X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_rocketlauncher.qc;h=cbc458f5b91fd780d7625d4095353dea20c57976;hp=c109fc796b68afeb88d1b62d683083bd33062c29;hb=162a91bc68d7b8e58c92cb0af873871129e386a9;hpb=5903038441cb706ec52bc89e136c5d7b5c83cc16 diff --git a/qcsrc/server/w_rocketlauncher.qc b/qcsrc/server/w_rocketlauncher.qc index c109fc796b..cbc458f5b9 100644 --- a/qcsrc/server/w_rocketlauncher.qc +++ b/qcsrc/server/w_rocketlauncher.qc @@ -37,8 +37,6 @@ void W_Rocket_Explode () ATTACK_FINISHED(self.owner) = time; self.owner.switchweapon = w_getbestweapon(self.owner); } - if(g_laserguided_missile) - ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor(); } remove (self); } @@ -60,8 +58,6 @@ void W_Rocket_DoRemoteExplode () ATTACK_FINISHED(self.owner) = time; self.owner.switchweapon = w_getbestweapon(self.owner); } - if(g_laserguided_missile) - ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor(); } remove (self); } @@ -125,7 +121,7 @@ void W_Rocket_RemoteExplode() { if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer - : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device + : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_remote_radius")) // safety device ) { W_Rocket_DoRemoteExplode(); @@ -157,12 +153,11 @@ vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos) void W_Rocket_Think (void) { - entity e; vector desireddir, olddir, newdir, desiredorigin, goal; #if 0 float cosminang, cosmaxang, cosang; #endif - float turnrate, velspeed, f; + float velspeed, f; self.nextthink = time; if (time > self.cnt) { @@ -172,117 +167,54 @@ void W_Rocket_Think (void) return; } - if(g_laserguided_missile) - { - // accelerate - makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0'); - velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward); - if (velspeed > 0) - self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed); - } - else - { - // 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); - if (velspeed > 0) - self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed); - } + // 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); + if (velspeed > 0) + self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed); // laser guided, or remote detonation if (self.owner.weapon == WEP_ROCKET_LAUNCHER) { - if(g_laserguided_missile) - { - if(self.rl_detonate_later) - W_Rocket_RemoteExplode(); - - if(cvar("g_balance_rocketlauncher_laserguided_allow_steal")) - { - if(self.owner.laser_on) - { - if(self.attack_finished_single < time) - { - self.attack_finished_single = time + 0.2 + random()*0.3; - self.enemy = FindLaserTarget(self, 0.7, 0.7); - } - - if(!self.enemy) - self.enemy = self.owner.weaponentity.lasertarget; - } - else self.enemy = world; - } - else // don't allow stealing: always target my owner's laser (if it exists) - self.enemy = self.owner.weaponentity.lasertarget; - - if(self.enemy != world) - { - //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n"); - velspeed = vlen(self.velocity); - e = self.enemy;//self.owner.weaponentity.lasertarget; - turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn - desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target - olddir = normalize(self.velocity); // get my current direction - newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy - self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed - self.angles = vectoangles(self.velocity); // turn model in the new flight direction - - ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor(); - } - } - else + if(self == self.owner.lastrocket) + if not(self.owner.rl_release) + if not(self.BUTTON_ATCK2) + if(cvar("g_balance_rocketlauncher_guiderate")) + if(time > self.pushltime) + if(self.owner.deadflag == DEAD_NO) { - if(self == self.owner.lastrocket) - if not(self.owner.rl_release) - if not(self.BUTTON_ATCK2) - if(cvar("g_balance_rocketlauncher_guiderate")) - if(time > self.pushltime) - if(self.owner.deadflag == DEAD_NO) - { - f = cvar("g_balance_rocketlauncher_guideratedelay"); - if(f) - f = bound(0, (time - self.pushltime) / f, 1); - else - f = 1; - - velspeed = vlen(self.velocity); + f = cvar("g_balance_rocketlauncher_guideratedelay"); + if(f) + f = bound(0, (time - self.pushltime) / f, 1); + else + f = 1; - 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); - olddir = normalize(self.velocity); + velspeed = vlen(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 + 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); + olddir = normalize(self.velocity); - // 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)); + // 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)); - self.velocity = newdir * velspeed; - self.angles = vectoangles(self.velocity); + self.velocity = newdir * velspeed; + self.angles = vectoangles(self.velocity); - if(!self.count) - { - 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); - self.count = 1; - } + if(!self.count) + { + 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); + self.count = 1; } - - if(self.rl_detonate_later) - W_Rocket_RemoteExplode(); } + + if(self.rl_detonate_later) + W_Rocket_RemoteExplode(); } if(self.csqcprojectile_clientanimate == 0) @@ -319,7 +251,7 @@ void W_Rocket_Attack (void) if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo"); - W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage")); + W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, cvar("g_balance_rocketlauncher_damage")); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = WarpZone_RefSys_SpawnSameRefSys(self); @@ -345,10 +277,7 @@ 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 - if(g_laserguided_missile && self.laser_on) - W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0); - else - W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0); + W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0); missile.angles = vectoangles (missile.velocity); missile.touch = W_Rocket_Touch; @@ -357,7 +286,7 @@ void W_Rocket_Attack (void) missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime"); missile.flags = FL_PROJECTILE; - CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound + CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound // muzzle flash for 1st person view flash = spawn (); @@ -473,71 +402,32 @@ float w_rlauncher(float req) } else if (req == WR_THINK) { - if(g_laserguided_missile) + if (self.BUTTON_ATCK) { - if (self.BUTTON_ATCK && self.rl_release) + if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop")) + if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire"))) { - rockfound = 0; - for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self) - { - if(!rock.rl_detonate_later) - { - rock.rl_detonate_later = TRUE; - rockfound = 1; - } - } - if(rockfound) - sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); - else - { - if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire"))) - { - W_Rocket_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready); - } - } + W_Rocket_Attack(); + weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready); self.rl_release = 0; } - if (!self.BUTTON_ATCK) - self.rl_release = 1; - if (self.BUTTON_ATCK2) - if(self.exteriorweaponentity.attack_finished_single < time) - { - self.exteriorweaponentity.attack_finished_single = time + 0.4; - self.laser_on = !self.laser_on; - // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds - sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM); - } } else - { - if (self.BUTTON_ATCK) - { - if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop")) - if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire"))) - { - W_Rocket_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready); - self.rl_release = 0; - } - } - else - self.rl_release = 1; + self.rl_release = 1; - if (self.BUTTON_ATCK2) + if (self.BUTTON_ATCK2) + { + rockfound = 0; + for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self) { - rockfound = 0; - for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self) + if(!rock.rl_detonate_later) { - if(!rock.rl_detonate_later) - { - rock.rl_detonate_later = TRUE; - rockfound = 1; - } + rock.rl_detonate_later = TRUE; + rockfound = 1; } - if(rockfound) - sound (self, CHAN_WEAPON2, "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) @@ -549,10 +439,6 @@ float w_rlauncher(float req) precache_sound ("weapons/rocket_det.wav"); precache_sound ("weapons/rocket_fire.wav"); precache_sound ("weapons/rocket_mode.wav"); - if (g_laserguided_missile) - { - precache_model ("models/laser_dot.mdl"); // rocket launcher - } } else if (req == WR_SETUP) {