X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_minelayer.qc;h=2dac41e1badd5a236b30bba74ebddbb4c2b84930;hb=2ff5923b5d3acdd9ed21ee37481c69586a6a7bf4;hp=b0d05cc36b6ce1f9e76d3e893d536318277c6a83;hpb=1e268a26b5266aadf842c7a61521089bc24b7fd8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_minelayer.qc b/qcsrc/common/weapons/w_minelayer.qc index b0d05cc36..2dac41e1b 100644 --- a/qcsrc/common/weapons/w_minelayer.qc +++ b/qcsrc/common/weapons/w_minelayer.qc @@ -49,18 +49,18 @@ REGISTER_WEAPON( #ifdef SVQC MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -void W_MineLayer_Think (void); +void W_MineLayer_Think(void); .float minelayer_detonate, mine_explodeanyway; .float mine_time; .vector mine_orientation; #endif #else #ifdef SVQC -void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); } +void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); } -void W_MineLayer_Stick (entity to) +void W_MineLayer_Stick(entity to) { - spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile @@ -105,7 +105,7 @@ void W_MineLayer_Stick (entity to) SetMovetypeFollow(self, to); } -void W_MineLayer_Explode() +void W_MineLayer_Explode(void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) @@ -117,14 +117,14 @@ void W_MineLayer_Explode() self.event_damage = func_null; self.takedamage = DAMAGE_NO; - RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other); - if (self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; - if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) + if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; @@ -133,10 +133,10 @@ void W_MineLayer_Explode() self = oldself; } self.realowner.minelayer_mines -= 1; - remove (self); + remove(self); } -void W_MineLayer_DoRemoteExplode () +void W_MineLayer_DoRemoteExplode(void) { self.event_damage = func_null; self.takedamage = DAMAGE_NO; @@ -144,14 +144,14 @@ void W_MineLayer_DoRemoteExplode () if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) self.velocity = self.mine_orientation; // particle fx and decals need .velocity - RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world); + RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world); - if (self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; - if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) + if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; @@ -160,10 +160,10 @@ void W_MineLayer_DoRemoteExplode () self = oldself; } self.realowner.minelayer_mines -= 1; - remove (self); + remove(self); } -void W_MineLayer_RemoteExplode () +void W_MineLayer_RemoteExplode(void) { if(self.realowner.deadflag == DEAD_NO) if((self.spawnshieldtime >= 0) @@ -175,7 +175,7 @@ void W_MineLayer_RemoteExplode () } } -void W_MineLayer_ProximityExplode () +void W_MineLayer_ProximityExplode(void) { // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0) @@ -204,7 +204,7 @@ float W_MineLayer_Count(entity e) return minecount; } -void W_MineLayer_Think (void) +void W_MineLayer_Think(void) { entity head; @@ -221,17 +221,17 @@ void W_MineLayer_Think (void) // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this // TODO: replace this mine_trigger.wav sound with a real countdown - if ((time > self.cnt) && (!self.mine_time)) + if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0)) { if(WEP_CVAR(minelayer, lifetime_countdown) > 0) - spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown); self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. } // a player's mines shall explode if he disconnects or dies // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams? - if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO) + if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; @@ -243,11 +243,11 @@ void W_MineLayer_Think (void) head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius)); while(head) { - if(IS_PLAYER(head) && head.deadflag == DEAD_NO) + if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen) if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates if(!self.mine_time) { - spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); self.mine_time = time + WEP_CVAR(minelayer, time); } head = head.chain; @@ -261,13 +261,13 @@ void W_MineLayer_Think (void) } // remote detonation - if (self.realowner.weapon == WEP_MINE_LAYER) - if (self.realowner.deadflag == DEAD_NO) - if (self.minelayer_detonate) + if(self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.deadflag == DEAD_NO) + if(self.minelayer_detonate) W_MineLayer_RemoteExplode(); } -void W_MineLayer_Touch (void) +void W_MineLayer_Touch(void) { if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) return; // we're already a stuck mine, why do we get called? TODO does this even happen? @@ -290,24 +290,24 @@ void W_MineLayer_Touch (void) } } -void W_MineLayer_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; float is_from_enemy = (inflictor.realowner != self.realowner); - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) + if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); - if (self.health <= 0) + if(self.health <= 0) W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode); } -void W_MineLayer_Attack() +void W_MineLayer_Attack(void) { entity mine; entity flash; @@ -318,7 +318,7 @@ void W_MineLayer_Attack() if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) { // the refire delay keeps this message from being spammed - sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") ); + Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit)); play2(self, "weapons/unavailable.wav"); return; } @@ -326,7 +326,7 @@ void W_MineLayer_Attack() W_DecreaseAmmo(WEP_CVAR(minelayer, ammo)); - W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage)); + W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage)); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); mine = WarpZone_RefSys_SpawnSameRefSys(self); @@ -348,25 +348,27 @@ void W_MineLayer_Attack() mine.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(mine); mine.projectiledeathtype = WEP_MINE_LAYER; - setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot + setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot - setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point + setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0); - mine.angles = vectoangles (mine.velocity); + mine.angles = vectoangles(mine.velocity); mine.touch = W_MineLayer_Touch; mine.think = W_MineLayer_Think; mine.nextthink = time; - mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown)); + mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown)); mine.flags = FL_PROJECTILE; mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY; + if(mine.cnt > 0) { mine.cnt += time; } + CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE); // muzzle flash for 1st person view - flash = spawn (); - setmodel (flash, "models/flash.md3"); // precision set below - SUB_SetFade (flash, time, 0.1); + flash = spawn(); + setmodel(flash, "models/flash.md3"); // precision set below + SUB_SetFade(flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); @@ -426,24 +428,24 @@ float W_MineLayer(float req) enemydamage = 0; targetlist = findchainfloat(bot_attack, TRUE); mine = find(world, classname, "mine"); - while (mine) + while(mine) { - if (mine.realowner != self) + if(mine.realowner != self) { mine = find(mine, classname, "mine"); continue; } targ = targetlist; - while (targ) + while(targ) { d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target - if (targ == self) + if(targ == self) selfdamage = selfdamage + d; - else if (targ.team == self.team && teamplay) + else if(targ.team == self.team && teamplay) teamdamage = teamdamage + d; - else if (bot_shouldattack(targ)) + else if(bot_shouldattack(targ)) enemydamage = enemydamage + d; targ = targ.chain; } @@ -451,27 +453,27 @@ float W_MineLayer(float req) } float desirabledamage; desirabledamage = enemydamage; - if (time > self.invincible_finished && time > self.spawnshieldtime) + if(time > self.invincible_finished && time > self.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; - if (teamplay && self.team) + if(teamplay && self.team) desirabledamage = desirabledamage - teamdamage; mine = find(world, classname, "mine"); - while (mine) + while(mine) { - if (mine.realowner != self) + if(mine.realowner != self) { mine = find(mine, classname, "mine"); continue; } makevectors(mine.v_angle); targ = targetlist; - if (skill > 9) // normal players only do this for the target they are tracking + if(skill > 9) // normal players only do this for the target they are tracking { targ = targetlist; - while (targ) + while(targ) { - if ( + if( (v_forward * normalize(mine.origin - targ.origin)< 0.1) && desirabledamage > 0.1*coredamage )self.BUTTON_ATCK2 = TRUE; @@ -493,13 +495,13 @@ float W_MineLayer(float req) } // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! - if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events + if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events self.BUTTON_ATCK2 = TRUE; - if ((skill > 6.5) && (selfdamage > self.health)) + if((skill > 6.5) && (selfdamage > self.health)) self.BUTTON_ATCK2 = FALSE; //if(self.BUTTON_ATCK2 == TRUE) // dprint(ftos(desirabledamage),"\n"); - if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; + if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; } return TRUE; @@ -512,7 +514,7 @@ float W_MineLayer(float req) if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) WEP_ACTION(self.weapon, WR_RELOAD); } - else if (self.BUTTON_ATCK) + else if(self.BUTTON_ATCK) { if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire))) { @@ -521,32 +523,32 @@ float W_MineLayer(float req) } } - if (self.BUTTON_ATCK2) + if(self.BUTTON_ATCK2) { if(W_MineLayer_PlacedMines(TRUE)) - sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); } return TRUE; } case WR_INIT: { - precache_model ("models/flash.md3"); - precache_model ("models/mine.md3"); - precache_model ("models/weapons/g_minelayer.md3"); - precache_model ("models/weapons/v_minelayer.md3"); - precache_model ("models/weapons/h_minelayer.iqm"); - precache_sound ("weapons/mine_det.wav"); - precache_sound ("weapons/mine_fire.wav"); - precache_sound ("weapons/mine_stick.wav"); - precache_sound ("weapons/mine_trigger.wav"); + precache_model("models/flash.md3"); + precache_model("models/mine.md3"); + precache_model("models/weapons/g_minelayer.md3"); + precache_model("models/weapons/v_minelayer.md3"); + precache_model("models/weapons/h_minelayer.iqm"); + precache_sound("weapons/mine_det.wav"); + precache_sound("weapons/mine_fire.wav"); + precache_sound("weapons/mine_stick.wav"); + precache_sound("weapons/mine_trigger.wav"); MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_CHECKAMMO1: { // don't switch while placing a mine - if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) + if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) { ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo); ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo); @@ -556,7 +558,7 @@ float W_MineLayer(float req) } case WR_CHECKAMMO2: { - if (W_MineLayer_PlacedMines(FALSE)) + if(W_MineLayer_PlacedMines(FALSE)) return TRUE; else return FALSE;