X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_nex.qc;h=e6c2aaafe2092f8d250dbd201cbc827255b0f255;hb=f70f1f159c575868eae493d4cd47249041b209ca;hp=78e4d5d6ad6c114d4ae73962582a35fbf9658d7f;hpb=eab83f927c75610e64f82cab59df5b5b64c86c20;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_nex.qc b/qcsrc/server/w_nex.qc index 78e4d5d6a..e6c2aaafe 100644 --- a/qcsrc/server/w_nex.qc +++ b/qcsrc/server/w_nex.qc @@ -1,7 +1,31 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", "Nex"); +REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex")) #else #ifdef SVQC + +void W_Nex_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_nex_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.weapon_load[WEP_NEX]; + self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display + } +} + +void W_Nex_Reload() +{ + self.reload_ammo_player = ammo_cells; + self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo); + self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo; + self.reload_time = autocvar_g_balance_nex_reload_time; + self.reload_sound = "weapons/reload.wav"; + + W_Reload(); +} + void SendCSQCNexBeamParticle(float charge) { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); @@ -21,34 +45,34 @@ void W_Nex_Attack (float issecondary) float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge; if(issecondary) { - mydmg = cvar("g_balance_nex_secondary_damage"); - myforce = cvar("g_balance_nex_secondary_force"); - mymindist = cvar("g_balance_nex_secondary_damagefalloff_mindist"); - mymaxdist = cvar("g_balance_nex_secondary_damagefalloff_maxdist"); - myhalflife = cvar("g_balance_nex_secondary_damagefalloff_halflife"); - myforcehalflife = cvar("g_balance_nex_secondary_damagefalloff_forcehalflife"); - myammo = cvar("g_balance_nex_secondary_ammo"); + mydmg = autocvar_g_balance_nex_secondary_damage; + myforce = autocvar_g_balance_nex_secondary_force; + mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist; + mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist; + myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife; + myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife; + myammo = autocvar_g_balance_nex_secondary_ammo; } else { - mydmg = cvar("g_balance_nex_primary_damage"); - myforce = cvar("g_balance_nex_primary_force"); - mymindist = cvar("g_balance_nex_primary_damagefalloff_mindist"); - mymaxdist = cvar("g_balance_nex_primary_damagefalloff_maxdist"); - myhalflife = cvar("g_balance_nex_primary_damagefalloff_halflife"); - myforcehalflife = cvar("g_balance_nex_primary_damagefalloff_forcehalflife"); - myammo = cvar("g_balance_nex_primary_ammo"); + mydmg = autocvar_g_balance_nex_primary_damage; + myforce = autocvar_g_balance_nex_primary_force; + mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist; + mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist; + myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife; + myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife; + myammo = autocvar_g_balance_nex_primary_ammo; } float flying; flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last - if(cvar("g_balance_nex_charge")) + if(autocvar_g_balance_nex_charge) { - charge = cvar("g_balance_nex_charge_mindmg") / mydmg + (1 - cvar("g_balance_nex_charge_mindmg") / mydmg) * self.nex_charge; - self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce - // O RLY? -- divVerent - // YA RLY -- FruitieX + charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge; + self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce + // O RLY? -- divVerent + // YA RLY -- FruitieX } else charge = 1; @@ -56,10 +80,10 @@ void W_Nex_Attack (float issecondary) myforce *= charge; W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg); - if(charge > cvar("g_balance_nex_charge_limit") && cvar("g_balance_nex_charge_limit")) // if the Nex is overcharged, we play an extra sound - { - sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * cvar("g_balance_nex_charge_limit")) / (1 - 0.5 * cvar("g_balance_nex_charge_limit")), ATTN_NORM); - } + if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound + { + sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM); + } yoda = 0; FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX); @@ -69,21 +93,31 @@ void W_Nex_Attack (float issecondary) //beam and muzzle flash done on client SendCSQCNexBeamParticle(charge); - + // flash and burn the wall if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self); + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_cells = self.ammo_cells - myammo; + { + if(autocvar_g_balance_nex_reload_ammo) + { + self.clip_load -= myammo; + self.weapon_load[WEP_NEX] = self.clip_load; + } + else + self.ammo_cells -= myammo; + } } void spawnfunc_weapon_nex (void); // defined in t_items.qc -.float nex_charge_pool_pauseregen_finished; +.float nex_chargepool_pauseregen_finished; float w_nex(float req) { float dt; + float ammo_amount; if (req == WR_AIM) { self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE); @@ -91,92 +125,117 @@ float w_nex(float req) } else if (req == WR_THINK) { - if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit")) - self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME); - - if(cvar("g_balance_nex_charge")) - { - self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset - - self.weaponentity.weaponentity.glowmod_x = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_red_half") * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1); - self.weaponentity.weaponentity.glowmod_y = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_half") * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1); - self.weaponentity.weaponentity.glowmod_z = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_half") * bound(0, self.weaponentity.weaponentity.glowmod_z + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1); - - if(self.nex_charge > cvar("g_balance_nex_charge_limit")) - { - self.weaponentity.weaponentity.glowmod_x = self.weaponentity.weaponentity.glowmod_x + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_red_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit")); - self.weaponentity.weaponentity.glowmod_y = self.weaponentity.weaponentity.glowmod_y + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit")); - self.weaponentity.weaponentity.glowmod_z = self.weaponentity.weaponentity.glowmod_z + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit")); - } - self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod; - } - - if(cvar("g_balance_nex_secondary_charge_pool")) - if(self.nex_charge_pool_ammo < 1) - { - if(self.nex_charge_pool_pauseregen_finished < time) - self.nex_charge_pool_ammo = min(1, self.nex_charge_pool_ammo + cvar("g_balance_nex_secondary_charge_pool_regen") * frametime / W_TICSPERFRAME); - self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_nex_secondary_charge_pool_pause_health_regen")); - } + if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit) + self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME); - if (self.BUTTON_ATCK) - { - if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire"))) + if(autocvar_g_balance_nex_secondary_chargepool) + if(self.nex_chargepool_ammo < 1) { - W_Nex_Attack(0); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready); + if(self.nex_chargepool_pauseregen_finished < time) + self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME); + self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen); } - } - if (self.BUTTON_ATCK2) + + if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload + W_Nex_Reload(); + else { - if(cvar("g_balance_nex_secondary_charge")) + if (self.BUTTON_ATCK) { - self.nex_charge_rottime = time + cvar("g_balance_nex_charge_rot_pause"); - dt = frametime / W_TICSPERFRAME; - - if(cvar("g_balance_nex_secondary_charge_pool")) + if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire)) { - if(cvar("g_balance_nex_secondary_ammo")) - { - // always deplete if secondary is held - self.nex_charge_pool_ammo = max(0, self.nex_charge_pool_ammo - cvar("g_balance_nex_secondary_ammo") * dt); - - dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate")); - self.nex_charge_pool_pauseregen_finished = time + cvar("g_balance_nex_secondary_charge_pool_pause_regen"); - dt = min(dt, self.nex_charge_pool_ammo); - dt = max(0, dt); - - self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate"); - } + W_Nex_Attack(0); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready); } - - else if(cvar("g_balance_nex_secondary_ammo")) + } + if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2) + { + if(autocvar_g_balance_nex_secondary_charge) { + self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause; + dt = frametime / W_TICSPERFRAME; + if(self.nex_charge < 1) { - dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate")); - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + if(autocvar_g_balance_nex_secondary_chargepool) + { + if(autocvar_g_balance_nex_secondary_ammo) + { + // always deplete if secondary is held + self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt); + + dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); + self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen; + dt = min(dt, self.nex_chargepool_ammo); + dt = max(0, dt); + + self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; + } + } + + else if(autocvar_g_balance_nex_secondary_ammo) { - dt = min(dt, (self.ammo_cells - cvar("g_balance_nex_primary_ammo")) / cvar("g_balance_nex_secondary_ammo")); - dt = max(0, dt); - if(dt > 0) + if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed { - self.ammo_cells = max(cvar("g_balance_nex_secondary_ammo"), self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * dt); + dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + { + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo + if(autocvar_g_balance_nex_reload_ammo) + { + dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo); + dt = max(0, dt); + if(dt > 0) + { + self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt); + } + self.weapon_load[WEP_NEX] = self.clip_load; + } + else + { + dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo); + dt = max(0, dt); + if(dt > 0) + { + self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt); + } + } + } + self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; } } - self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate"); + + else + { + dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); + self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; + } } } - } - else if(cvar("g_balance_nex_secondary")) - { - if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire"))) + else if(autocvar_g_balance_nex_secondary) { - W_Nex_Attack(1); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready); + if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire)) + { + W_Nex_Attack(1); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready); + } } } } + + if(autocvar_g_balance_nex_charge) + { + self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit); + self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit); + self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit); + + if(self.nex_charge > autocvar_g_balance_nex_charge_limit) + { + self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit); + self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit); + self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit); + } + } } else if (req == WR_PRECACHE) { @@ -185,16 +244,35 @@ float w_nex(float req) precache_model ("models/weapons/v_nex.md3"); precache_model ("models/weapons/h_nex.iqm"); precache_sound ("weapons/nexfire.wav"); + precache_sound ("weapons/nexcharge.wav"); precache_sound ("weapons/nexwhoosh1.wav"); precache_sound ("weapons/nexwhoosh2.wav"); precache_sound ("weapons/nexwhoosh3.wav"); + precache_sound ("weapons/reload.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_NEX); + W_Nex_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_cells >= cvar("g_balance_nex_primary_ammo"); + { + ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; + ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo); + return ammo_amount; + } else if (req == WR_CHECKAMMO2) - return self.ammo_cells >= cvar("g_balance_nex_primary_ammo"); // don't allow charging if we don't have enough ammo + { + // don't allow charging if we don't have enough ammo + ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo; + ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo; + return ammo_amount; + } + else if (req == WR_RELOAD) + { + W_Nex_Reload(); + } + return TRUE; }; #endif @@ -214,9 +292,9 @@ float w_nex(float req) precache_sound("weapons/neximpact.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s did the impossible"; + w_deathtypestring = _("%s did the impossible"); else if (req == WR_KILLMESSAGE) - w_deathtypestring = "%s has been vaporized by %s"; + w_deathtypestring = _("%s has been vaporized by %s"); return TRUE; } #endif