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.realowner != to);
91 void W_Tuba_NoteThink()
98 if(time > self.teleport_time)
100 self.realowner.tuba_note = world;
104 self.nextthink = time;
105 dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
106 FOR_EACH_REALCLIENT(e)
107 if(e != self.realowner)
109 v = self.origin - (e.origin + e.view_ofs);
110 vol0 = max(0, 1 - vlen(v) * dist_mult);
112 v = self.realowner.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.realowner.origin);
121 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
123 setorigin(self, self.realowner.origin);
130 void W_Tuba_Attack(float hittype)
134 W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
136 n = Tuba_GetNote(self, hittype);
140 if(self.tuba_note.cnt != n)
143 self.tuba_note.cnt = n;
144 self.tuba_note.SendFlags |= 2;
146 remove(self.tuba_note);
147 self.tuba_note = world;
151 if not(self.tuba_note)
153 self.tuba_note = spawn();
154 self.tuba_note.owner = self.tuba_note.realowner = self;
155 self.tuba_note.cnt = n;
156 self.tuba_note.think = W_Tuba_NoteThink;
157 self.tuba_note.nextthink = time;
158 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
161 self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2; // so it can get prolonged safely
163 //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
164 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);
166 o = gettaginfo(self.exteriorweaponentity, 0);
167 if(time > self.tuba_smoketime)
169 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
170 self.tuba_smoketime = time + 0.25;
174 void spawnfunc_weapon_tuba (void)
176 weapon_defaultspawnfunc(WEP_TUBA);
179 float w_tuba(float req)
183 // bots cannot play the Tuba well yet
184 // I think they should start with the recorder first
185 if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
188 self.BUTTON_ATCK = 1;
190 self.BUTTON_ATCK2 = 1;
193 else if (req == WR_THINK)
195 if (self.BUTTON_ATCK)
196 if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
199 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
200 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
202 if (self.BUTTON_ATCK2)
203 if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
205 W_Tuba_Attack(HITTYPE_SECONDARY);
206 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
207 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
211 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
213 remove(self.tuba_note);
214 self.tuba_note = world;
218 else if (req == WR_PRECACHE)
220 precache_model ("models/weapons/g_tuba.md3");
221 precache_model ("models/weapons/v_tuba.md3");
222 precache_model ("models/weapons/h_tuba.iqm");
225 //for(i = -18; i <= +27; ++i)
226 // precache_sound(TUBA_NOTE(i));
228 else if (req == WR_SETUP)
230 weapon_setup(WEP_TUBA);
231 self.current_ammo = ammo_none;
233 else if (req == WR_CHECKAMMO1)
234 return TRUE; // TODO use fuel?
235 else if (req == WR_CHECKAMMO2)
236 return TRUE; // TODO use fuel?
241 float w_tuba(float req)
243 if(req == WR_IMPACTEFFECT)
245 // nothing to do here; particles of tuba are handled differently
247 else if(req == WR_PRECACHE)
251 else if (req == WR_SUICIDEMESSAGE)
253 w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Tuba");
255 else if (req == WR_KILLMESSAGE)
257 w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Tuba");