X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_hagar.qc;h=79c37abdca11b31fb16f252aa48fbfd8081bb3cb;hb=823702246ca2f7b69a926fcf266911bd35f3c1b5;hp=fe3abf0a9a6d9f550c7cadcc2a37dced29f90274;hpb=b2a0a591474681192b67caeb100f65ced41708b7;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_hagar.qc b/qcsrc/common/weapons/w_hagar.qc index fe3abf0a9..79c37abdc 100644 --- a/qcsrc/common/weapons/w_hagar.qc +++ b/qcsrc/common/weapons/w_hagar.qc @@ -1,4 +1,4 @@ -#ifdef REGISTER_WEAPON +#ifndef IMPLEMENTATION REGISTER_WEAPON( /* WEP_##id */ HAGAR, /* function */ W_Hagar, @@ -53,9 +53,10 @@ REGISTER_WEAPON( #ifdef SVQC HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif -#else +#endif +#ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); } +void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); } // NO bounce protection, as bounces are limited! @@ -75,15 +76,15 @@ void W_Hagar_Explode2(void) remove(self); } -void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(self.health <= 0) return; - - float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE) - && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) + + float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true) + && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY)); - + if(is_linkexplode) is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode)); else @@ -94,7 +95,7 @@ void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float death self.health = self.health - damage; self.angles = vectoangles(self.velocity); - + if(self.health <= 0) W_PrepareExplosionByDamage(attacker, self.think); } @@ -113,7 +114,7 @@ void W_Hagar_Touch2(void) self.use(); } else { self.cnt++; - pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); + Send_Effect("hagar_bounce", self.origin, self.velocity, 1); self.angles = vectoangles(self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; @@ -126,28 +127,28 @@ void W_Hagar_Attack(void) W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo)); - W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); + W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); - pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1); missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; - missile.bot_dodge = TRUE; + missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage); - + missile.takedamage = DAMAGE_YES; missile.health = WEP_CVAR_PRI(hagar, health); missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; - missile.damagedbycontents = TRUE; - + missile.damagedbycontents = true; + missile.touch = W_Hagar_Touch; missile.use = W_Hagar_Explode; missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime); PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_HAGAR; + missile.projectiledeathtype = WEP_HAGAR.m_id; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); @@ -156,11 +157,11 @@ void W_Hagar_Attack(void) missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; - missile.missile_flags = MIF_SPLASH; + missile.missile_flags = MIF_SPLASH; - CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); + CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); - other = missile; MUTATOR_CALLHOOK(EditProjectile); + MUTATOR_CALLHOOK(EditProjectile, self, missile); } void W_Hagar_Attack2(void) @@ -169,21 +170,21 @@ void W_Hagar_Attack2(void) W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); - W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); - pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1); missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; - missile.bot_dodge = TRUE; + missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); - + missile.takedamage = DAMAGE_YES; missile.health = WEP_CVAR_SEC(hagar, health); missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; - missile.damagedbycontents = TRUE; + missile.damagedbycontents = true; missile.touch = W_Hagar_Touch2; missile.cnt = 0; @@ -191,7 +192,7 @@ void W_Hagar_Attack2(void) missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; + missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); @@ -200,11 +201,11 @@ void W_Hagar_Attack2(void) missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; - missile.missile_flags = MIF_SPLASH; + missile.missile_flags = MIF_SPLASH; - CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); + CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true); - other = missile; MUTATOR_CALLHOOK(EditProjectile); + MUTATOR_CALLHOOK(EditProjectile, self, missile); } .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; @@ -222,8 +223,8 @@ void W_Hagar_Attack2_Load_Release(void) weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); - pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1); forward = v_forward; right = v_right; @@ -236,31 +237,31 @@ void W_Hagar_Attack2_Load_Release(void) missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; - missile.bot_dodge = TRUE; + missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); - + missile.takedamage = DAMAGE_YES; missile.health = WEP_CVAR_SEC(hagar, health); missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; - missile.damagedbycontents = TRUE; + missile.damagedbycontents = true; missile.touch = W_Hagar_Touch; // not bouncy missile.use = W_Hagar_Explode2; missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; + missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; - missile.missile_flags = MIF_SPLASH; - + missile.missile_flags = MIF_SPLASH; + // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar) - spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1)); + spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1)); spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias))); spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor); - + // pattern spread calculation s = '0 0 0'; if(counter == 0) @@ -268,19 +269,19 @@ void W_Hagar_Attack2_Load_Release(void) else { makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); - s_y = v_forward_x; - s_z = v_forward_y; + s.y = v_forward.x; + s.z = v_forward.y; } s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor; - - W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, FALSE); + + W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; - CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); + CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); - other = missile; MUTATOR_CALLHOOK(EditProjectile); + MUTATOR_CALLHOOK(EditProjectile, self, missile); } weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); @@ -291,7 +292,7 @@ void W_Hagar_Attack2_Load_Release(void) void W_Hagar_Attack2_Load(void) { // loadable hagar secondary attack, must always run each frame - + if(time < game_starttime) return; @@ -299,8 +300,10 @@ void W_Hagar_Attack2_Load(void) loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max); // this is different than WR_CHECKAMMO when it comes to reloading - if(autocvar_g_balance_hagar_reload_ammo) - enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo); + if(self.items & IT_UNLIMITED_WEAPON_AMMO) + enough_ammo = true; + else if(autocvar_g_balance_hagar_reload_ammo) + enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); else enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); @@ -314,13 +317,13 @@ void W_Hagar_Attack2_Load(void) self.weaponentity.state = WS_READY; W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo self.hagar_load = 0; - sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM); // pause until we can load rockets again, once we re-press the alt fire button self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); // require letting go of the alt fire button before we can load again - self.hagar_loadblock = TRUE; + self.hagar_loadblock = true; } } else @@ -333,7 +336,7 @@ void W_Hagar_Attack2_Load(void) W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); self.weaponentity.state = WS_INUSE; self.hagar_load += 1; - sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most + sound(self, CH_WEAPON_B, W_Sound("hagar_load"), VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(); @@ -344,15 +347,15 @@ void W_Hagar_Attack2_Load(void) else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame { // if this is the last rocket we can load, play a beep sound to notify the player - sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); - self.hagar_loadbeep = TRUE; + sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM); + self.hagar_loadbeep = true; } } } else if(self.hagar_loadblock) { // the alt fire button has been released, so re-enable loading if blocked - self.hagar_loadblock = FALSE; + self.hagar_loadblock = false; } if(self.hagar_load) @@ -363,11 +366,11 @@ void W_Hagar_Attack2_Load(void) if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame { // we're about to automatically release after holding time, play a beep sound to notify the player - sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); - self.hagar_warning = TRUE; + sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM); + self.hagar_warning = true; } } - + // release if player let go of button or if they've held it in too long if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) { @@ -377,12 +380,13 @@ void W_Hagar_Attack2_Load(void) } else { - self.hagar_loadbeep = FALSE; - self.hagar_warning = FALSE; + self.hagar_loadbeep = false; + self.hagar_warning = false; } // we aren't checking ammo during an attack, so we must do it here if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { // note: this doesn't force the switch W_SwitchToOtherWeapon(self); @@ -390,7 +394,7 @@ void W_Hagar_Attack2_Load(void) } } -float W_Hagar(float req) +bool W_Hagar(int req) { float ammo_amount; switch(req) @@ -398,11 +402,11 @@ float W_Hagar(float req) case WR_AIM: { if(random()>0.15) - self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE); + self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming - self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE); - - return TRUE; + self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + + return true; } case WR_THINK: { @@ -429,8 +433,8 @@ float W_Hagar(float req) weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); } } - - return TRUE; + + return true; } case WR_GONETHINK: { @@ -440,68 +444,68 @@ float W_Hagar(float req) self.weaponentity.state = WS_READY; W_Hagar_Attack2_Load_Release(); } - - return TRUE; + + return true; } case WR_INIT: { - precache_model("models/weapons/g_hagar.md3"); - precache_model("models/weapons/v_hagar.md3"); - precache_model("models/weapons/h_hagar.iqm"); - precache_sound("weapons/hagar_fire.wav"); - precache_sound("weapons/hagar_load.wav"); - precache_sound("weapons/hagar_beep.wav"); - HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) - return TRUE; + precache_model(W_Model("g_hagar.md3")); + precache_model(W_Model("v_hagar.md3")); + precache_model(W_Model("h_hagar.iqm")); + precache_sound(W_Sound("hagar_fire")); + precache_sound(W_Sound("hagar_load")); + precache_sound(W_Sound("hagar_beep")); + HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); + return true; } case WR_SETUP: { - self.hagar_loadblock = FALSE; + self.hagar_loadblock = false; if(self.hagar_load) { W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary self.hagar_load = 0; } - - return TRUE; + + return true; } case WR_CHECKAMMO1: { ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo); - ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_PRI(hagar, ammo); + ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); return ammo_amount; } case WR_CHECKAMMO2: { ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); - ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo); + ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } case WR_CONFIG: { - HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) - return TRUE; + HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); + return true; } case WR_RESETPLAYER: { self.hagar_load = 0; - return TRUE; + return true; } case WR_PLAYERDEATH: { // if we have any rockets loaded when we die, release them if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) W_Hagar_Attack2_Load_Release(); - - return TRUE; + + return true; } case WR_RELOAD: { if(!self.hagar_load) // require releasing loaded rockets first - W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), "weapons/reload.wav"); - - return TRUE; + W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), W_Sound("reload")); + + return true; } case WR_SUICIDEMESSAGE: { @@ -515,11 +519,11 @@ float W_Hagar(float req) return WEAPON_HAGAR_MURDER_SPRAY; } } - return FALSE; + return false; } #endif #ifdef CSQC -float W_Hagar(float req) +bool W_Hagar(int req) { switch(req) { @@ -531,29 +535,29 @@ float W_Hagar(float req) if(!w_issilent) { if(w_random<0.15) - sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, W_Sound("hagexp1"), VOL_BASE, ATTN_NORM); else if(w_random<0.7) - sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, W_Sound("hagexp2"), VOL_BASE, ATTN_NORM); else - sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, W_Sound("hagexp3"), VOL_BASE, ATTN_NORM); } - - return TRUE; + + return true; } case WR_INIT: { - precache_sound("weapons/hagexp1.wav"); - precache_sound("weapons/hagexp2.wav"); - precache_sound("weapons/hagexp3.wav"); - return TRUE; + precache_sound(W_Sound("hagexp1")); + precache_sound(W_Sound("hagexp2")); + precache_sound(W_Sound("hagexp3")); + return true; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon - return FALSE; + return false; } } - return FALSE; + return false; } #endif #endif