]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Merge remote-tracking branch 'origin/master' into samual/spawn_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index d0d3043c82b8b079e2d475eb2a59ebb21734e8e7..fdf7eaaaec6029c91eb35537fdd7fff45629034c 100644 (file)
@@ -7,7 +7,7 @@ REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOAD
 void W_Hagar_Explode (void)
 {
        self.event_damage = SUB_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);
+       RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
 
        remove (self);
 }
@@ -15,11 +15,35 @@ void W_Hagar_Explode (void)
 void W_Hagar_Explode2 (void)
 {
        self.event_damage = SUB_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);
+       RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
 
        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.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);
+}
+
 void W_Hagar_Touch (void)
 {
        PROJECTILE_TOUCH;
@@ -43,7 +67,7 @@ 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);
 
@@ -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;
@@ -70,6 +101,7 @@ 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);
 
@@ -78,7 +110,7 @@ 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);
 
@@ -91,6 +123,13 @@ 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;
@@ -106,20 +145,21 @@ 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);
 
        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, spread_pershot;
-       local vector s;
+       entity missile;
+       float counter, shots, spread_pershot;
+       vector s;
        vector forward, right, up;
 
        if(!self.hagar_load)
@@ -136,28 +176,35 @@ 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;
+               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;
+               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 = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
-               spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot);
+               spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
                
                // pattern spread calculation
                s = '0 0 0';
@@ -179,11 +226,9 @@ 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_refire, w_ready);
+       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;
 }
@@ -192,12 +237,12 @@ void W_Hagar_Attack2_Load (void)
 {
        // loadable hagar secondary attack, must always run each frame
 
-       local float loaded, enough_ammo;
+       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
        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;
 
@@ -230,9 +275,12 @@ 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, 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 * W_WeaponRateFactor();
+                                       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
@@ -251,7 +299,19 @@ void W_Hagar_Attack2_Load (void)
 
        if(self.hagar_load)
        {
-               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();
@@ -260,6 +320,7 @@ void W_Hagar_Attack2_Load (void)
        else
        {
                self.hagar_loadbeep = FALSE;
+               self.hagar_warning = FALSE;
        }
 
        // we aren't checking ammo during an attack, so we must do it here
@@ -289,7 +350,7 @@ float w_hagar(float req)
                }
        else if (req == WR_THINK)
        {
-               local float loadable_secondary;
+               float loadable_secondary;
                loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
 
                if (loadable_secondary)
@@ -347,13 +408,13 @@ 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)
@@ -372,7 +433,7 @@ float w_hagar(float req)
                        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;
-};
+}
 #endif
 #ifdef CSQC
 float w_hagar(float req)
@@ -399,13 +460,13 @@ float w_hagar(float req)
                precache_sound("weapons/hagexp3.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = _("%s played with tiny rockets");
+               w_deathtypestring = _("%s played with tiny hagar 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");
+                       w_deathtypestring = _("%s was pummeled with a burst of hagar rockets by %s");
                else // unchecked: SPLASH, SECONDARY
-                       w_deathtypestring = _("%s was pummeled by %s");
+                       w_deathtypestring = _("%s was pummeled with hagar rockets by %s");
        }
        return TRUE;
 }