#include "arc.qh"
#ifdef SVQC
-#include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
#include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
+#include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
bool W_Arc_Beam_Send(entity this, entity to, int sf)
{
setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
PROJECTILE_MAKETRIGGER(missile);
+ missile.clipgroup = CLIPGROUP_UNHITTABLEPROJ;
missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
missile.weaponentity_fld = weaponentity;
setorigin(missile, w_shotorg);
- setsize(missile, '0 0 0', '0 0 0');
+ setsize(missile, UNHITTABLEPROJ_MINS, UNHITTABLEPROJ_MAXS);
set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
W_SetupProjVelocity_PRE(missile, arc, bolt_);
Weapon thiswep = WEP_ARC;
// TODO: use standard weapon use checks here!
- if(
- !IS_PLAYER(own)
- ||
- IS_DEAD(own)
- ||
- game_stopped
- ||
- !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
- ||
- own.(weaponentity).m_switchweapon != WEP_ARC
- ||
- (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
- ||
- own.vehicle
- ||
- (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
- )
+ if(!IS_PLAYER(own) || IS_DEAD(own) || STAT(FROZEN, own) || game_stopped || own.vehicle
+ || !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
+ || own.(weaponentity).m_switchweapon != WEP_ARC
+ || (!PHYS_INPUT_BUTTON_ATCK(own) && !burst)
+ || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
{
if ( WEP_CVAR(arc, cooldown) > 0 )
{
cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
}
+ bool overheat = (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max));
+ if (overheat)
+ {
+ Send_Effect(EFFECT_ARC_OVERHEAT, this.beam_start, this.beam_wantdir, 1);
+ sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+ }
+
if ( cooldown_speed )
{
- if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
+ if (WEP_CVAR(arc, cooldown_release) || overheat)
own.arc_overheat = time + this.beam_heat / cooldown_speed;
own.arc_cooldown = cooldown_speed;
}
- if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
- {
- Send_Effect(EFFECT_ARC_OVERHEAT,
- this.beam_start, this.beam_wantdir, 1 );
- sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
- }
}
if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
- bool is_player = (
- IS_PLAYER(trace_ent)
- ||
- trace_ent.classname == "body"
- ||
- IS_MONSTER(trace_ent)
- );
-
if(trace_ent)
{
+ bool is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
if(SAME_TEAM(own, trace_ent))
{
float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
}
void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- // TODO: spamming this without checking any refires is asking for trouble!
+ // calculate a rough shot origin to show the effect from TODO: move this to the client side!
makevectors(actor.v_angle);
- W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
+ w_shotdir = v_forward;
+ vector md = actor.(weaponentity).movedir;
+ vector vecs = ((md.x > 0) ? md : '0 0 0');
+ vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
+ w_shotorg = actor.origin + actor.view_ofs + dv;
+ //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
vector smoke_origin = w_shotorg + actor.velocity*frametime;
if ( actor.arc_overheat > time )
WEP_CVAR(arc, beam_botaimspeed),
0,
WEP_CVAR(arc, beam_botaimlifetime),
- false
+ false, true
);
}
else
1000000,
0,
0.001,
- false
+ false, true
);
}
}
{
if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
- if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
+ if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
}
#endif
}
+METHOD(Arc, wr_suicidemessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ARC_SUICIDE_BOLT;
+ else
+ return WEAPON_THINKING_WITH_PORTALS;
+}
METHOD(Arc, wr_init, void(entity thiswep))
{
if(!arc_shotorigin[0])
{
if(w_deathtype & HITTYPE_SECONDARY)
{
- vector org2;
- org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
}
// into a weapon system for client code.
// find where we are aiming
- vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
+ vector myviewangle = view_angles;
+ if (autocvar_chase_active)
+ {
+ if (autocvar_cl_lockview)
+ myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
+ else
+ myviewangle = warpzone_save_view_angles;
+ }
vector forward, right, up;
MAKE_VECTORS(myviewangle, forward, right, up);
entity wepent = viewmodels[this.beam_slot];
this.move_time = time;
loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
- flash = spawn();
+ flash = new(arc_flash);
flash.owner = this;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
//flash.drawmask = MASK_NORMAL;