X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=05768fc50b16a7e9bef2415efeba9820c6998cd7;hp=811038b1427a9510769b133dd9ac689238c2398b;hb=0f0e69c6625fc4db17559e2e47f2fdaed8298076;hpb=94cd32389004162a325b9e08cfb39bbae156eb0e diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 811038b14..05768fc50 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -34,11 +34,11 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat { if (self.health <= 0) return; - + float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE) - && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) + && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY)); - + if(is_linkexplode) is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode); else @@ -49,7 +49,7 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat self.health = self.health - damage; self.angles = vectoangles(self.velocity); - + if (self.health <= 0) W_PrepareExplosionByDamage(attacker, self.think); } @@ -90,13 +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; @@ -111,7 +111,7 @@ void W_Hagar_Attack (void) missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; - missile.missile_flags = MIF_SPLASH; + missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); @@ -133,7 +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; @@ -155,7 +155,7 @@ void W_Hagar_Attack2 (void) missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; - missile.missile_flags = MIF_SPLASH; + missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); @@ -193,7 +193,7 @@ 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; @@ -209,13 +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; - + 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) @@ -227,7 +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); @@ -246,7 +246,7 @@ void W_Hagar_Attack2_Load_Release (void) void W_Hagar_Attack2_Load (void) { // loadable hagar secondary attack, must always run each frame - + if(time < game_starttime) return; @@ -322,7 +322,7 @@ void W_Hagar_Attack2_Load (void) 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)) { @@ -337,7 +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); @@ -442,7 +442,7 @@ 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)