From: Martin Taibr Date: Fri, 15 Jun 2018 18:56:14 +0000 (+0200) Subject: Merge branch 'master' into martin-t/rpc-acc X-Git-Tag: xonotic-v0.8.5~1964^2~1 X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=commitdiff_plain;h=ec98f5c9d50f267779fed871c9eb094a52064219 Merge branch 'master' into martin-t/rpc-acc --- ec98f5c9d50f267779fed871c9eb094a52064219 diff --cc qcsrc/common/mutators/mutator/overkill/okrpc.qc index 0000000000,c06ca5b78c..c786a921f4 mode 000000,100644..100644 --- a/qcsrc/common/mutators/mutator/overkill/okrpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/okrpc.qc @@@ -1,0 -1,219 +1,242 @@@ + #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; + - 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); ++ 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 (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