]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_rocketlauncher.qc
entirely remove UpdateCSQCProjectileNextFrame
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
index b42a4482899571dbf2967c8519855f3478e8b59c..b4987b69f9bcf62a9729c428d35009f1024a1953 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", "Rocket Launcher");
+REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
 #else
 #ifdef SVQC
 .float rl_release;
@@ -7,10 +7,10 @@ REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | W
 
 void W_Rocket_Unregister()
 {
-       if(self.owner && self.owner.lastrocket == self)
+       if(self.realowner && self.realowner.lastrocket == self)
        {
-               self.owner.lastrocket = world;
-               // self.owner.rl_release = 1;
+               self.realowner.lastrocket = world;
+               // self.realowner.rl_release = 1;
        }
 }
 
@@ -20,22 +20,23 @@ void W_Rocket_Explode ()
 
        if(other.takedamage == DAMAGE_AIM)
                if(other.classname == "player")
-                       if(IsDifferentTeam(self.owner, other))
-                               if(IsFlying(other))
-                                       AnnounceTo(self.owner, "airshot");
+                       if(IsDifferentTeam(self.realowner, other))
+                               if(other.deadflag == DEAD_NO)
+                                       if(IsFlying(other))
+                                               AnnounceTo(self.realowner, "airshot");
 
        self.event_damage = SUB_Null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
+       RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
 
-       if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
+       if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
        {
-               if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+               if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
                {
-                       self.owner.cnt = WEP_ROCKET_LAUNCHER;
-                       ATTACK_FINISHED(self.owner) = time;
-                       self.owner.switchweapon = w_getbestweapon(self.owner);
+                       self.realowner.cnt = WEP_ROCKET_LAUNCHER;
+                       ATTACK_FINISHED(self.realowner) = time;
+                       self.realowner.switchweapon = w_getbestweapon(self.realowner);
                }
        }
        remove (self);
@@ -48,15 +49,15 @@ void W_Rocket_DoRemoteExplode ()
        self.event_damage = SUB_Null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_remote_damage"), cvar("g_balance_rocketlauncher_remote_edgedamage"), cvar("g_balance_rocketlauncher_remote_radius"), world, cvar("g_balance_rocketlauncher_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
 
-       if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
+       if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
        {
-               if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+               if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
                {
-                       self.owner.cnt = WEP_ROCKET_LAUNCHER;
-                       ATTACK_FINISHED(self.owner) = time;
-                       self.owner.switchweapon = w_getbestweapon(self.owner);
+                       self.realowner.cnt = WEP_ROCKET_LAUNCHER;
+                       ATTACK_FINISHED(self.realowner) = time;
+                       self.realowner.switchweapon = w_getbestweapon(self.realowner);
                }
        }
        remove (self);
@@ -109,19 +110,19 @@ entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
                head = find(head, classname, "laser_target");
        }
 
-       //bprint(selected.owner.netname);
+       //bprint(selected.realowner.netname);
        //bprint("\n");
        return selected;
 }
 
 void W_Rocket_RemoteExplode()
 {
-       if(self.owner.deadflag == DEAD_NO)
-       if(self.owner.lastrocket)
+       if(self.realowner.deadflag == DEAD_NO)
+       if(self.realowner.lastrocket)
        {
                if((self.spawnshieldtime >= 0)
                        ? (time >= self.spawnshieldtime) // timer
-                       : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_remote_radius")) // safety device
+                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
                )
                {
                        W_Rocket_DoRemoteExplode();
@@ -169,21 +170,21 @@ void W_Rocket_Think (void)
 
        // accelerate
        makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
-       velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
+       velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
        if (velspeed > 0)
-               self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
+               self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
 
        // laser guided, or remote detonation
-       if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
+       if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
        {
-               if(self == self.owner.lastrocket)
-               if not(self.owner.rl_release)
+               if(self == self.realowner.lastrocket)
+               if not(self.realowner.rl_release)
                if not(self.BUTTON_ATCK2)
-               if(cvar("g_balance_rocketlauncher_guiderate"))
+               if(autocvar_g_balance_rocketlauncher_guiderate)
                if(time > self.pushltime)
-               if(self.owner.deadflag == DEAD_NO)
+               if(self.realowner.deadflag == DEAD_NO)
                {
-                       f = cvar("g_balance_rocketlauncher_guideratedelay");
+                       f = autocvar_g_balance_rocketlauncher_guideratedelay;
                        if(f)
                                f = bound(0, (time - self.pushltime) / f, 1);
                        else
@@ -191,26 +192,15 @@ void W_Rocket_Think (void)
 
                        velspeed = vlen(self.velocity);
 
-                       makevectors(self.owner.v_angle);
-                       desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
-                       desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
+                       makevectors(self.realowner.v_angle);
+                       desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
+                       desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
                        olddir = normalize(self.velocity);
 
-#if 0
-                       // disabled this code because it doesn't do what I want it to do :P
-                       cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
-                       cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
-                       cosang = desireddir * normalize(self.origin - desiredorigin);
-                       if(cosminang == cosmaxang)
-                               f *= (cosang >= cosminang);
-                       else
-                               f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
-#endif
-
                        // now it gets tricky... we want to move like some curve to approximate the target direction
                        // but we are limiting the rate at which we can turn!
-                       goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
-                       newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
+                       goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
+                       newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
 
                        self.velocity = newdir * velspeed;
                        self.angles = vectoangles(self.velocity);
@@ -219,7 +209,7 @@ void W_Rocket_Think (void)
                        {
                                pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
                                // TODO add a better sound here
-                               sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+                               sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
                                self.count = 1;
                        }
                }
@@ -259,27 +249,26 @@ void W_Rocket_Attack (void)
        local entity missile;
        local entity flash;
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
 
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, cvar("g_balance_rocketlauncher_damage"));
+       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_balance_rocketlauncher_damage);
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = WarpZone_RefSys_SpawnSameRefSys(self);
-       missile.owner = self;
+       missile.owner = missile.realowner = self;
        self.lastrocket = missile;
-       if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
-               missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
+       if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
+               missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
        else
                missile.spawnshieldtime = -1;
-       missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
+       missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
        missile.classname = "rocket";
        missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
+       missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
 
        missile.takedamage = DAMAGE_YES;
-       missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
-       missile.health = cvar("g_balance_rocketlauncher_health");
+       missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
+       missile.health = autocvar_g_balance_rocketlauncher_health;
        missile.event_damage = W_Rocket_Damage;
 
        missile.movetype = MOVETYPE_FLY;
@@ -288,16 +277,16 @@ void W_Rocket_Attack (void)
        setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
 
        setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
-       W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
+       W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
        missile.angles = vectoangles (missile.velocity);
 
        missile.touch = W_Rocket_Touch;
        missile.think = W_Rocket_Think;
        missile.nextthink = time;
-       missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
+       missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
        missile.flags = FL_PROJECTILE;
 
-       CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
+       CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
 
        // muzzle flash for 1st person view
        flash = spawn ();
@@ -316,19 +305,21 @@ float w_rlauncher(float req)
 {
        entity rock;
        float rockfound;
+       float ammo_amount;
+
        if (req == WR_AIM)
        {
                // aim and decide to fire if appropriate
-               self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
+               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
                if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
                {
                        // decide whether to detonate rockets
                        local entity missile, targetlist, targ;
                        local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
                        local float selfdamage, teamdamage, enemydamage;
-                       edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
-                       coredamage = cvar("g_balance_rocketlauncher_damage");
-                       edgeradius = cvar("g_balance_rocketlauncher_radius");
+                       edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
+                       coredamage = autocvar_g_balance_rocketlauncher_damage;
+                       edgeradius = autocvar_g_balance_rocketlauncher_radius;
                        recipricoledgeradius = 1 / edgeradius;
                        selfdamage = 0;
                        teamdamage = 0;
@@ -337,7 +328,7 @@ float w_rlauncher(float req)
                        missile = find(world, classname, "rocket");
                        while (missile)
                        {
-                               if (missile.owner != self)
+                               if (missile.realowner != self)
                                {
                                        missile = find(missile, classname, "rocket");
                                        continue;
@@ -350,7 +341,7 @@ float w_rlauncher(float req)
                                        // count potential damage according to type of target
                                        if (targ == self)
                                                selfdamage = selfdamage + d;
-                                       else if (targ.team == self.team && teams_matter)
+                                       else if (targ.team == self.team && teamplay)
                                                teamdamage = teamdamage + d;
                                        else if (bot_shouldattack(targ))
                                                enemydamage = enemydamage + d;
@@ -360,15 +351,15 @@ float w_rlauncher(float req)
                        }
                        local float desirabledamage;
                        desirabledamage = enemydamage;
-                       if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
-                               desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
-                       if (self.team && teamplay != 1)
+                       if (time > self.invincible_finished && time > self.spawnshieldtime)
+                               desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+                       if (teamplay && self.team)
                                desirabledamage = desirabledamage - teamdamage;
 
                        missile = find(world, classname, "rocket");
                        while (missile)
                        {
-                               if (missile.owner != self)
+                               if (missile.realowner != self)
                                {
                                        missile = find(missile, classname, "rocket");
                                        continue;
@@ -413,32 +404,37 @@ float w_rlauncher(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
+                       weapon_action(self.weapon, WR_RELOAD);
+               else
                {
-                       if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
-                       if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
+                       if (self.BUTTON_ATCK)
                        {
-                               W_Rocket_Attack();
-                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
-                               self.rl_release = 0;
+                               if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+                               if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
+                               {
+                                       W_Rocket_Attack();
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
+                                       self.rl_release = 0;
+                               }
                        }
-               }
-               else
-                       self.rl_release = 1;
+                       else
+                               self.rl_release = 1;
 
-               if (self.BUTTON_ATCK2)
-               {
-                       rockfound = 0;
-                       for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
+                       if (self.BUTTON_ATCK2)
                        {
-                               if(!rock.rl_detonate_later)
+                               rockfound = 0;
+                               for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
                                {
-                                       rock.rl_detonate_later = TRUE;
-                                       rockfound = 1;
+                                       if(!rock.rl_detonate_later)
+                                       {
+                                               rock.rl_detonate_later = TRUE;
+                                               rockfound = 1;
+                                       }
                                }
+                               if(rockfound)
+                                       sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                        }
-                       if(rockfound)
-                               sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                }
        }
        else if (req == WR_PRECACHE)
@@ -450,18 +446,28 @@ float w_rlauncher(float req)
                precache_sound ("weapons/rocket_det.wav");
                precache_sound ("weapons/rocket_fire.wav");
                precache_sound ("weapons/rocket_mode.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_ROCKET_LAUNCHER);
+               self.current_ammo = ammo_rockets;
                self.rl_release = 1;
        }
        else if (req == WR_CHECKAMMO1)
        {
                // don't switch while guiding a missile
-               if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
-                       && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
-                       return FALSE;
+               if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
+               {
+                       if(autocvar_g_balance_rocketlauncher_reload_ammo)
+                       {
+                               if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
+                                       ammo_amount = TRUE;
+                       }
+                       else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+                               ammo_amount = TRUE;
+                       return !ammo_amount;
+               }
        }
        else if (req == WR_CHECKAMMO2)
                return FALSE;
@@ -469,6 +475,10 @@ float w_rlauncher(float req)
        {
                self.rl_release = 0;
        }
+       else if (req == WR_RELOAD)
+       {
+               W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
+       }
        return TRUE;
 };
 #endif
@@ -481,22 +491,22 @@ float w_rlauncher(float req)
                org2 = w_org + w_backoff * 12;
                pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
                if(!w_issilent)
-                       sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
        }
        else if(req == WR_PRECACHE)
        {
                precache_sound("weapons/rocket_impact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s exploded";
+               w_deathtypestring = _("%s exploded");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
-                       w_deathtypestring = "%s got too close to %s's rocket";
+                       w_deathtypestring = _("%s got too close to %s's rocket");
                else if(w_deathtype & HITTYPE_SPLASH)
-                       w_deathtypestring = "%s almost dodged %s's rocket";
+                       w_deathtypestring = _("%s almost dodged %s's rocket");
                else
-                       w_deathtypestring = "%s ate %s's rocket";
+                       w_deathtypestring = _("%s ate %s's rocket");
        }
        return TRUE;
 }