]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into martin-t/rpc-acc
authorMartin Taibr <taibr.martin@gmail.com>
Fri, 15 Jun 2018 18:56:14 +0000 (20:56 +0200)
committerMartin Taibr <taibr.martin@gmail.com>
Fri, 15 Jun 2018 18:56:14 +0000 (20:56 +0200)
1  2 
qcsrc/common/mutators/mutator/overkill/okrpc.qc
qcsrc/server/g_damage.qc
qcsrc/server/weapons/tracing.qc

index 0000000000000000000000000000000000000000,c06ca5b78cf3923816cf9950b4afb53172eb3967..c786a921f40d65676bf6056832bc773b5d79f5df
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,219 +1,242 @@@
 -      RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+ #include "okrpc.qh"
+ #ifdef SVQC
++.float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies
++
+ void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitentity)
+ {
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
 -      if(IS_PLAYER(trace_ent))
++      float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
++      if (explosion_damage > 0 && this.m_chainsaw_damage > 0)
++      {
++              // if chainsaw hit something, it removed fired damage (so that direct hit is 100%)
++              // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back
++              accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(okrpc, damage), 0);
++      }
+       delete(this);
+ }
+ void W_OverkillRocketPropelledChainsaw_Explode_think(entity this)
+ {
+       W_OverkillRocketPropelledChainsaw_Explode(this, NULL);
+ }
+ void W_OverkillRocketPropelledChainsaw_Touch (entity this, entity toucher)
+ {
+       if(WarpZone_Projectile_Touch(this, toucher))
+               if(wasfreed(this))
+                       return;
+       W_OverkillRocketPropelledChainsaw_Explode(this, toucher);
+ }
+ void W_OverkillRocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+ {
+       if (this.health <= 0)
+               return;
+       if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+               return; // g_projectiles_damage says to halt
+       this.health = this.health - damage;
+       if (this.health <= 0)
+               W_PrepareExplosionByDamage(this, attacker, W_OverkillRocketPropelledChainsaw_Explode_think);
+ }
+ void W_OverkillRocketPropelledChainsaw_Think(entity this)
+ {
+       if(this.cnt <= time)
+       {
+               delete(this);
+               return;
+       }
+       float myspeed = vlen(this.velocity);
+       float myspeed_accel = myspeed * sys_frametime;
+       vector mydir = normalize(this.velocity);
+       tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
++      if (IS_PLAYER(trace_ent))
++      {
++              if (accuracy_isgooddamage(this.realowner, trace_ent))
++              {
++                      if (this.m_chainsaw_damage == 0) // first hit
++                      {
++                              // The fired damage of the explosion is already counted in the statistics (when launching the chainsaw).
++                              // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%.
++                              float fired_damage = WEP_CVAR_PRI(okrpc, damage2) - WEP_CVAR_PRI(okrpc, damage);
++                              float hit_damage = WEP_CVAR_PRI(okrpc, damage2);
++                              accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, fired_damage, hit_damage);
++                      }
++                      this.m_chainsaw_damage += WEP_CVAR_PRI(okrpc, damage2);
++              }
+               Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(okrpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(okrpc, force));
++      }
+       this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(okrpc, speedaccel) * sys_frametime));
+       UpdateCSQCProjectile(this);
+       this.nextthink = time;
+ }
+ void W_OverkillRocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity weaponentity)
+ {
+       entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
+       entity flash = spawn ();
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity);
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), WEP_OVERKILL_RPC.m_id);
+       Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       PROJECTILE_MAKETRIGGER(missile);
+       missile.owner = missile.realowner = actor;
+       missile.bot_dodge = true;
+       missile.bot_dodgerating = WEP_CVAR_PRI(okrpc, damage) * 2;
+       missile.takedamage = DAMAGE_YES;
+       missile.damageforcescale = WEP_CVAR_PRI(okrpc, damageforcescale);
+       missile.health = WEP_CVAR_PRI(okrpc, health);
+       missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage;
+       missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
+       set_movetype(missile, MOVETYPE_FLY);
+       missile.projectiledeathtype = WEP_OVERKILL_RPC.m_id;
+       missile.weaponentity_fld = weaponentity;
+       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_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(okrpc, speed), 0);
+       settouch(missile, W_OverkillRocketPropelledChainsaw_Touch);
+       setthink(missile, W_OverkillRocketPropelledChainsaw_Think);
+       missile.cnt = time + WEP_CVAR_PRI(okrpc, lifetime);
+       missile.nextthink = time;
+       missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
+       CSQCProjectile(missile, true, PROJECTILE_RPC, false);
+       setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
+       SUB_SetFade (flash, time, 0.1);
+       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
++      missile.m_chainsaw_damage = 0;
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+ }
+ METHOD(OverkillRocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+ {
+     PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(okrpc, speed), 0, WEP_CVAR_PRI(okrpc, lifetime), false);
+ }
+ METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+ {
+       if ((WEP_CVAR_SEC(okrpc, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+       {
+               // Secondary uses it's own refire timer if refire_type is 1.
+               actor.jump_interval = time + WEP_CVAR_SEC(okrpc, refire) * W_WeaponRateFactor(actor);
+               BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity);
+               if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+                       (actor.(weaponentity).wframe == WFRAME_FIRE2))
+               {
+                       // Set secondary fire animation.
+                       vector a = '0 0 0';
+                       actor.(weaponentity).wframe = WFRAME_FIRE2;
+                       a = actor.(weaponentity).anim_fire2;
+                       a.z *= g_weaponratefactor;
+                       FOREACH_CLIENT(true, LAMBDA(
+                               if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               {
+                                       wframe_send(it, actor.(weaponentity), a, true);
+                               }
+                       ));
+                       animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+               }
+       }
+       if (WEP_CVAR(okrpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okrpc, ammo))
+       {
+               // Forced reload
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+               return;
+       }
+       if (fire & 1) // Primary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okrpc, refire)))
+               {
+                       return;
+               }
+               W_OverkillRocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okrpc, animtime), w_ready);
+               return;
+       }
+       if ((fire & 2) && (WEP_CVAR_SEC(okrpc, refire_type) == 0)) // Secondary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okrpc, refire)))
+               {
+                       return;
+               }
+               BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okrpc, animtime), w_ready);
+       }
+ }
+ METHOD(OverkillRocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+ {
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okrpc, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_PRI(okrpc, ammo);
+       return ammo_amount;
+ }
+ METHOD(OverkillRocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+ {
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okrpc, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_SEC(okrpc, ammo);
+       return ammo_amount;
+ }
+ METHOD(OverkillRocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+ {
+     W_Reload(actor, weaponentity, WEP_CVAR_PRI(okrpc, ammo), SND_RELOAD);
+ }
+ METHOD(OverkillRocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
+ {
+     if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+         return WEAPON_OVERKILL_RPC_SUICIDE_SPLASH;
+     else
+         return WEAPON_OVERKILL_RPC_SUICIDE_DIRECT;
+ }
+ METHOD(OverkillRocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
+ {
+     if(w_deathtype & HITTYPE_SECONDARY)
+         return WEAPON_BLASTER_MURDER;
+     else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+         return WEAPON_OVERKILL_RPC_MURDER_SPLASH;
+     else
+         return WEAPON_OVERKILL_RPC_MURDER_DIRECT;
+ }
+ #endif
+ #ifdef CSQC
+ METHOD(OverkillRocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
+ {
+     vector org2;
+     org2 = w_org + w_backoff * 12;
+     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+     if(!w_issilent)
+         sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ }
+ #endif
diff --combined qcsrc/server/g_damage.qc
index c7a6f2cfb3b179d1452e9f0e88300192f61d722e,4bb38780d2d035cdd12d7ea30eb268eb0195059b..c2db32650dd851c363ca44ed123641dcdbf8d5d6
@@@ -3,7 -3,7 +3,7 @@@
  #include <common/effects/all.qh>
  #include "bot/api.qh"
  #include "g_hook.qh"
- #include "mutators/_mod.qh"
+ #include <server/mutators/_mod.qh>
  #include "scores.qh"
  #include "spawnpoints.qh"
  #include "../common/state.qh"
@@@ -13,6 -13,8 +13,8 @@@
  #include "../common/vehicles/all.qh"
  #include "../common/items/_mod.qh"
  #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+ #include "../common/mutators/mutator/instagib/sv_instagib.qh"
+ #include "../common/mutators/mutator/buffs/buffs.qh"
  #include "weapons/accuracy.qh"
  #include "weapons/csqcprojectile.qh"
  #include "weapons/selection.qh"
@@@ -23,6 -25,7 +25,7 @@@
  #include "../common/playerstats.qh"
  #include "../common/teams.qh"
  #include "../common/util.qh"
+ #include <common/gamemodes/rules.qh>
  #include <common/weapons/_all.qh>
  #include "../lib/csqcmodel/sv_model.qh"
  #include "../lib/warpzone/common.qh"
@@@ -32,7 -35,7 +35,7 @@@ void UpdateFrags(entity player, int f
        GameRules_scoring_add_team(player, SCORE, f);
  }
  
 -void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
 +void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
  {
        // TODO route through PlayerScores instead
        if(game_stopped) return;
  
        GameRules_scoring_add(targ, DEATHS, 1);
  
-       if(targ != attacker) // not for suicides
-       if(g_weaponarena_random)
-       {
-               // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
-               Weapon culprit = DEATH_WEAPONOF(deathtype);
-               if(!culprit) culprit = attacker.(weaponentity).m_weapon;
-               else if(!(attacker.weapons & (culprit.m_wepset))) culprit = attacker.(weaponentity).m_weapon;
-               if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
-               {
-                       // no exchange
-               }
-               else
-               {
-                       if(!GiveFrags_randomweapons)
-                       {
-                               GiveFrags_randomweapons = new(GiveFrags_randomweapons);
-                       }
-                       if(warmup_stage)
-                               GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
-                       else
-                               GiveFrags_randomweapons.weapons = start_weapons;
-                       // all others (including the culprit): remove
-                       GiveFrags_randomweapons.weapons &= ~attacker.weapons;
-                       GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
-                       // among the remaining ones, choose one by random
-                       W_RandomWeapons(GiveFrags_randomweapons, 1);
-                       if(GiveFrags_randomweapons.weapons)
-                       {
-                               attacker.weapons |= GiveFrags_randomweapons.weapons;
-                               attacker.weapons &= ~(culprit.m_wepset);
-                       }
-               }
-               // after a frag, choose another random weapon set
-               if (!(attacker.weapons & WepSet_FromWeapon(attacker.(weaponentity).m_weapon)))
-                       W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker, weaponentity), weaponentity);
-       }
        // FIXME fix the mess this is (we have REAL points now!)
-       if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
+       if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f, deathtype, attacker.(weaponentity)))
                f = M_ARGV(2, float);
  
        attacker.totalfrags += f;
@@@ -262,7 -222,6 +222,6 @@@ bool frag_centermessage_override(entit
        return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
  }
  
- entity buff_FirstFromFlags(int _buffs);
  void Obituary(entity attacker, entity inflictor, entity targ, int deathtype, .entity weaponentity)
  {
        // Sanity check
@@@ -569,7 -528,7 +528,7 @@@ void Freeze (entity targ, float revives
                WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
  }
  
 -void Unfreeze (entity targ)
 +void Unfreeze(entity targ)
  {
        if(!STAT(FROZEN, targ))
                return;
        targ.iceblock = NULL;
  }
  
 -void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 +void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
  {
        float complainteamdamage = 0;
        float mirrordamage = 0;
                }
  
                // should this be changed at all? If so, in what way?
-               MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
+               MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force, attacker.(weaponentity));
                damage = M_ARGV(4, float);
                mirrordamage = M_ARGV(5, float);
                force = M_ARGV(6, vector);
                        }
                }
  
-               if(!g_instagib)
+               if(!MUTATOR_IS_ENABLED(mutator_instagib))
                {
                        // apply strength multiplier
                        if (attacker.items & ITEM_Strength.m_itemid)
        }
  }
  
- float RadiusDamageForSource(entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe,
+ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe,
                                                                float inflictorselfdamage, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
        // Returns total damage applies to creatures
  {
                                                }
  
                                                if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
 -                                                      Damage (targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
 +                                                      Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
                                                else
 -                                                      Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
 +                                                      Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
                                        }
                                }
                        }
        return total_damage_to_creatures;
  }
  
 -float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
 +float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
  {
 -      return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
 +      return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
  }
  
  float Fire_IsBurning(entity e)
index 60a5c3ba7011f81c0e6a2ce7ff9942e7653fed0f,ddf1ff26248066b0fa719c18ab543802fc866d4b..b023180a138b1a9cca08235f950e8e81d633b17b
@@@ -8,7 -8,6 +8,6 @@@
  #include "weaponsystem.qh"
  
  #include "../g_damage.qh"
- #include "../g_subs.qh"
  #include "../antilag.qh"
  
  #include <common/constants.qh>
@@@ -81,7 -80,10 +80,10 @@@ void W_SetupShot_Dir_ProjectileSize_Ran
                tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
        w_shotorg = trace_endpos - v_forward * nudge;
        // calculate the shotdir from the chosen shotorg
-       w_shotdir = normalize(w_shotend - w_shotorg);
+       if(W_DualWielding(ent))
+               w_shotdir = s_forward;
+       else
+               w_shotdir = normalize(w_shotend - w_shotorg);
  
        //vector prevdir = w_shotdir;
        //vector prevorg = w_shotorg;
                ent.punchangle_x = recoil * -1;
  
        if (snd != SND_Null) {
 -              sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
 +              sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
                W_PlayStrengthSound(ent);
        }