]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'master' into Lyberta/TeamplayOverhaul
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index d6604623d2615ae31467d9592e0d7037c8557c6e..e78e10a3641d772427a9c053170db903a70e2fb0 100644 (file)
@@ -191,11 +191,9 @@ void W_Arc_Beam_Think(entity this)
        if(
                !IS_PLAYER(own)
                ||
-               (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
-               ||
                IS_DEAD(own)
                ||
-               forbidWeaponUse(own)
+               !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
                ||
                own.(weaponentity).m_switchweapon != WEP_ARC
                ||
@@ -410,7 +408,7 @@ void W_Arc_Beam_Think(entity this)
                beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
                new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
 
-               float is_player = (
+               bool is_player = (
                        IS_PLAYER(trace_ent)
                        ||
                        trace_ent.classname == "body"
@@ -418,129 +416,42 @@ void W_Arc_Beam_Think(entity this)
                        IS_MONSTER(trace_ent)
                );
 
-               // TODO: takedamage flag for things that can be healed?
-               if(trace_ent && (trace_ent.takedamage || trace_ent.classname == "onslaught_generator" || trace_ent.classname == "onslaught_controlpoint_icon") && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
+               if(trace_ent)
                {
-                       // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
-                       // NO. trace_endpos should be just fine. If not,
-                       // that's an engine bug that needs proper debugging.
-                       vector hitorigin = trace_endpos;
-
-                       float falloff = ExponentialFalloff(
-                               WEP_CVAR(arc, beam_falloff_mindist),
-                               WEP_CVAR(arc, beam_falloff_maxdist),
-                               WEP_CVAR(arc, beam_falloff_halflifedist),
-                               vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
-                       );
-
-                       // TODO: api or event for things that can be healed
-                       if(IS_VEHICLE(trace_ent) && SAME_TEAM(own, trace_ent))
-                       {
-                               float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
-                               // not handling shield, since it's not exactly a defensive stat
-
-                               if(trace_ent.vehicle_health <= trace_ent.max_health && roothealth)
-                               {
-                                       trace_ent.vehicle_health = min(
-                                                       trace_ent.vehicle_health + (roothealth * coefficient),
-                                                       trace_ent.max_health
-                                               );
-                                       if(trace_ent.owner)
-                                               trace_ent.owner.vehicle_health = (trace_ent.vehicle_health / trace_ent.max_health) * 100;
-                                       new_beam_type = ARC_BT_HEAL;
-                               }
-                       }
-                       else if(trace_ent.classname == "onslaught_generator" && SAME_TEAM(own, trace_ent))
-                       {
-                               float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
-                               if(roothealth)
-                               {
-                                       if(GetResourceAmount(trace_ent, RESOURCE_HEALTH) <= trace_ent.max_health)
-                                       {
-                                               GiveResourceWithLimit(trace_ent, RESOURCE_HEALTH, (roothealth * coefficient), trace_ent.max_health);
-                                               WaypointSprite_UpdateHealth(trace_ent.sprite, GetResourceAmount(trace_ent, RESOURCE_HEALTH));
-                                               trace_ent.frame = 10 * bound(0, (1 - GetResourceAmount(trace_ent, RESOURCE_HEALTH) / trace_ent.max_health), 1);
-                                               trace_ent.lasthealth = GetResourceAmount(trace_ent, RESOURCE_HEALTH);
-                                               trace_ent.SendFlags |= GSF_STATUS;
-                                       }
-                                       new_beam_type = ARC_BT_HEAL;
-                               }
-                       }
-                       else if(trace_ent.classname == "onslaught_controlpoint_icon" && SAME_TEAM(own, trace_ent))
-                       {
-                               float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
-                               if(roothealth)
-                               {
-                                       if(GetResourceAmount(trace_ent, RESOURCE_HEALTH) <= trace_ent.max_health)
-                                       {
-                                               GiveResourceWithLimit(trace_ent, RESOURCE_HEALTH, (roothealth * coefficient), trace_ent.max_health);
-                                               if(trace_ent.owner.iscaptured)
-                                                       WaypointSprite_UpdateHealth(trace_ent.owner.sprite, GetResourceAmount(trace_ent, RESOURCE_HEALTH));
-                                               else
-                                                       WaypointSprite_UpdateBuildFinished(trace_ent.owner.sprite, time + (trace_ent.max_health - GetResourceAmount(trace_ent, RESOURCE_HEALTH)) / (trace_ent.count / ONS_CP_THINKRATE));
-                                       }
-                                       new_beam_type = ARC_BT_HEAL;
-                               }
-                       }
-                       else if(trace_ent.classname == "func_assault_destructible" && SAME_TEAM(own, trace_ent))
+                       if(SAME_TEAM(own, trace_ent))
                        {
                                float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
-
-                               if(roothealth)
+                               float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
+                               float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RESOURCE_LIMIT_NONE);
+                               Heal(trace_ent, own, (roothealth * coefficient), hplimit);
+                               if(IS_PLAYER(trace_ent) && rootarmor)
                                {
-                                       if(GetResourceAmount(trace_ent, RESOURCE_HEALTH) <= trace_ent.max_health)
+                                       if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
                                        {
-                                               GiveResourceWithLimit(trace_ent, RESOURCE_HEALTH, (roothealth * coefficient), trace_ent.max_health);
-                                               if(trace_ent.sprite)
-                                               {
-                                                       WaypointSprite_UpdateHealth(trace_ent.sprite, GetResourceAmount(trace_ent, RESOURCE_HEALTH));
-                                               }
-                                               func_breakable_colormod(trace_ent);
+                                               GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
+                                               trace_ent.pauserotarmor_finished = max(
+                                                       trace_ent.pauserotarmor_finished,
+                                                       time + autocvar_g_balance_pause_armor_rot
+                                               );
                                        }
-                                       new_beam_type = ARC_BT_HEAL;
                                }
-                       }
-                       else if(is_player && SAME_TEAM(own, trace_ent))
-                       {
-                               float roothealth, rootarmor;
-                               float maxhp;
-                               if(burst)
-                               {
-                                       roothealth = WEP_CVAR(arc, burst_healing_hps);
-                                       rootarmor = WEP_CVAR(arc, burst_healing_aps);
-                               }
-                               else
-                               {
-                                       roothealth = WEP_CVAR(arc, beam_healing_hps);
-                                       rootarmor = WEP_CVAR(arc, beam_healing_aps);
-                               }
-                               maxhp = ((IS_MONSTER(trace_ent)) ? trace_ent.max_health : WEP_CVAR(arc, beam_healing_hmax));
-
-                               if(GetResourceAmount(trace_ent, RESOURCE_HEALTH) <= maxhp && roothealth)
-                               {
-                                       GiveResourceWithLimit(trace_ent, RESOURCE_HEALTH, (roothealth * coefficient), maxhp);
-                               }
-                               if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax) && rootarmor && !IS_MONSTER(trace_ent))
-                               {
-                                       GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
-                               }
-
-                               // stop rot, set visual effect
                                if(roothealth || rootarmor)
-                               {
-                                       trace_ent.pauserothealth_finished = max(
-                                               trace_ent.pauserothealth_finished,
-                                               time + autocvar_g_balance_pause_health_rot
-                                       );
-                                       trace_ent.pauserotarmor_finished = max(
-                                               trace_ent.pauserotarmor_finished,
-                                               time + autocvar_g_balance_pause_armor_rot
-                                       );
                                        new_beam_type = ARC_BT_HEAL;
-                               }
                        }
-                       else
+                       else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
                        {
+                               // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+                               // NO. trace_endpos should be just fine. If not,
+                               // that's an engine bug that needs proper debugging.
+                               vector hitorigin = trace_endpos;
+
+                               float falloff = ExponentialFalloff(
+                                       WEP_CVAR(arc, beam_falloff_mindist),
+                                       WEP_CVAR(arc, beam_falloff_maxdist),
+                                       WEP_CVAR(arc, beam_falloff_halflifedist),
+                                       vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
+                               );
+
                                float rootdamage;
                                if(is_player)
                                {
@@ -722,7 +633,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
     }
     else if(fire & 2)
     {
-        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
         {
             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);