X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fw_grabber.qc;h=b0b2c1378b87718ef9723e305af01bdcb20ed106;hb=8cafc5adad92ae3d4f6c75260a1a1d509942447a;hp=126f4249cf4c3c724b8a69acdffc7c631aa18676;hpb=53a211979edd92b2d6dc10a121fdc1d908844fea;p=voretournament%2Fvoretournament.git diff --git a/data/qcsrc/server/w_grabber.qc b/data/qcsrc/server/w_grabber.qc index 126f4249..b0b2c137 100644 --- a/data/qcsrc/server/w_grabber.qc +++ b/data/qcsrc/server/w_grabber.qc @@ -36,16 +36,32 @@ void W_Grabber_Attack2() if(time < self.weapon_delay) return; - W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage")); + W_SetupShot (self, TRUE, cvar("g_balance_grabber_secondary_recoil"), "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage")); + pointparticles(particleeffectnum("grabber_muzzleflash"), w_shotorg, '0 0 0', 1); W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self)); - pointparticles(particleeffectnum("grabber_melee"), w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), '0 0 0', 1); - - if (trace_fraction < 1) + if(trace_fraction < 1) // should always be true, but just in case { 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); + pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1); + + if(trace_ent.classname == "player") + { + trace_ent.armorvalue = bound(0, trace_ent.armorvalue - cvar("g_balance_grabber_secondary_armordamage"), cvar("g_balance_armor_limit")); + trace_ent.grabber_stunned = time + cvar("g_balance_grabber_secondary_stun_maxtime") * random(); + sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM); + } + else + { + sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM); + if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) + pointparticles(particleeffectnum("ground_metal"), trace_endpos, '0 0 0', 1); + else + pointparticles(particleeffectnum("ground_dirt"), trace_endpos, '0 0 0', 1); + } + W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above } @@ -59,11 +75,8 @@ void spawnfunc_weapon_grabber (void) float w_grabber(float req) { - if(self.predator.classname == "player") // we can't use weapons while in the stomach - { + if(self.stat_eaten) // we can't use weapons while in the stomach self.grabber_state |= GRABBER_REMOVING; - return FALSE; - } float ammo_amount; float grabbered_time_max, grabbered_fuel; @@ -74,30 +87,49 @@ float w_grabber(float req) } else if (req == WR_THINK) { - if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))) // forced reload - weapon_action(self.weapon, WR_RELOAD); - else if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK)) + // determine by distance if this will be primary fire or alternate fire + W_SetupShot (self, TRUE, 0, "", 0); // do this to update w_shotorg + WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self)); + if(cvar("g_balance_grabber_secondary") && trace_fraction < 1 && !self.grabber) // not if hooked or firing the hook + self.stat_crosshair_style = 1; + else + self.stat_crosshair_style = 0; + + grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel"); + // forced reload + if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo")) + && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && (self.grabber || self.grabber_state & GRABBER_FIRING))) // not while hooked and still have ammo to stay hooked { - if(time < self.weapon_delay) - return FALSE; - - if(!self.grabber) - if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE) - if not(self.grabber_state & GRABBER_FIRING) - if (time > self.grabber_refire) - if (weapon_prepareattack(0, -1)) - { - W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo")); - self.grabber_state |= GRABBER_FIRING; - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); - } + if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo + weapon_action(self.weapon, WR_RELOAD); } - else if (self.BUTTON_ATCK2) + else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten { - if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire"))) + if(!self.stat_crosshair_style && self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack + { + if(time < self.weapon_delay) + return FALSE; + + if(!self.grabber) + if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE) + if not(self.grabber_state & GRABBER_FIRING) + if (time > self.grabber_refire) + if (weapon_prepareattack(0, -1)) + { + W_SetupShot (self, TRUE, cvar("g_balance_grabber_primary_recoil"), "", 0); // do this for recoil + W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo")); + self.grabber_state |= GRABBER_FIRING; + weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); + } + } + else if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack { - W_Grabber_Attack2(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready); + if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire"))) + { + W_Grabber_Attack2(); + weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready); + sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM); + } } } @@ -119,15 +151,20 @@ float w_grabber(float req) if ( time > self.grabber_time_grabbered + grabbered_time_max ) self.grabber_state |= GRABBER_REMOVING; } - - grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel"); + if (grabbered_fuel > 0) { if ( time > self.grabber_time_fueldecrease ) { if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { - if ( self.ammo_fuel >= (time - self.grabber_time_fueldecrease) * grabbered_fuel ) + float active_ammo; + if(cvar("g_balance_grabber_reload_ammo")) + active_ammo = self.clip_load; + else + active_ammo = self.ammo_fuel; + + if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel ) { W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo")); self.grabber_time_fueldecrease = time; @@ -135,8 +172,6 @@ float w_grabber(float req) } else { - self.ammo_fuel = 0; - self.weapon_load[WEP_GRABBER] = 0; self.grabber_state |= GRABBER_REMOVING; W_SwitchWeapon_Force(self, w_getbestweapon(self)); } @@ -150,40 +185,33 @@ float w_grabber(float req) self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free"); } - if (self.BUTTON_CROUCH) + self.grabber_state |= GRABBER_PULLING; + self.grabber_state &~= GRABBER_RELEASING; + + if (self.BUTTON_ATCK2) { - self.grabber_state &~= GRABBER_PULLING; - if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK)) - self.grabber_state &~= GRABBER_RELEASING; - else - self.grabber_state |= GRABBER_RELEASING; + // already fired + if(self.grabber) + self.grabber_state |= GRABBER_WAITING_FOR_RELEASE; } else { - self.grabber_state |= GRABBER_PULLING; - self.grabber_state &~= GRABBER_RELEASING; - - if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK)) - { - // already fired - if(self.grabber) - self.grabber_state |= GRABBER_WAITING_FOR_RELEASE; - } - else - { - self.grabber_state |= GRABBER_REMOVING; - self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE; - } + self.grabber_state |= GRABBER_REMOVING; + self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE; } } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_grabber.md3"); precache_model ("models/weapons/v_grabber.md3"); - precache_model ("models/weapons/h_grabber.dpm"); - precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc + precache_model ("models/weapons/h_grabber.iqm"); + precache_sound ("weapons/grabber_impact_player.wav"); + precache_sound ("weapons/grabber_impact_world.wav"); + precache_sound ("weapons/grabber_impact2_player.wav"); + precache_sound ("weapons/grabber_impact2_world.wav"); precache_sound ("weapons/grabber_fire.wav"); precache_sound ("weapons/grabber_altfire.wav"); + precache_sound ("weapons/grabber_swing.wav"); precache_sound ("weapons/reload.wav"); } else if (req == WR_SETUP) @@ -196,24 +224,32 @@ float w_grabber(float req) { if(self.grabber) { - ammo_amount = self.ammo_fuel > 0; - ammo_amount += self.weapon_load[WEP_GRABBER] > 0; + if(cvar("g_balance_grabber_reload_ammo")) + ammo_amount = self.weapon_load[WEP_GRABBER] > 0; + else + ammo_amount = self.ammo_fuel > 0; } else { - ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo"); - ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo"); + if(cvar("g_balance_grabber_reload_ammo")) + ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo"); + else + ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo"); } return ammo_amount; } else if (req == WR_CHECKAMMO2) { - ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo"); - ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo"); + if(cvar("g_balance_grabber_reload_ammo")) + ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo"); + else + ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo"); return ammo_amount; } else if (req == WR_RELOAD) { + if(self.clip_load >= 0) // prevents a bug + self.grabber_state |= GRABBER_REMOVING; W_Reload(min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo")), cvar("g_balance_grabber_reload_ammo"), cvar("g_balance_grabber_reload_time"), "weapons/reload.wav"); } else if (req == WR_SUICIDEMESSAGE)