]> git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/w_grabber.qc
Port weapon reload code server side from Xonotic (code I made for all weapons there).
[voretournament/voretournament.git] / data / qcsrc / server / w_grabber.qc
1 #ifdef REGISTER_WEAPON\r
2 REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");\r
3 #else\r
4 .float dmg;\r
5 .float dmg_edge;\r
6 .float dmg_radius;\r
7 .float dmg_force;\r
8 .float grabber_refire;\r
9 .float grabber_time_grabbered;\r
10 .float grabber_time_fueldecrease;\r
11 \r
12 void W_Grabber_UpdateStats(entity e, float shot, float hit)\r
13 {\r
14         // this may not be entierly right, but for the time being we're handling grabber accuracy here\r
15         // this is likely needed for detecting if the hook has hit (linked to) another player, which is counted as a hit\r
16         if(shot)\r
17         {\r
18                 e.stats_fired[e.weapon - 1] += 1;\r
19                 e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);\r
20         }\r
21         if(hit)\r
22         {\r
23                 e.stats_hit[e.weapon - 1] += 1;\r
24                 e.stat_hit = e.weapon + 64 * floor(e.stats_hit[e.weapon - 1]);\r
25         }\r
26 }\r
27 \r
28 void W_Grabber_Touch2 (void)\r
29 {\r
30         PROJECTILE_TOUCH;\r
31         self.use();\r
32 }\r
33 \r
34 void W_Grabber_Attack2()\r
35 {\r
36         if(time < self.weapon_delay)\r
37                 return;\r
38 \r
39         W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
40         W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below\r
41 \r
42         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
43 \r
44         pointparticles(particleeffectnum("grabber_melee"), w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), '0 0 0', 1);\r
45 \r
46         if (trace_fraction < 1)\r
47         {\r
48                 Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir);\r
49                 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
50         }\r
51 \r
52         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
53 }\r
54 \r
55 void spawnfunc_weapon_grabber (void)\r
56 {\r
57         weapon_defaultspawnfunc(WEP_GRABBER);\r
58 }\r
59 \r
60 float w_grabber(float req)\r
61 {\r
62         if(self.predator.classname == "player") // we can't use weapons while in the stomach\r
63         {\r
64                 self.grabber_state |= GRABBER_REMOVING;\r
65                 return FALSE;\r
66         }\r
67 \r
68         float ammo_amount;\r
69         float grabbered_time_max, grabbered_fuel;\r
70                 \r
71         if (req == WR_AIM)\r
72         {\r
73                 // ... sorry ...\r
74         }\r
75         else if (req == WR_THINK)\r
76         {\r
77                 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
78                 {\r
79                         if(time < self.weapon_delay)\r
80                                 return FALSE;\r
81 \r
82                         if(!self.grabber)\r
83                         if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
84                         if not(self.grabber_state & GRABBER_FIRING)\r
85                         if (time > self.grabber_refire)\r
86                         if (weapon_prepareattack(0, -1))\r
87                         {\r
88                                 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
89                                 self.grabber_state |= GRABBER_FIRING;\r
90                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);                               \r
91                         }\r
92                 }\r
93 \r
94                 if (self.BUTTON_ATCK2)\r
95                 {\r
96                         if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
97                         {\r
98                                 W_Grabber_Attack2();\r
99                                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
100                         }\r
101                 }\r
102 \r
103                 if(self.grabber)\r
104                 {\r
105                         // if grabbered, no melee attacks, and increase the timer\r
106                         self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));\r
107 \r
108                         // grabber also inhibits health regeneration, but only for 1 second\r
109                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
110                                 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));\r
111                 }\r
112 \r
113                 if(self.grabber && self.grabber.state == 1)\r
114                 {\r
115                         grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");                      \r
116                         if (grabbered_time_max > 0)\r
117                         {\r
118                                 if ( time > self.grabber_time_grabbered + grabbered_time_max )\r
119                                         self.grabber_state |= GRABBER_REMOVING;\r
120                         }\r
121                         \r
122                         grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
123                         if (grabbered_fuel > 0)\r
124                         {\r
125                                 if ( time > self.grabber_time_fueldecrease )\r
126                                 {\r
127                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
128                                         {\r
129                                                 if ( self.ammo_fuel >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
130                                                 {\r
131                                                         W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));\r
132                                                         self.grabber_time_fueldecrease = time;\r
133                                                         // decrease next frame again\r
134                                                 }\r
135                                                 else\r
136                                                 {\r
137                                                         self.ammo_fuel = 0;\r
138                                                         self.weapon_load[WEP_GRABBER] = 0;\r
139                                                         self.grabber_state |= GRABBER_REMOVING;\r
140                                                         W_SwitchWeapon_Force(self, w_getbestweapon(self));\r
141                                                 }\r
142                                         }\r
143                                 }\r
144                         }\r
145                 }\r
146                 else\r
147                 {\r
148                         self.grabber_time_grabbered = time;                             \r
149                         self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");\r
150                 }\r
151 \r
152                 if (self.BUTTON_CROUCH)\r
153                 {\r
154                         self.grabber_state &~= GRABBER_PULLING;\r
155                         if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
156                                 self.grabber_state &~= GRABBER_RELEASING;\r
157                         else\r
158                                 self.grabber_state |= GRABBER_RELEASING;\r
159                 }\r
160                 else\r
161                 {\r
162                         self.grabber_state |= GRABBER_PULLING;\r
163                         self.grabber_state &~= GRABBER_RELEASING;\r
164 \r
165                         if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
166                         {\r
167                                 // already fired\r
168                                 if(self.grabber)\r
169                                         self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
170                         }\r
171                         else\r
172                         {\r
173                                 self.grabber_state |= GRABBER_REMOVING;\r
174                                 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
175                         }\r
176                 }\r
177         }\r
178         else if (req == WR_PRECACHE)\r
179         {\r
180                 precache_model ("models/weapons/g_grabber.md3");\r
181                 precache_model ("models/weapons/v_grabber.md3");\r
182                 precache_model ("models/weapons/h_grabber.dpm");\r
183                 precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
184                 precache_sound ("weapons/grabber_fire.wav");\r
185                 precache_sound ("weapons/grabber_altfire.wav");\r
186                 precache_sound ("weapons/reload.wav");\r
187         }\r
188         else if (req == WR_SETUP)\r
189         {\r
190                 weapon_setup(WEP_GRABBER);\r
191                 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
192                 self.current_ammo = ammo_fuel;\r
193         }\r
194         else if (req == WR_CHECKAMMO1)\r
195         {\r
196                 if(self.grabber)\r
197                 {\r
198                         ammo_amount = self.ammo_fuel > 0;\r
199                         ammo_amount += self.weapon_load[WEP_GRABBER] > 0;\r
200                 }\r
201                 else\r
202                 {\r
203                         ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
204                         ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
205                 }\r
206                 return ammo_amount;\r
207         }\r
208         else if (req == WR_CHECKAMMO2)\r
209         {\r
210                 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
211                 ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
212                 return ammo_amount;\r
213         }\r
214         else if (req == WR_RELOAD)\r
215         {\r
216                 W_Reload(min(cvar("g_balance_hagar_primary_ammo"), cvar("g_balance_hagar_secondary_ammo")), cvar("g_balance_hagar_reload_ammo"), cvar("g_balance_hagar_reload_time"), "weapons/reload.wav");\r
217         }\r
218         else if (req == WR_SUICIDEMESSAGE)\r
219                 w_deathtypestring = "did the impossible";\r
220         else if (req == WR_KILLMESSAGE)\r
221                 w_deathtypestring = "has run into #'s paws";\r
222         else if (req == WR_RESETPLAYER)\r
223         {\r
224                 self.grabber_refire = time;\r
225         }\r
226         return TRUE;\r
227 };\r
228 #endif\r