X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_crylink.qc;h=3866284a4c2007efeb3c0e55c99ec32044a2bc6e;hb=6eeab865ebe5dd796bde14c88a1d562114ef20ed;hp=255aa43304d693955cd01ffa0a8abae5dcb67ab7;hpb=54ed0e31a41f2569b2ea8f2a5169201fde7d6f9d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_crylink.qc b/qcsrc/server/w_crylink.qc index 255aa4330..3866284a4 100644 --- a/qcsrc/server/w_crylink.qc +++ b/qcsrc/server/w_crylink.qc @@ -1,5 +1,5 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink")); +REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink")); #else #ifdef SVQC .float gravity; @@ -9,58 +9,6 @@ REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLA .entity queuenext; .entity queueprev; -void W_Crylink_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_crylink_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.crylink_load; - self.clip_size = autocvar_g_balance_crylink_reload_ammo; // for the crosshair ammo display - } -} - -void W_Crylink_ReloadedAndReady() -{ - float t; - - // now do the ammo transfer - self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading - while(self.clip_load < autocvar_g_balance_crylink_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have - { - self.clip_load += 1; - self.ammo_cells -= 1; - } - self.crylink_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_crylink_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_Crylink_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_crylink_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo))) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_crylink_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_crylink_reload_time, W_Crylink_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - void W_Crylink_CheckLinks(entity e) { float i; @@ -68,6 +16,8 @@ void W_Crylink_CheckLinks(entity e) if(e == world) error("W_Crylink_CheckLinks: entity is world"); + if(e.classname != "spike" || wasfreed(e)) + error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e))); p = e; for(i = 0; i < 1000; ++i) @@ -84,10 +34,14 @@ void W_Crylink_CheckLinks(entity e) void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next) { + W_Crylink_CheckLinks(next); if(me == own.crylink_lastgroup) own.crylink_lastgroup = ((me == next) ? world : next); prev.queuenext = next; next.queueprev = prev; + me.classname = "spike_oktoremove"; + if(me != next) + W_Crylink_CheckLinks(next); } void W_Crylink_Dequeue(entity e) @@ -95,20 +49,33 @@ void W_Crylink_Dequeue(entity e) W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext); } +void W_Crylink_Reset(void) +{ + W_Crylink_Dequeue(self); + remove(self); +} + // force projectile to explode void W_Crylink_LinkExplode (entity e, entity e2) { float a; + + if(e == e2) + return; + a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1); if(e == e.realowner.crylink_lastgroup) e.realowner.crylink_lastgroup = world; - RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other); + if(e.projectiledeathtype & HITTYPE_SECONDARY) + RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other); + else + RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other); - if(e.queuenext != e2) - W_Crylink_LinkExplode(e.queuenext, e2); + W_Crylink_LinkExplode(e.queuenext, e2); + e.classname = "spike_oktoremove"; remove (e); } @@ -203,6 +170,8 @@ vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime) // p->velocity -> HUEG away from center } + W_Crylink_CheckLinks(e); + return targ_origin; } @@ -255,23 +224,12 @@ void W_Crylink_LinkJoinEffect_Think() remove(self); } - // NO bounce protection, as bounces are limited! void W_Crylink_Touch (void) { float finalhit; float f; - //PROJECTILE_TOUCH; - local entity savenext, saveprev, saveown; - saveown = self.realowner; - savenext = self.queuenext; - saveprev = self.queueprev; - if(WarpZone_Projectile_Touch()) - { - if(wasfreed(self)) - W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext); - return; - } + PROJECTILE_TOUCH; float a; a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1); @@ -288,6 +246,7 @@ void W_Crylink_Touch (void) if(self == self.realowner.crylink_lastgroup) self.realowner.crylink_lastgroup = world; W_Crylink_LinkExplode(self.queuenext, self); + self.classname = "spike_oktoremove"; remove (self); return; } @@ -311,20 +270,10 @@ void W_Crylink_Touch2 (void) { float finalhit; float f; - //PROJECTILE_TOUCH; - local entity savenext, saveprev, saveown; - savenext = self.queuenext; - saveprev = self.queueprev; - saveown = self.realowner; - if(WarpZone_Projectile_Touch()) - { - if(wasfreed(self)) - W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext); - return; - } + PROJECTILE_TOUCH; float a; - a = 1 - (time - self.fade_time) * self.fade_rate; + a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1); finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) @@ -338,6 +287,7 @@ void W_Crylink_Touch2 (void) if(self == self.realowner.crylink_lastgroup) self.realowner.crylink_lastgroup = world; W_Crylink_LinkExplode(self.queuenext, self); + self.classname = "spike_oktoremove"; remove (self); return; } @@ -371,24 +321,14 @@ void W_Crylink_Attack (void) vector forward, right, up; float maxdmg; - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(autocvar_g_balance_crylink_reload_ammo) - { - self.clip_load -= autocvar_g_balance_crylink_primary_ammo; - self.crylink_load = self.clip_load; - } - else - self.ammo_cells -= autocvar_g_balance_crylink_primary_ammo; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo); maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots; maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces; if(autocvar_g_balance_crylink_primary_joinexplode) maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage; - W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg); + W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg); forward = v_forward; right = v_right; up = v_up; @@ -399,6 +339,7 @@ void W_Crylink_Attack (void) while (counter < shots) { proj = spawn (); + proj.reset = W_Crylink_Reset; proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; @@ -474,7 +415,12 @@ void W_Crylink_Attack (void) counter = counter + 1; } - self.crylink_lastgroup = proj; + if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0) + { + self.crylink_lastgroup = proj; + W_Crylink_CheckLinks(proj); + self.crylink_waitrelease = 1; + } } void W_Crylink_Attack2 (void) @@ -483,24 +429,14 @@ void W_Crylink_Attack2 (void) local entity proj, prevproj, firstproj; float maxdmg; - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(autocvar_g_balance_crylink_reload_ammo) - { - self.clip_load -= autocvar_g_balance_crylink_secondary_ammo; - self.crylink_load = self.clip_load; - } - else - self.ammo_cells -= autocvar_g_balance_crylink_secondary_ammo; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo); maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots; maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces; if(autocvar_g_balance_crylink_secondary_joinexplode) maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage; - W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg); + W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg); shots = autocvar_g_balance_crylink_secondary_shots; pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); @@ -508,6 +444,7 @@ void W_Crylink_Attack2 (void) while (counter < shots) { proj = spawn (); + proj.reset = W_Crylink_Reset; proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; @@ -571,7 +508,12 @@ void W_Crylink_Attack2 (void) counter = counter + 1; } - self.crylink_lastgroup = proj; + if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0) + { + self.crylink_lastgroup = proj; + W_Crylink_CheckLinks(proj); + self.crylink_waitrelease = 2; + } } void spawnfunc_weapon_crylink (void) @@ -592,32 +534,31 @@ float w_crylink(float req) else if (req == WR_THINK) { if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload - W_Crylink_Reload(); - else if (self.BUTTON_ATCK) + weapon_action(self.weapon, WR_RELOAD); + + if (self.BUTTON_ATCK) { - if (!self.crylink_waitrelease) + if (self.crylink_waitrelease != 1) if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire)) { W_Crylink_Attack(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready); - if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0) - self.crylink_waitrelease = 1; } } - else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary) + + if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary) { - if (!self.crylink_waitrelease) + if (self.crylink_waitrelease != 2) if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire)) { W_Crylink_Attack2(); weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready); - if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0) - self.crylink_waitrelease = 2; } } - else + + if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2)) { - if (self.crylink_waitrelease && (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)) + if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time) { // fired and released now! if(self.crylink_lastgroup) @@ -644,6 +585,7 @@ float w_crylink(float req) } self.crylink_waitrelease = 0; if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { // ran out of ammo! self.cnt = WEP_CRYLINK; @@ -651,17 +593,6 @@ float w_crylink(float req) } } } - if(self.wish_reload) - { - if(self.switchweapon == self.weapon) - { - if(self.weaponentity.state == WS_READY) - { - self.wish_reload = 0; - W_Crylink_Reload(); - } - } - } } else if (req == WR_PRECACHE) { @@ -671,12 +602,12 @@ float w_crylink(float req) precache_sound ("weapons/crylink_fire.wav"); precache_sound ("weapons/crylink_fire2.wav"); precache_sound ("weapons/crylink_linkjoin.wav"); - precache_sound ("weapons/reload.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) { weapon_setup(WEP_CRYLINK); - W_Crylink_SetAmmoCounter(); + self.current_ammo = ammo_cells; } else if (req == WR_CHECKAMMO1) { @@ -685,7 +616,7 @@ float w_crylink(float req) return TRUE; ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo; - ammo_amount += (autocvar_g_balance_crylink_reload_ammo && self.crylink_load >= autocvar_g_balance_crylink_primary_ammo); + ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) @@ -695,12 +626,12 @@ float w_crylink(float req) return TRUE; ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo; - ammo_amount += (autocvar_g_balance_crylink_reload_ammo && self.crylink_load >= autocvar_g_balance_crylink_secondary_ammo); + ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo; return ammo_amount; } else if (req == WR_RELOAD) { - W_Crylink_Reload(); + W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -716,13 +647,13 @@ float w_crylink(float req) { pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM); } else { pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM); } } else if(req == WR_PRECACHE) @@ -732,16 +663,16 @@ float w_crylink(float req) } else if (req == WR_SUICIDEMESSAGE) { - w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink"; + w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink"); } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) - w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be) + w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be) else if(w_deathtype & HITTYPE_SPLASH) - w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY + w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY else - w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY + w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY } return TRUE; }