missile.velocity);
        missile.flags = FL_PROJECTILE;
+       missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
 
@@ -150,9 +167,9 @@ void W_Hagar_Attack2_Load_Release (void)
 {
        // time to release the rockets we've loaded
 
-       local entity missile;
-       local float counter, shots, spread_pershot;
-       local vector s;
+       entity missile;
+       float counter, shots, spread_pershot;
+       vector s;
        vector forward, right, up;
 
        if(!self.hagar_load)
@@ -169,14 +186,14 @@ void W_Hagar_Attack2_Load_Release (void)
 
        shots = self.hagar_load;
        missile = world;
-       while (counter < shots)
+       for(counter = 0; counter < shots; ++counter)
        {
                missile = spawn ();
                missile.owner = missile.realowner = self;
                missile.classname = "missile";
                missile.bot_dodge = TRUE;
                missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
-               
+
                missile.takedamage = DAMAGE_YES;
                missile.health = autocvar_g_balance_hagar_secondary_health;
                missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
@@ -192,12 +209,13 @@ void W_Hagar_Attack2_Load_Release (void)
                setorigin (missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
                missile.movetype = MOVETYPE_FLY;
-               
+               missile.missile_flags = MIF_SPLASH;
+
                // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
-               spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); 
+               spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
                spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
                spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
-               
+
                // pattern spread calculation
                s = '0 0 0';
                if (counter == 0)
@@ -209,7 +227,7 @@ void W_Hagar_Attack2_Load_Release (void)
                        s_z = v_forward_y;
                }
                s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
-               
+
                W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
 
                missile.angles = vectoangles (missile.velocity);
@@ -218,8 +236,6 @@ void W_Hagar_Attack2_Load_Release (void)
                CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
 
                other = missile; MUTATOR_CALLHOOK(EditProjectile);
-
-               counter = counter + 1;
        }
 
        weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
@@ -231,7 +247,10 @@ void W_Hagar_Attack2_Load (void)
 {
        // loadable hagar secondary attack, must always run each frame
 
-       local float loaded, enough_ammo;
+       if(time < game_starttime)
+               return;
+
+       float loaded, enough_ammo;
        loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
 
        // this is different than WR_CHECKAMMO when it comes to reloading
@@ -250,7 +269,7 @@ void W_Hagar_Attack2_Load (void)
                                self.weaponentity.state = WS_READY;
                                W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
                                self.hagar_load = 0;
-                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTEN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
                                self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
@@ -269,7 +288,7 @@ void W_Hagar_Attack2_Load (void)
                                        W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
                                        self.weaponentity.state = WS_INUSE;
                                        self.hagar_load += 1;
-                                       sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
+                                       sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTEN_NORM); // sound is too loud according to most
 
                                        if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
                                                self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
@@ -280,7 +299,7 @@ void W_Hagar_Attack2_Load (void)
                        else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
                        {
                                // if this is the last rocket we can load, play a beep sound to notify the player
-                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTEN_NORM);
                                self.hagar_loadbeep = TRUE;
                        }
                }
@@ -299,11 +318,11 @@ void W_Hagar_Attack2_Load (void)
                        if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
                        {
                                // we're about to automatically release after holding time, play a beep sound to notify the player
-                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTEN_NORM);
                                self.hagar_warning = TRUE;
                        }
                }
-               
+
                // release if player let go of button or if they've held it in too long
                if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
                {
@@ -318,7 +337,7 @@ void W_Hagar_Attack2_Load (void)
        }
 
        // we aren't checking ammo during an attack, so we must do it here
-       if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
+       if (!(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)))
        {
                // note: this doesn't force the switch
                W_SwitchToOtherWeapon(self);
@@ -344,8 +363,8 @@ float w_hagar(float req)
                }
        else if (req == WR_THINK)
        {
-               local float loadable_secondary;
-               loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
+               float loadable_secondary;
+               loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary);
 
                if (loadable_secondary)
                        W_Hagar_Attack2_Load(); // must always run each frame
@@ -423,11 +442,22 @@ float w_hagar(float req)
        }
        else if (req == WR_RELOAD)
        {
-               if not(self.hagar_load) // require releasing loaded rockets first
+               if (!self.hagar_load) // require releasing loaded rockets first
                        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");
        }
+       else if (req == WR_SUICIDEMESSAGE)
+       {
+               return WEAPON_HAGAR_SUICIDE;
+       }
+       else if (req == WR_KILLMESSAGE)
+       {
+               if(w_deathtype & HITTYPE_SECONDARY)
+                       return WEAPON_HAGAR_MURDER_BURST;
+               else
+                       return WEAPON_HAGAR_MURDER_SPRAY;
+       }
        return TRUE;
-};
+}
 #endif
 #ifdef CSQC
 float w_hagar(float req)
@@ -440,11 +470,11 @@ float w_hagar(float req)
                if(!w_issilent)
                {
                        if (w_random<0.15)
-                               sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTEN_NORM);
                        else if (w_random<0.7)
-                               sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTEN_NORM);
                        else
-                               sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTEN_NORM);
                }
        }
        else if(req == WR_PRECACHE)
@@ -453,15 +483,6 @@ float w_hagar(float req)
                precache_sound("weapons/hagexp2.wav");
                precache_sound("weapons/hagexp3.wav");
        }
-       else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = _("%s played with tiny rockets");
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
-                       w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
-               else // unchecked: SPLASH, SECONDARY
-                       w_deathtypestring = _("%s was pummeled by %s");
-       }
        return TRUE;
 }
 #endif