2 REGISTER_WEAPON(TUBA, w_tuba, 0, 1, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "tuba", "tuba", _("@!#%'n Tuba"))
5 //#define TUBA_NOTE(n) strcat("weapons/tuba_note", ftos(n), ".wav")
10 float Tuba_GetNote(entity pl, float hittype)
15 if(pl.movement_x < 0) movestate -= 3;
16 if(pl.movement_x > 0) movestate += 3;
17 if(pl.movement_y < 0) movestate -= 1;
18 if(pl.movement_y > 0) movestate += 1;
21 // layout: originally I wanted
25 // but then you only use forward and right key. So to make things more
26 // interesting, I swapped B with e#. Har har har...
30 case 1: note = -6; break; // Gb
31 case 2: note = -5; break; // G
32 case 3: note = -4; break; // G#
33 case 4: note = +5; break; // e#
34 case 5: note = 0; break; // c
35 case 6: note = +2; break; // d
36 case 7: note = +3; break; // eb
37 case 8: note = +4; break; // e
38 case 9: note = -1; break; // B
44 if(hittype & HITTYPE_SECONDARY)
47 // we support two kinds of tubas, those tuned in Eb and those tuned in C
48 // kind of tuba currently is player slot number, or team number if in
50 // that way, holes in the range of notes are "plugged"
53 if(pl.team == COLOR_TEAM2 || pl.team == COLOR_TEAM4)
58 if(pl.clientcolors & 1)
62 // total range of notes:
68 // *** ********************* ****
69 // -18.........................+12
70 // *** ********************* ****
71 // -18............................+15
77 float W_Tuba_NoteSendEntity(entity to, float sf)
79 WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
80 WriteByte(MSG_ENTITY, (sf & 1) | ((self.cnt + 42) * 2));
83 WriteCoord(MSG_ENTITY, self.origin_x);
84 WriteCoord(MSG_ENTITY, self.origin_y);
85 WriteCoord(MSG_ENTITY, self.origin_z);
86 WriteByte(MSG_ENTITY, self.owner != to);
91 void W_Tuba_NoteThink()
98 if(time > self.teleport_time)
100 self.owner.tuba_note = world;
104 self.nextthink = time;
105 dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
106 FOR_EACH_REALCLIENT(e)
109 v = self.origin - (e.origin + e.view_ofs);
110 vol0 = max(0, 1 - vlen(v) * dist_mult);
112 v = self.owner.origin - (e.origin + e.view_ofs);
113 vol1 = max(0, 1 - vlen(v) * dist_mult);
115 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
117 setorigin(self, self.owner.origin);
121 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
123 setorigin(self, self.owner.origin);
130 void W_Tuba_Attack(float hittype)
134 W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
135 if(self.tuba_notecount)
137 self.tuba_notecount = FALSE;
142 self.tuba_notecount = TRUE;
146 n = Tuba_GetNote(self, hittype);
150 if(self.tuba_note.cnt != n)
153 self.tuba_note.cnt = n;
154 self.tuba_note.SendFlags |= 2;
156 remove(self.tuba_note);
157 self.tuba_note = world;
161 if not(self.tuba_note)
163 self.tuba_note = spawn();
164 self.tuba_note.owner = self;
165 self.tuba_note.cnt = n;
166 self.tuba_note.think = W_Tuba_NoteThink;
167 self.tuba_note.nextthink = time;
168 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
171 self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2; // so it can get prolonged safely
173 //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
174 RadiusDamage(self, self, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, autocvar_g_balance_tuba_force, hittype | WEP_TUBA, world);
176 o = gettaginfo(self.exteriorweaponentity, 0);
177 if(time > self.tuba_smoketime)
179 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
180 self.tuba_smoketime = time + 0.25;
184 void spawnfunc_weapon_tuba (void)
186 weapon_defaultspawnfunc(WEP_TUBA);
189 float w_tuba(float req)
193 // bots cannot play the Tuba well yet
194 // I think they should start with the recorder first
195 if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
198 self.BUTTON_ATCK = 1;
200 self.BUTTON_ATCK2 = 1;
203 else if (req == WR_THINK)
205 if (self.BUTTON_ATCK)
206 if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
209 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
210 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
212 if (self.BUTTON_ATCK2)
213 if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
215 W_Tuba_Attack(HITTYPE_SECONDARY);
216 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
217 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
221 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
223 remove(self.tuba_note);
224 self.tuba_note = world;
228 else if (req == WR_PRECACHE)
230 precache_model ("models/weapons/g_tuba.md3");
231 precache_model ("models/weapons/v_tuba.md3");
232 precache_model ("models/weapons/h_tuba.iqm");
235 //for(i = -18; i <= +27; ++i)
236 // precache_sound(TUBA_NOTE(i));
238 else if (req == WR_SETUP)
240 weapon_setup(WEP_TUBA);
241 self.current_ammo = ammo_none;
243 else if (req == WR_CHECKAMMO1)
244 return TRUE; // TODO use fuel?
245 else if (req == WR_CHECKAMMO2)
246 return TRUE; // TODO use fuel?
251 float w_tuba(float req)
253 if(req == WR_IMPACTEFFECT)
255 // nothing to do here; particles of tuba are handled differently
257 else if(req == WR_PRECACHE)
261 else if (req == WR_SUICIDEMESSAGE)
263 w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Tuba");
265 else if (req == WR_KILLMESSAGE)
267 w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Tuba");