]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Merge remote-tracking branch 'origin/master' into samual/updatecommands
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index a628be25bbd3521e14a4204cf7ee2905ff010ae5..7d9db5c39fb67f9aeb00031712997cbd1fa0a85a 100644 (file)
@@ -20,6 +20,30 @@ void W_Hagar_Explode2 (void)
        remove (self);
 }
 
+void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+       if (self.health <= 0)
+               return;
+               
+       float is_linkexplode = ((inflictor.realowner == self.realowner) 
+               && (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);
+}
+
 void W_Hagar_Touch (void)
 {
        PROJECTILE_TOUCH;
@@ -56,6 +80,13 @@ 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;
@@ -91,6 +122,13 @@ 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;
+       missile.event_damage = W_Hagar_Damage;
+       missile.damagedbycontents = TRUE;
+
        missile.touch = W_Hagar_Touch2;
        missile.cnt = 0;
        missile.use = W_Hagar_Explode2;
@@ -112,13 +150,13 @@ void W_Hagar_Attack2 (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-.float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
+.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
 void W_Hagar_Attack2_Load_Release (void)
 {
        // time to release the rockets we've loaded
 
        local entity missile;
-       local float counter, shots;
+       local float counter, shots, spread_pershot;
        local vector s;
        vector forward, right, up;
 
@@ -143,17 +181,29 @@ void W_Hagar_Attack2_Load_Release (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;
+               missile.event_damage = W_Hagar_Damage;
+               missile.damagedbycontents = TRUE;
 
                missile.touch = W_Hagar_Touch; // not bouncy
                missile.use = W_Hagar_Explode2;
                missile.think = adaptor_think2use_hittype_splash;
                missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
                PROJECTILE_MAKETRIGGER(missile);
-               missile.projectiledeathtype = WEP_HAGAR;
+               missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
                setorigin (missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
                missile.movetype = MOVETYPE_FLY;
-
+               
+               // 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 = (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)
                        s = '0 0 0';
@@ -163,8 +213,9 @@ void W_Hagar_Attack2_Load_Release (void)
                        s_y = v_forward_x;
                        s_z = v_forward_y;
                }
-               s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
-               W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
+               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);
                missile.flags = FL_PROJECTILE;
@@ -176,8 +227,8 @@ void W_Hagar_Attack2_Load_Release (void)
                counter = counter + 1;
        }
 
-       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
-       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
+       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
+       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
        self.hagar_load = 0;
 }
 
@@ -190,7 +241,7 @@ void W_Hagar_Attack2_Load (void)
 
        // this is different than WR_CHECKAMMO when it comes to reloading
        if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
+               enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
        else
                enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
 
@@ -201,12 +252,13 @@ void W_Hagar_Attack2_Load (void)
                        if(self.hagar_load)
                        {
                                // if we pressed primary fire while loading, unload all rockets and abort
+                               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);
 
                                // 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;
+                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
 
                                // require letting go of the alt fire button before we can load again
                                self.hagar_loadblock = TRUE;
@@ -220,10 +272,14 @@ void W_Hagar_Attack2_Load (void)
                                if(!self.hagar_loadblock && self.hagar_loadstep < time)
                                {
                                        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, ATTN_NORM);
+                                       sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
 
-                                       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+                                       if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
+                                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
+                                       else
+                                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
                                }
                        }
                        else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
@@ -242,19 +298,34 @@ void W_Hagar_Attack2_Load (void)
 
        if(self.hagar_load)
        {
-               self.weapon_forbidchange = TRUE;
-               if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
+               // play warning sound if we're about to release
+               if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
+               {
+                       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);
+                               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))
+               {
+                       self.weaponentity.state = WS_READY;
                        W_Hagar_Attack2_Load_Release();
+               }
        }
        else
        {
-               self.weapon_forbidchange = FALSE;
                self.hagar_loadbeep = FALSE;
+               self.hagar_warning = FALSE;
        }
 
        // 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))
        {
+               // note: this doesn't force the switch
                W_SwitchToOtherWeapon(self);
                return;
        }
@@ -302,6 +373,15 @@ float w_hagar(float req)
                        }
                }
        }
+       else if (req == WR_GONETHINK)
+       {
+               // we lost the weapon and want to prepare switching away
+               if(self.hagar_load)
+               {
+                       self.weaponentity.state = WS_READY;
+                       W_Hagar_Attack2_Load_Release();
+               }
+       }
        else if (req == WR_PRECACHE)
        {
                precache_model ("models/weapons/g_hagar.md3");
@@ -327,13 +407,13 @@ float w_hagar(float req)
        else if (req == WR_CHECKAMMO1)
        {
                ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
-               ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
+               ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
-               ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
+               ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
                return ammo_amount;
        }
        else if (req == WR_RESETPLAYER)