From: Mario Date: Mon, 31 Aug 2015 14:15:08 +0000 (+1000) Subject: Merge branch 'master' into Mario/vaporizer_damage X-Git-Tag: xonotic-v0.8.2~1917^2 X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=commitdiff_plain;h=86c9dc7c3696c329496b06375c1e79fb407401ce Merge branch 'master' into Mario/vaporizer_damage # Conflicts: # qcsrc/common/weapons/w_vaporizer.qc # qcsrc/server/cl_player.qc --- 86c9dc7c3696c329496b06375c1e79fb407401ce diff --cc qcsrc/common/weapons/weapon/vaporizer.qc index 000000000,4ed2dc2d3..256019d69 mode 000000,100644..100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@@ -1,0 -1,476 +1,477 @@@ + #ifndef IMPLEMENTATION + REGISTER_WEAPON( + /* WEP_##id */ VAPORIZER, + /* function */ W_Vaporizer, + /* ammotype */ ammo_cells, + /* impulse */ 7, + /* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN, + /* rating */ BOT_PICKUP_RATING_HIGH, + /* color */ '0.5 1 1', + /* modelname */ "minstanex", + /* simplemdl */ "foobar", + /* crosshair */ "gfx/crosshairminstanex 0.6", + /* wepimg */ "weaponminstanex", + /* refname */ "vaporizer", + /* wepname */ _("Vaporizer") + ); + + #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer) + #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ + w_cvar(id, sn, PRI, ammo) \ + w_cvar(id, sn, PRI, animtime) \ ++ w_cvar(id, sn, PRI, damage) \ + w_cvar(id, sn, PRI, refire) \ + w_cvar(id, sn, SEC, ammo) \ + w_cvar(id, sn, SEC, animtime) \ + w_cvar(id, sn, SEC, damage) \ + w_cvar(id, sn, SEC, delay) \ + w_cvar(id, sn, SEC, edgedamage) \ + w_cvar(id, sn, SEC, force) \ + w_cvar(id, sn, SEC, lifetime) \ + w_cvar(id, sn, SEC, radius) \ + w_cvar(id, sn, SEC, refire) \ + w_cvar(id, sn, SEC, shotangle) \ + w_cvar(id, sn, SEC, speed) \ + w_cvar(id, sn, SEC, spread) \ + w_prop(id, sn, float, reloading_ammo, reload_ammo) \ + w_prop(id, sn, float, reloading_time, reload_time) \ + w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ + w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ + w_prop(id, sn, string, weaponreplace, weaponreplace) \ + w_prop(id, sn, float, weaponstart, weaponstart) \ + w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ + w_prop(id, sn, float, weaponthrowable, weaponthrowable) + + #ifdef SVQC + VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) + .float vaporizer_lasthit; + .float jump_interval; + .float jump_interval2; + .bool held_down; + .float rm_force; + .float rm_damage; + .float rm_edmg; + #endif + #endif + #ifdef IMPLEMENTATION + #ifdef SVQC + void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); } + void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); } + + void W_RocketMinsta_Explosion(vector loc) + { + if(accuracy_canbegooddamage(self)) + accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0); + entity dmgent = spawn(); + dmgent.owner = dmgent.realowner = self; + setorigin(dmgent, loc); + RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other); + remove(dmgent); + } + + void W_Vaporizer_Attack(void) + { - float flying; - flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last ++ bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last ++ float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000); + - W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000); ++ W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage); + // handle sound separately so we can change the volume + // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway) + sound (self, CH_WEAPON_A, W_Sound("minstanexfire"), VOL_BASE * 0.8, ATTEN_NORM); + + yoda = 0; + damage_goodhits = 0; - FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); ++ FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); + + if(yoda && flying) + Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); + if(damage_goodhits && self.vaporizer_lasthit) + { + Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); + damage_goodhits = 0; // only every second time + } + + self.vaporizer_lasthit = damage_goodhits; + + Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + + // teamcolor / hit beam effect + vector v; + v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); + switch(self.team) + { + case NUM_TEAM_1: // Red + if(damage_goodhits) + Send_Effect(EFFECT_VAPORIZER_RED_HIT, w_shotorg, v, 1); + else + Send_Effect(EFFECT_VAPORIZER_RED, w_shotorg, v, 1); + break; + case NUM_TEAM_2: // Blue + if(damage_goodhits) + Send_Effect(EFFECT_VAPORIZER_BLUE_HIT, w_shotorg, v, 1); + else + Send_Effect(EFFECT_VAPORIZER_BLUE, w_shotorg, v, 1); + break; + case NUM_TEAM_3: // Yellow + if(damage_goodhits) + Send_Effect(EFFECT_VAPORIZER_YELLOW_HIT, w_shotorg, v, 1); + else + Send_Effect(EFFECT_VAPORIZER_YELLOW, w_shotorg, v, 1); + break; + case NUM_TEAM_4: // Pink + if(damage_goodhits) + Send_Effect(EFFECT_VAPORIZER_PINK_HIT, w_shotorg, v, 1); + else + Send_Effect(EFFECT_VAPORIZER_PINK, w_shotorg, v, 1); + break; + default: + if(damage_goodhits) + Send_Effect_("TE_TEI_G3_HIT", w_shotorg, v, 1); + else + Send_Effect_("TE_TEI_G3", w_shotorg, v, 1); + break; + } + + if(autocvar_g_rm) + if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT))) + W_RocketMinsta_Explosion(trace_endpos); + + W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); + } + + void W_RocketMinsta_Laser_Explode (void) + { + if(other.takedamage == DAMAGE_AIM) + if(IS_PLAYER(other)) + if(DIFF_TEAM(self.realowner, other)) + if(other.deadflag == DEAD_NO) + if(IsFlying(other)) + Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); + + self.event_damage = func_null; + self.takedamage = DAMAGE_NO; + RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other); + remove(self); + } + + void W_RocketMinsta_Laser_Touch (void) + { + PROJECTILE_TOUCH; + //W_RocketMinsta_Laser_Explode (); + RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other); + remove(self); + } + + void W_RocketMinsta_Attack2(void) + { + makevectors(self.v_angle); + + entity proj; + float counter = 0; + float total = autocvar_g_rm_laser_count; + float spread = autocvar_g_rm_laser_spread; + float rndspread = autocvar_g_rm_laser_spread_random; + + float w = self.weapon; + self.weapon = WEP_ELECTRO.m_id; + W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, autocvar_g_rm_laser_damage); + self.weapon = w; + + Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + + while(counter < total) + { + proj = spawn (); + proj.classname = "plasma_prim"; + proj.owner = proj.realowner = self; + proj.bot_dodge = true; + proj.bot_dodgerating = autocvar_g_rm_laser_damage; + proj.use = W_RocketMinsta_Laser_Explode; + proj.think = adaptor_think2use_hittype_splash; + proj.nextthink = time + autocvar_g_rm_laser_lifetime; + PROJECTILE_MAKETRIGGER(proj); + proj.projectiledeathtype = WEP_ELECTRO.m_id; + setorigin(proj, w_shotorg); + + proj.rm_force = autocvar_g_rm_laser_force / total; + proj.rm_damage = autocvar_g_rm_laser_damage / total; + proj.rm_edmg = proj.rm_damage; + + //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed); + + proj.movetype = MOVETYPE_BOUNCEMISSILE; + //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser); + proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed"); + proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5); + proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true); + proj.angles = vectoangles(proj.velocity); + proj.touch = W_RocketMinsta_Laser_Touch; + setsize(proj, '0 0 -3', '0 0 -3'); + proj.flags = FL_PROJECTILE; + proj.missile_flags = MIF_SPLASH; + + CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); + + MUTATOR_CALLHOOK(EditProjectile, self, proj); + counter++; + } + } + + void W_RocketMinsta_Attack3 (void) + { + makevectors(self.v_angle); + + entity proj; + float counter = 0; + float total = 1; + + int w = self.weapon; + self.weapon = WEP_ELECTRO.m_id; + W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("electro_fire2"), CH_WEAPON_A, autocvar_g_rm_laser_damage); + self.weapon = w; + + Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + + while(counter < total) + { + proj = spawn (); + proj.classname = "plasma_prim"; + proj.owner = proj.realowner = self; + proj.bot_dodge = true; + proj.bot_dodgerating = autocvar_g_rm_laser_damage; + proj.use = W_RocketMinsta_Laser_Explode; + proj.think = adaptor_think2use_hittype_splash; + proj.nextthink = time + autocvar_g_rm_laser_lifetime; + PROJECTILE_MAKETRIGGER(proj); + proj.projectiledeathtype = WEP_ELECTRO.m_id; + setorigin(proj, w_shotorg); + + proj.rm_force = autocvar_g_rm_laser_force / total; + proj.rm_damage = autocvar_g_rm_laser_damage / total; + proj.rm_edmg = proj.rm_damage; + + //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed); + + proj.movetype = MOVETYPE_BOUNCEMISSILE; + proj.velocity = w_shotdir * autocvar_g_rm_laser_speed; + proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true); + proj.angles = vectoangles(proj.velocity); + proj.touch = W_RocketMinsta_Laser_Touch; + setsize(proj, '0 0 -3', '0 0 -3'); + proj.flags = FL_PROJECTILE; + proj.missile_flags = MIF_SPLASH; + + CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); + + MUTATOR_CALLHOOK(EditProjectile, self, proj); + counter++; + } + } + + float W_Vaporizer(float req) + { + float ammo_amount; + float vaporizer_ammo; + float rapid = autocvar_g_rm_laser_rapid; + + // now multiple WR_s use this + vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); + + switch(req) + { + case WR_AIM: + { + if(self.WEP_AMMO(VAPORIZER) > 0) + self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false); + else + self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars + + return true; + } + case WR_THINK: + { + // if the laser uses load, we also consider its ammo for reloading + if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload + WEP_ACTION(self.weapon, WR_RELOAD); + else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload + WEP_ACTION(self.weapon, WR_RELOAD); + if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self)) + { + if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire))) + { + W_Vaporizer_Attack(); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); + } + } + if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm)) + { + if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2) + { + if(self.jump_interval <= time && !self.held_down) + { + if(rapid) + self.held_down = true; + self.jump_interval = time + autocvar_g_rm_laser_refire; + self.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; + damage_goodhits = 0; + W_RocketMinsta_Attack2(); + } + else if(rapid && self.jump_interval2 <= time && self.held_down) + { + self.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; + damage_goodhits = 0; + W_RocketMinsta_Attack3(); + //weapon_thinkf(WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); + } + } + else if (self.jump_interval <= time) + { + // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) + self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(); + + // decrease ammo for the laser? + if(WEP_CVAR_SEC(vaporizer, ammo)) + W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo)); + + // ugly instagib hack to reuse the fire mode of the laser + makevectors(self.v_angle); + int oldwep = self.weapon; // we can't avoid this hack + self.weapon = WEP_BLASTER.m_id; + W_Blaster_Attack( + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(vaporizer, shotangle), + WEP_CVAR_SEC(vaporizer, damage), + WEP_CVAR_SEC(vaporizer, edgedamage), + WEP_CVAR_SEC(vaporizer, radius), + WEP_CVAR_SEC(vaporizer, force), + WEP_CVAR_SEC(vaporizer, speed), + WEP_CVAR_SEC(vaporizer, spread), + WEP_CVAR_SEC(vaporizer, delay), + WEP_CVAR_SEC(vaporizer, lifetime) + ); + self.weapon = oldwep; + + // now do normal refire + weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); + } + } + else + self.held_down = false; + + return true; + } + case WR_INIT: + { + precache_model("models/nexflash.md3"); + precache_model(W_Model("g_minstanex.md3")); + precache_model(W_Model("v_minstanex.md3")); + precache_model(W_Model("h_minstanex.iqm")); + precache_sound(W_Sound("minstanexfire")); + precache_sound(W_Sound("nexwhoosh1")); + precache_sound(W_Sound("nexwhoosh2")); + precache_sound(W_Sound("nexwhoosh3")); + //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously? + VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); + return true; + } + case WR_SETUP: + { + self.ammo_field = WEP_AMMO(VAPORIZER); + self.vaporizer_lasthit = 0; + return true; + } + case WR_CHECKAMMO1: + { + ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo; + ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; + return ammo_amount; + } + case WR_CHECKAMMO2: + { + if(!WEP_CVAR_SEC(vaporizer, ammo)) + return true; + ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo); + ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); + return ammo_amount; + } + case WR_CONFIG: + { + VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); + return true; + } + case WR_RESETPLAYER: + { + self.vaporizer_lasthit = 0; + return true; + } + case WR_RELOAD: + { + float used_ammo; + if(WEP_CVAR_SEC(vaporizer, ammo)) + used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo)); + else + used_ammo = vaporizer_ammo; + + W_Reload(used_ammo, W_Sound("reload")); + return true; + } + case WR_SUICIDEMESSAGE: + { + return WEAPON_THINKING_WITH_PORTALS; + } + case WR_KILLMESSAGE: + { + return WEAPON_VAPORIZER_MURDER; + } + } + return false; + } + #endif + #ifdef CSQC + float W_Vaporizer(float req) + { + switch(req) + { + case WR_IMPACTEFFECT: + { + vector org2 = w_org + w_backoff * 6; + if(w_deathtype & HITTYPE_SECONDARY) + { + pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1); + if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); } + } + else + { + pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1); + if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM); } + } + return true; + } + case WR_INIT: + { + precache_sound(W_Sound("laserimpact")); + precache_sound(W_Sound("neximpact")); + if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) + { + precache_pic("gfx/reticle_nex"); + } + return true; + } + case WR_ZOOMRETICLE: + { + if(button_zoom || zoomscript_caught) + { + reticle_image = "gfx/reticle_nex"; + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } + } + } + return false; + } + #endif + #endif diff --cc qcsrc/server/cl_player.qc index fe8136495,76253977c..6310d7ff3 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@@ -531,13 -547,7 +547,8 @@@ void PlayerDamage (entity inflictor, en if(accuracy_isgooddamage(attacker, self)) attacker.accuracy.(accuracy_frags[w-1]) += 1; - frag_attacker = attacker; - frag_inflictor = inflictor; - frag_target = self; - frag_damage = excess; - frag_deathtype = deathtype; - MUTATOR_CALLHOOK(PlayerDies); + MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype); + excess = frag_damage; WEP_ACTION(self.weapon, WR_PLAYERDEATH); diff --cc qcsrc/server/mutators/mutator_instagib.qc index 643d3ac88,2e76d700e..77b7559e4 --- a/qcsrc/server/mutators/mutator_instagib.qc +++ b/qcsrc/server/mutators/mutator_instagib.qc @@@ -368,14 -388,6 +388,14 @@@ MUTATOR_HOOKFUNCTION(instagib_ItemCount return false; } +MUTATOR_HOOKFUNCTION(instagib_PlayerDies) +{ - if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER)) ++ if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER.m_id)) + frag_damage = 1000; // always gib if it was a vaporizer death + + return FALSE; +} + MUTATOR_HOOKFUNCTION(instagib_ItemTouch) { if(self.ammo_cells)