]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
First step in making the hagar slowly loadable. Does not work as intended yet, but...
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Mon, 11 Apr 2011 11:54:37 +0000 (14:54 +0300)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Mon, 11 Apr 2011 11:54:37 +0000 (14:54 +0300)
qcsrc/server/w_hagar.qc

index 548756fe3a5c6e7e1d5acd4b090e1cb59b9a8591..3afc07165d2212ac6cdcb323c399502255ea4a0a 100644 (file)
@@ -115,89 +115,103 @@ void W_Hagar_Attack2 (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-.float temp_limit;
+.float hagarload_refire, hagarload_loaded;
 
 void W_Hagar_Attack2_Load (void)
 {
-       if not(self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
+       if not(autocvar_g_balance_hagar_secondary)
                return;
-       if(self.temp_limit > time)
-               return;
-       self.temp_limit = time + 0.5;
 
        local entity missile, prevmissile, firstmissile;
        local float counter, shots;
        local vector s;
        vector forward, right, up;
 
-       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);
-
-       forward = v_forward;
-       right = v_right;
-       up = v_up;
-
-       shots = autocvar_g_balance_hagar_secondary_load_maxload;
-       missile = world;
-       while (counter < shots)
+       if(self.BUTTON_ATCK2 && !self.hagarload_loaded)
        {
+               if(self.hagarload_refire < time)
+               {
+                       self.hagar_load += 1;
+                       if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload)
+                               self.hagarload_loaded = TRUE;
 
-               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;
-               }
-               else { // else link up with previous projectile
-                       prevmissile.queuenext = missile;
-                       missile.queueprev = prevmissile;
+                       self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
                }
+       }
+       else if(self.hagar_load)
+       {
+               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);
 
-               prevmissile = missile;
+               forward = v_forward;
+               right = v_right;
+               up = v_up;
 
-               missile.touch = W_Hagar_Touch;
-               missile.use = W_Hagar_Explode;
-               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');
+               shots = self.hagar_load;
+               missile = world;
+               while (counter < shots)
+               {
 
-               missile.movetype = MOVETYPE_FLY;
+                       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;
+                       }
+                       else { // else link up with previous projectile
+                               prevmissile.queuenext = missile;
+                               missile.queueprev = prevmissile;
+                       }
+
+                       prevmissile = missile;
+
+                       missile.touch = W_Hagar_Touch;
+                       missile.use = W_Hagar_Explode;
+                       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
-               {
-                       makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
-                       s_y = v_forward_x;
-                       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, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
+                       if (counter == 0)
+                               s = '0 0 0';
+                       else
+                       {
+                               makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
+                               s_y = v_forward_x;
+                               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, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
+
+                       missile.angles = vectoangles (missile.velocity);
+                       missile.flags = FL_PROJECTILE;
 
-               missile.angles = vectoangles (missile.velocity);
-               missile.flags = FL_PROJECTILE;
+                       CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
 
-               CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+                       other = missile; MUTATOR_CALLHOOK(EditProjectile);
 
-               other = missile; MUTATOR_CALLHOOK(EditProjectile);
+                       counter = counter + 1;
+               }
 
-               counter = counter + 1;
+               self.hagar_load = 0;
+               self.hagarload_loaded = FALSE;
        }
 }