]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Update the hold cvar so that it now actually represents the amount of time you can...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index 532b6b628362327d051dbb127891aaf0b12bd05a..cca71f7d4770a66f9b90789e1af1efacc9b38f0f 100644 (file)
@@ -4,9 +4,6 @@ REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOAD
 #ifdef SVQC
 // NO bounce protection, as bounces are limited!
 
-.entity queuenext;
-.entity queueprev;
-
 void W_Hagar_Explode (void)
 {
        self.event_damage = SUB_Null;
@@ -115,119 +112,154 @@ void W_Hagar_Attack2 (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-.float hagar_loadtime;
-void W_Hagar_Attack2_Load (void)
+.float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
+void W_Hagar_Attack2_Load_Release (void)
 {
-       if not(weapon_action(self.weapon, WR_CHECKAMMO2))
-       {
-               W_SwitchToOtherWeapon(self);
-               return;
-       }
+       // time to release the rockets we've loaded
 
-       local entity missile, prevmissile, firstmissile;
-       local float counter, shots, loaded;
-       local float used_ammo, enough_ammo;
+       local entity missile;
+       local float counter, shots;
        local vector s;
        vector forward, right, up;
 
-       loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
+       if(!self.hagar_load)
+               return;
 
-       // check if we have enough ammo for another rocket
-       used_ammo = autocvar_g_balance_hagar_secondary_ammo;
-       if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
-       else
-               enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
+       weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
+
+       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
+       pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       if(self.BUTTON_ATCK2 && !loaded && enough_ammo)
+       forward = v_forward;
+       right = v_right;
+       up = v_up;
+
+       shots = self.hagar_load;
+       missile = world;
+       while (counter < shots)
        {
-               // we can attempt to load another rocket
-               if(self.hagar_loadtime < time)
+               missile = spawn ();
+               missile.owner = missile.realowner = self;
+               missile.classname = "missile";
+               missile.bot_dodge = TRUE;
+               missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+
+               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;
+               setorigin (missile, w_shotorg);
+               setsize(missile, '0 0 0', '0 0 0');
+               missile.movetype = MOVETYPE_FLY;
+
+               s = '0 0 0';
+               if (counter == 0)
+                       s = '0 0 0';
+               else
                {
-                       self.hagar_load += 1;
-                       sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
-
-                       self.hagar_loadtime = time + autocvar_g_balance_hagar_secondary_load_speed;
+                       makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
+                       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);
+
+               missile.angles = vectoangles (missile.velocity);
+               missile.flags = FL_PROJECTILE;
+
+               CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+
+               other = missile; MUTATOR_CALLHOOK(EditProjectile);
+
+               counter = counter + 1;
        }
-       else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !autocvar_g_balance_hagar_secondary_load_hold)))
-       if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
-       {
-               // time to release the rockets we've loaded
 
-               W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
+       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
+       self.hagar_load = 0;
+}
 
-               W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
-               pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+void W_Hagar_Attack2_Load (void)
+{
+       // loadable hagar secondary attack, must always run each frame
 
-               forward = v_forward;
-               right = v_right;
-               up = v_up;
+       local float loaded, enough_ammo;
+       loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
 
-               shots = self.hagar_load;
-               missile = world;
-               while (counter < shots)
+       // 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;
+       else
+               enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+
+       if(self.BUTTON_ATCK2)
+       {
+               if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
                {
-                       missile = spawn ();
-                       missile.owner = missile.realowner = self;
-                       missile.classname = "missile";
-                       missile.bot_dodge = TRUE;
-                       missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
-
-                       if(shots == 1) {
-                               missile.queuenext = missile;
-                               missile.queueprev = missile;
-                       }
-                       else if(counter == 0) { // first projectile, store in firstmissile for now
-                               firstmissile = missile;
-                       }
-                       else if(counter == shots - 1) { // last projectile, link up with first projectile
-                               prevmissile.queuenext = missile;
-                               firstmissile.queueprev = missile;
-                               missile.queuenext = firstmissile;
-                               missile.queueprev = prevmissile;
+                       if(self.hagar_load)
+                       {
+                               // if we pressed primary fire while loading, unload all rockets and abort
+                               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, CHAN_WEAPON, "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;
+
+                               // require letting go of the alt fire button before we can load again
+                               self.hagar_loadblock = TRUE;
                        }
-                       else { // else link up with previous projectile
-                               prevmissile.queuenext = missile;
-                               missile.queueprev = prevmissile;
+               }
+               else
+               {
+                       // check if we can attempt to load another rocket
+                       if(!loaded && enough_ammo)
+                       {
+                               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.hagar_load += 1;
+                                       sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_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;
+                                       else
+                                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+                               }
                        }
-                       prevmissile = missile;
-
-                       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;
-                       setorigin (missile, w_shotorg);
-                       setsize(missile, '0 0 0', '0 0 0');
-                       missile.movetype = MOVETYPE_FLY;
-
-                       s = '0 0 0';
-                       if (counter == 0)
-                               s = '0 0 0';
-                       else
+                       else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
                        {
-                               makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
-                               s_y = v_forward_x;
-                               s_z = v_forward_y;
+                               // if this is the last rocket we can load, play a beep sound to notify the player
+                               sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+                               self.hagar_loadbeep = TRUE;
                        }
-                       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);
-
-                       missile.angles = vectoangles (missile.velocity);
-                       missile.flags = FL_PROJECTILE;
-
-                       CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
-
-                       other = missile; MUTATOR_CALLHOOK(EditProjectile);
-
-                       counter = counter + 1;
                }
+       }
+       else if(self.hagar_loadblock)
+       {
+               // the alt fire button has been released, so re-enable loading if blocked
+               self.hagar_loadblock = FALSE;
+       }
 
-               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
-               self.hagar_loadtime = time + autocvar_g_balance_hagar_secondary_refire;
-               self.hagar_load = 0;
+       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 >= 0))
+                       W_Hagar_Attack2_Load_Release();
+       }
+       else
+       {
+               self.weapon_forbidchange = FALSE;
+               self.hagar_loadbeep = 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))
+       {
+               W_SwitchToOtherWeapon(self);
+               return;
        }
 }
 
@@ -249,9 +281,14 @@ 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;
+
+               if (loadable_secondary)
+                       W_Hagar_Attack2_Load(); // must always run each frame
                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
                        weapon_action(self.weapon, WR_RELOAD);
-               else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading the secondary fire
+               else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
                        {
@@ -259,9 +296,7 @@ float w_hagar(float req)
                                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
                        }
                }
-               else if(autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary)
-                       W_Hagar_Attack2_Load(); // must run each frame
-               else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
+               else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
                {
                        if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
                        {
@@ -277,14 +312,20 @@ float w_hagar(float req)
                precache_model ("models/weapons/h_hagar.iqm");
                precache_sound ("weapons/hagar_fire.wav");
                precache_sound ("weapons/hagar_load.wav");
+               precache_sound ("weapons/hagar_beep.wav");
                //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_HAGAR);
                self.current_ammo = ammo_rockets;
+               self.hagar_loadblock = FALSE;
 
-               self.hagar_load = 0;
+               if(self.hagar_load)
+               {
+                       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
+                       self.hagar_load = 0;
+               }
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -298,9 +339,20 @@ float w_hagar(float req)
                ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
                return ammo_amount;
        }
+       else if (req == WR_RESETPLAYER)
+       {
+               self.hagar_load = 0;
+       }
+       else if (req == WR_PLAYERDEATH)
+       {
+               // if we have any rockets loaded when we die, release them
+               if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
+                       W_Hagar_Attack2_Load_Release();
+       }
        else if (req == WR_RELOAD)
        {
-               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");
+               if not(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");
        }
        return TRUE;
 };