From: TimePath Date: Thu, 10 Mar 2016 06:35:55 +0000 (+1100) Subject: Merge branch 'master' into TimePath/notifications X-Git-Tag: xonotic-v0.8.2~1132^2 X-Git-Url: http://git.xonotic.org/?a=commitdiff_plain;h=9f70bdba9a6fb2c06324be13504341da967f7028;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into TimePath/notifications # Conflicts: # qcsrc/common/mutators/mutator/overkill/hmg.qc # qcsrc/common/mutators/mutator/overkill/rpc.qc # qcsrc/common/weapons/weapon/arc.qc # qcsrc/common/weapons/weapon/blaster.qc # qcsrc/common/weapons/weapon/crylink.qc # qcsrc/common/weapons/weapon/devastator.qc # qcsrc/common/weapons/weapon/electro.qc # qcsrc/common/weapons/weapon/fireball.qc # qcsrc/common/weapons/weapon/hagar.qc # qcsrc/common/weapons/weapon/hlac.qc # qcsrc/common/weapons/weapon/hook.qc # qcsrc/common/weapons/weapon/machinegun.qc # qcsrc/common/weapons/weapon/minelayer.qc # qcsrc/common/weapons/weapon/mortar.qc # qcsrc/common/weapons/weapon/rifle.qc # qcsrc/common/weapons/weapon/seeker.qc # qcsrc/common/weapons/weapon/shockwave.qc # qcsrc/common/weapons/weapon/shotgun.qc # qcsrc/common/weapons/weapon/vaporizer.qc # qcsrc/common/weapons/weapon/vortex.qc --- 9f70bdba9a6fb2c06324be13504341da967f7028 diff --cc qcsrc/common/mutators/mutator/overkill/hmg.qc index 415a8526b,c656c35a5..30473e09b --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qc @@@ -98,60 -98,66 +98,66 @@@ void W_HeavyMachineGun_Attack_Auto(Weap weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto); } - METHOD(HeavyMachineGun, wr_aim, void(entity thiswep)) - { - if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); - else - self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); - } - METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - if (fire & 1) - if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) - { - actor.misc_bulletcounter = 0; - W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); - } - } - } - METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); - - if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); - - return ammo_amount; - } - METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); - - if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); - - return ammo_amount; - } - METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD)); - } - METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_HMG_MURDER_SNIPE; - else - return WEAPON_HMG_MURDER_SPRAY; - } + METHOD(HeavyMachineGun, wr_aim, void(entity thiswep)) + { + if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false); + else + PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false); + } + + METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + if (fire & 1) + if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) + { + actor.misc_bulletcounter = 0; + W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); + } + } + } + + METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); + + if(autocvar_g_balance_hmg_reload_ammo) + ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); + + return ammo_amount; + } + + METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep)) + { + float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); + + if(autocvar_g_balance_hmg_reload_ammo) + ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); + + return ammo_amount; + } + + METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD)); + } + -METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep)) ++METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_THINKING_WITH_PORTALS; + } + -METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep)) ++METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_HMG_MURDER_SNIPE; + else + return WEAPON_HMG_MURDER_SPRAY; + } #endif #ifdef CSQC diff --cc qcsrc/common/mutators/mutator/overkill/rpc.qc index c32e61320,ced3ca0b2..50362a1de --- a/qcsrc/common/mutators/mutator/overkill/rpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/rpc.qc @@@ -150,61 -150,67 +150,67 @@@ void W_RocketPropelledChainsaw_Attack ( MUTATOR_CALLHOOK(EditProjectile, self, missile); } - METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep)) - { - self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false); - } - METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) { - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - if (fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire))) - { - W_RocketPropelledChainsaw_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready); - } - } - - if (fire & 2) - { - // to-do - } - } - } - METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo); - ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo); - return ammo_amount; - } - METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep)) - { - return false; - } - METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD)); - } - METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep)) - { - if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) - return WEAPON_RPC_SUICIDE_SPLASH; - else - return WEAPON_RPC_SUICIDE_DIRECT; - } - METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_BLASTER_MURDER; - else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) - return WEAPON_RPC_MURDER_SPLASH; - else - return WEAPON_RPC_MURDER_DIRECT; - } + METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep)) + { + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false); + } + + METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) { + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + if (fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire))) + { + W_RocketPropelledChainsaw_Attack(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready); + } + } + + if (fire & 2) + { + // to-do + } + } + } + + METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo); + ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo); + return ammo_amount; + } + + METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep)) + { + return false; + } + + METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD)); + } + -METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep)) ++METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep)) + { + if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) + return WEAPON_RPC_SUICIDE_SPLASH; + else + return WEAPON_RPC_SUICIDE_DIRECT; + } + -METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep)) ++METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_BLASTER_MURDER; + else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) + return WEAPON_RPC_MURDER_SPLASH; + else + return WEAPON_RPC_MURDER_DIRECT; + } #endif diff --cc qcsrc/common/weapons/weapon/arc.qc index 903f6e76c,247548b12..6ac3e9274 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@@ -726,145 -726,145 +726,145 @@@ void Arc_Smoke( } } - METHOD(Arc, wr_aim, void(entity thiswep)) - { - SELFPARAM(); - if(WEP_CVAR(arc, beam_botaimspeed)) - { - self.BUTTON_ATCK = bot_aim( - WEP_CVAR(arc, beam_botaimspeed), - 0, - WEP_CVAR(arc, beam_botaimlifetime), - false - ); - } - else - { - self.BUTTON_ATCK = bot_aim( - 1000000, - 0, - 0.001, - false - ); - } - } - METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - Arc_Player_SetHeat(actor); - Arc_Smoke(); - - bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt)); - - if (time >= actor.arc_overheat) - if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting) - { - - if(actor.arc_BUTTON_ATCK_prev) - { - #if 0 - if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y) - weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready); - else - #endif - weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready); - } - - if((!actor.arc_beam) || wasfreed(actor.arc_beam)) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0)) - { - W_Arc_Beam(boolean(beam_fire2)); - - if(!actor.arc_BUTTON_ATCK_prev) - { - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); - actor.arc_BUTTON_ATCK_prev = true; - } - } - } - - return; - } - else if(fire & 2) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire))) - { - W_Arc_Attack_Bolt(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready); - } - } - - if(actor.arc_BUTTON_ATCK_prev) - { - sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); - int slot = weaponslot(weaponentity); - ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(); - } - actor.arc_BUTTON_ATCK_prev = false; - - #if 0 - if(fire & 2) - if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire)) - { - W_Arc_Attack2(); - actor.arc_count = autocvar_g_balance_arc_secondary_count; - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack); - actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(); - } - #endif - } - METHOD(Arc, wr_init, void(entity thiswep)) - { - if(!arc_shotorigin[0]) - { - arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1); - arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2); - arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3); - arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4); - } - } - METHOD(Arc, wr_checkammo1, bool(entity thiswep)) - { - SELFPARAM(); - return ((!WEP_CVAR(arc, beam_ammo)) || (self.(thiswep.ammo_field) > 0)); - } - METHOD(Arc, wr_checkammo2, bool(entity thiswep)) - { - SELFPARAM(); - if(WEP_CVAR(arc, bolt)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo); - ammo_amount += self.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo); - return ammo_amount; - } - else - return WEP_CVAR(arc, overheat_max) > 0 && - ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0)); - } - METHOD(Arc, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_ARC_MURDER_SPRAY; - else - return WEAPON_ARC_MURDER; - } - METHOD(Arc, wr_drop, void(entity thiswep)) - { - weapon_dropevent_item.arc_overheat = self.arc_overheat; - weapon_dropevent_item.arc_cooldown = self.arc_cooldown; - self.arc_overheat = 0; - self.arc_cooldown = 0; - } - METHOD(Arc, wr_pickup, void(entity thiswep)) - { - if ( !client_hasweapon(self, thiswep, false, false) && - weapon_dropevent_item.arc_overheat > time ) - { - self.arc_overheat = weapon_dropevent_item.arc_overheat; - self.arc_cooldown = weapon_dropevent_item.arc_cooldown; - } - } + METHOD(Arc, wr_aim, void(entity thiswep)) + { + SELFPARAM(); + if(WEP_CVAR(arc, beam_botaimspeed)) + { + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim( + WEP_CVAR(arc, beam_botaimspeed), + 0, + WEP_CVAR(arc, beam_botaimlifetime), + false + ); + } + else + { + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim( + 1000000, + 0, + 0.001, + false + ); + } + } + METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + Arc_Player_SetHeat(actor); + Arc_Smoke(); + + bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt)); + + if (time >= actor.arc_overheat) + if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting) + { + + if(actor.arc_BUTTON_ATCK_prev) + { + #if 0 + if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y) + weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready); + else + #endif + weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready); + } + + if((!actor.arc_beam) || wasfreed(actor.arc_beam)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0)) + { + W_Arc_Beam(boolean(beam_fire2)); + + if(!actor.arc_BUTTON_ATCK_prev) + { + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); + actor.arc_BUTTON_ATCK_prev = true; + } + } + } + + return; + } + else if(fire & 2) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire))) + { + W_Arc_Attack_Bolt(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready); + } + } + + if(actor.arc_BUTTON_ATCK_prev) + { + sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); + int slot = weaponslot(weaponentity); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(); + } + actor.arc_BUTTON_ATCK_prev = false; + + #if 0 + if(fire & 2) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire)) + { + W_Arc_Attack2(); + actor.arc_count = autocvar_g_balance_arc_secondary_count; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack); + actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(); + } + #endif + } + METHOD(Arc, wr_init, void(entity thiswep)) + { + if(!arc_shotorigin[0]) + { + arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1); + arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2); + arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3); + arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4); + } + } + METHOD(Arc, wr_checkammo1, bool(entity thiswep)) + { + SELFPARAM(); + return ((!WEP_CVAR(arc, beam_ammo)) || (self.(thiswep.ammo_field) > 0)); + } + METHOD(Arc, wr_checkammo2, bool(entity thiswep)) + { + SELFPARAM(); + if(WEP_CVAR(arc, bolt)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo); + ammo_amount += self.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo); + return ammo_amount; + } + else + return WEP_CVAR(arc, overheat_max) > 0 && + ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0)); + } -METHOD(Arc, wr_killmessage, int(entity thiswep)) ++METHOD(Arc, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_ARC_MURDER_SPRAY; + else + return WEAPON_ARC_MURDER; + } + METHOD(Arc, wr_drop, void(entity thiswep)) + { + weapon_dropevent_item.arc_overheat = self.arc_overheat; + weapon_dropevent_item.arc_cooldown = self.arc_cooldown; + self.arc_overheat = 0; + self.arc_cooldown = 0; + } + METHOD(Arc, wr_pickup, void(entity thiswep)) + { + if ( !client_hasweapon(self, thiswep, false, false) && + weapon_dropevent_item.arc_overheat > time ) + { + self.arc_overheat = weapon_dropevent_item.arc_overheat; + self.arc_cooldown = weapon_dropevent_item.arc_cooldown; + } + } #endif #ifdef CSQC bool autocvar_cl_arcbeam_teamcolor = true; diff --cc qcsrc/common/weapons/weapon/blaster.qc index f983bc4b3,83740c43d..362666d27 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@@ -150,102 -150,102 +150,102 @@@ void W_Blaster_Attack } } - METHOD(Blaster, wr_aim, void(entity thiswep)) - { - if(WEP_CVAR(blaster, secondary)) - { - if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) - { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } - else - { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } - } - else - { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } - } + METHOD(Blaster, wr_aim, void(entity thiswep)) + { + if(WEP_CVAR(blaster, secondary)) + { + if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) + { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } + else + { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } + } + else + { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } + } - METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire)) - { - if(fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire))) - { - W_Blaster_Attack( - actor, - WEP_BLASTER.m_id, - WEP_CVAR_PRI(blaster, shotangle), - WEP_CVAR_PRI(blaster, damage), - WEP_CVAR_PRI(blaster, edgedamage), - WEP_CVAR_PRI(blaster, radius), - WEP_CVAR_PRI(blaster, force), - WEP_CVAR_PRI(blaster, speed), - WEP_CVAR_PRI(blaster, spread), - WEP_CVAR_PRI(blaster, delay), - WEP_CVAR_PRI(blaster, lifetime) - ); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready); - } - } - else if(fire & 2) - { - switch(WEP_CVAR(blaster, secondary)) - { - case 0: // switch to last used weapon - { - if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching - W_LastWeapon(actor); - break; - } + METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire)) + { + if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire))) + { + W_Blaster_Attack( + actor, + WEP_BLASTER.m_id, + WEP_CVAR_PRI(blaster, shotangle), + WEP_CVAR_PRI(blaster, damage), + WEP_CVAR_PRI(blaster, edgedamage), + WEP_CVAR_PRI(blaster, radius), + WEP_CVAR_PRI(blaster, force), + WEP_CVAR_PRI(blaster, speed), + WEP_CVAR_PRI(blaster, spread), + WEP_CVAR_PRI(blaster, delay), + WEP_CVAR_PRI(blaster, lifetime) + ); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready); + } + } + else if(fire & 2) + { + switch(WEP_CVAR(blaster, secondary)) + { + case 0: // switch to last used weapon + { + if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching + W_LastWeapon(actor); + break; + } - case 1: // normal projectile secondary - { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire))) - { - W_Blaster_Attack( - actor, - WEP_BLASTER.m_id | HITTYPE_SECONDARY, - WEP_CVAR_SEC(blaster, shotangle), - WEP_CVAR_SEC(blaster, damage), - WEP_CVAR_SEC(blaster, edgedamage), - WEP_CVAR_SEC(blaster, radius), - WEP_CVAR_SEC(blaster, force), - WEP_CVAR_SEC(blaster, speed), - WEP_CVAR_SEC(blaster, spread), - WEP_CVAR_SEC(blaster, delay), - WEP_CVAR_SEC(blaster, lifetime) - ); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready); - } + case 1: // normal projectile secondary + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire))) + { + W_Blaster_Attack( + actor, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(blaster, shotangle), + WEP_CVAR_SEC(blaster, damage), + WEP_CVAR_SEC(blaster, edgedamage), + WEP_CVAR_SEC(blaster, radius), + WEP_CVAR_SEC(blaster, force), + WEP_CVAR_SEC(blaster, speed), + WEP_CVAR_SEC(blaster, spread), + WEP_CVAR_SEC(blaster, delay), + WEP_CVAR_SEC(blaster, lifetime) + ); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready); + } - break; - } - } - } - } + break; + } + } + } + } - METHOD(Blaster, wr_setup, void(entity thiswep)) - { - self.ammo_field = ammo_none; - } + METHOD(Blaster, wr_setup, void(entity thiswep)) + { + self.ammo_field = ammo_none; + } - METHOD(Blaster, wr_checkammo1, bool(entity thiswep)) - { - return true; // infinite ammo - } + METHOD(Blaster, wr_checkammo1, bool(entity thiswep)) + { + return true; // infinite ammo + } - METHOD(Blaster, wr_checkammo2, bool(entity thiswep)) - { - return true; // blaster has infinite ammo - } + METHOD(Blaster, wr_checkammo2, bool(entity thiswep)) + { + return true; // blaster has infinite ammo + } - METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_BLASTER_SUICIDE; - } -METHOD(Blaster, wr_suicidemessage, int(entity thiswep)) ++METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_BLASTER_SUICIDE; + } - METHOD(Blaster, wr_killmessage, Notification(entity thiswep)) - { - return WEAPON_BLASTER_MURDER; - } -METHOD(Blaster, wr_killmessage, int(entity thiswep)) ++METHOD(Blaster, wr_killmessage, Notification(entity thiswep)) + { + return WEAPON_BLASTER_MURDER; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/crylink.qc index c93e34a7f,ca7868358..6ad5f957a --- a/qcsrc/common/weapons/weapon/crylink.qc +++ b/qcsrc/common/weapons/weapon/crylink.qc @@@ -567,123 -567,123 +567,123 @@@ void W_Crylink_Attack2(Weapon thiswep } } - METHOD(Crylink, wr_aim, void(entity thiswep)) - { - SELFPARAM(); - if(random() < 0.10) - self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false); - else - self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false); - } - METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } - - if(fire & 1) - { - if(actor.crylink_waitrelease != 1) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire))) - { - W_Crylink_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready); - } - } - - if((fire & 2) && autocvar_g_balance_crylink_secondary) - { - if(actor.crylink_waitrelease != 2) - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire))) - { - W_Crylink_Attack2(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready); - } - } - - if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2))) - { - if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time) - { - // fired and released now! - if(actor.crylink_lastgroup) - { - vector pos; - entity linkjoineffect; - float isprimary = (actor.crylink_waitrelease == 1); - - pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed)); - - linkjoineffect = new(linkjoineffect); - linkjoineffect.think = W_Crylink_LinkJoinEffect_Think; - linkjoineffect.nextthink = time + w_crylink_linkjoin_time; - linkjoineffect.owner = actor; - setorigin(linkjoineffect, pos); - } - actor.crylink_waitrelease = 0; - if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep)) - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - { - // ran out of ammo! - actor.cnt = WEP_CRYLINK.m_id; - PS(actor).m_switchweapon = w_getbestweapon(actor); - } - } - } - } - METHOD(Crylink, wr_checkammo1, bool(entity thiswep)) - { - SELFPARAM(); - // don't "run out of ammo" and switch weapons while waiting for release - if(self.crylink_lastgroup && self.crylink_waitrelease) - return true; - - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo); - ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo); - return ammo_amount; - } - METHOD(Crylink, wr_checkammo2, bool(entity thiswep)) - { - SELFPARAM(); - // don't "run out of ammo" and switch weapons while waiting for release - if(self.crylink_lastgroup && self.crylink_waitrelease) - return true; - - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo); - ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo); - return ammo_amount; - } - METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD)); - } - METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_CRYLINK_SUICIDE; - } - METHOD(Crylink, wr_killmessage, Notification(entity thiswep)) - { - return WEAPON_CRYLINK_MURDER; - } + METHOD(Crylink, wr_aim, void(entity thiswep)) + { + SELFPARAM(); + if(random() < 0.10) + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false); + else + PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false); + } + METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } + + if(fire & 1) + { + if(actor.crylink_waitrelease != 1) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire))) + { + W_Crylink_Attack(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready); + } + } + + if((fire & 2) && autocvar_g_balance_crylink_secondary) + { + if(actor.crylink_waitrelease != 2) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire))) + { + W_Crylink_Attack2(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready); + } + } + + if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2))) + { + if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time) + { + // fired and released now! + if(actor.crylink_lastgroup) + { + vector pos; + entity linkjoineffect; + float isprimary = (actor.crylink_waitrelease == 1); + + pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed)); + + linkjoineffect = new(linkjoineffect); + linkjoineffect.think = W_Crylink_LinkJoinEffect_Think; + linkjoineffect.nextthink = time + w_crylink_linkjoin_time; + linkjoineffect.owner = actor; + setorigin(linkjoineffect, pos); + } + actor.crylink_waitrelease = 0; + if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep)) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + // ran out of ammo! + actor.cnt = WEP_CRYLINK.m_id; + PS(actor).m_switchweapon = w_getbestweapon(actor); + } + } + } + } + METHOD(Crylink, wr_checkammo1, bool(entity thiswep)) + { + SELFPARAM(); + // don't "run out of ammo" and switch weapons while waiting for release + if(self.crylink_lastgroup && self.crylink_waitrelease) + return true; + + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo); + ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo); + return ammo_amount; + } + METHOD(Crylink, wr_checkammo2, bool(entity thiswep)) + { + SELFPARAM(); + // don't "run out of ammo" and switch weapons while waiting for release + if(self.crylink_lastgroup && self.crylink_waitrelease) + return true; + + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo); + ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo); + return ammo_amount; + } + METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD)); + } -METHOD(Crylink, wr_suicidemessage, int(entity thiswep)) ++METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_CRYLINK_SUICIDE; + } -METHOD(Crylink, wr_killmessage, int(entity thiswep)) ++METHOD(Crylink, wr_killmessage, Notification(entity thiswep)) + { + return WEAPON_CRYLINK_MURDER; + } #endif #ifdef CSQC - METHOD(Crylink, wr_impacteffect, void(entity thiswep)) - { - SELFPARAM(); - vector org2; - org2 = w_org + w_backoff * 2; - if(w_deathtype & HITTYPE_SECONDARY) - { - pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM); - } - else - { - pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM); - } - } + METHOD(Crylink, wr_impacteffect, void(entity thiswep)) + { + SELFPARAM(); + vector org2; + org2 = w_org + w_backoff * 2; + if(w_deathtype & HITTYPE_SECONDARY) + { + pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1); + if(!w_issilent) + sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM); + } + else + { + pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1); + if(!w_issilent) + sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM); + } + } #endif #endif diff --cc qcsrc/common/weapons/weapon/devastator.qc index 0cbaf7980,f63f3f54d..53d4b8e94 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@@ -404,221 -404,221 +404,221 @@@ void W_Devastator_Attack(Weapon thiswep MUTATOR_CALLHOOK(EditProjectile, self, missile); } - #if 0 - METHOD(Devastator, wr_aim, void(entity thiswep)) - { - // aim and decide to fire if appropriate - self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); - if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! - { - // decide whether to detonate rockets - entity missile, targetlist, targ; - targetlist = findchainfloat(bot_attack, true); - for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self) - { - targ = targetlist; - while(targ) - { - if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius)) - { - self.BUTTON_ATCK2 = true; - break; - } - targ = targ.chain; - } - } - - if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false; - } - } - #else - METHOD(Devastator, wr_aim, void(entity thiswep)) - { - // aim and decide to fire if appropriate - self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); - if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! - { - // decide whether to detonate rockets - entity targetlist, targ; - float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; - float selfdamage, teamdamage, enemydamage; - edgedamage = WEP_CVAR(devastator, edgedamage); - coredamage = WEP_CVAR(devastator, damage); - edgeradius = WEP_CVAR(devastator, radius); - recipricoledgeradius = 1 / edgeradius; - selfdamage = 0; - teamdamage = 0; - enemydamage = 0; - targetlist = findchainfloat(bot_attack, true); - FOREACH_ENTITY_ENT(realowner, self, - { - if(it.classname != "rocket") continue; - - targ = targetlist; - while(targ) - { - d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin); - d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); - // count potential damage according to type of target - if(targ == self) - selfdamage = selfdamage + d; - else if(targ.team == self.team && teamplay) - teamdamage = teamdamage + d; - else if(bot_shouldattack(targ)) - enemydamage = enemydamage + d; - targ = targ.chain; - } - }); - float desirabledamage; - desirabledamage = enemydamage; - if(time > self.invincible_finished && time > self.spawnshieldtime) - desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; - if(teamplay && self.team) - desirabledamage = desirabledamage - teamdamage; - - FOREACH_ENTITY_ENT(realowner, self, - { - if(it.classname != "rocket") continue; - - makevectors(it.v_angle); - targ = targetlist; - if(skill > 9) // normal players only do this for the target they are tracking - { - targ = targetlist; - while(targ) - { - if( - (v_forward * normalize(it.origin - targ.origin)< 0.1) - && desirabledamage > 0.1*coredamage - )self.BUTTON_ATCK2 = true; - targ = targ.chain; - } - } - else - { - float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); - //As the distance gets larger, a correct detonation gets near imposible - //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player - if(v_forward * normalize(it.origin - self.enemy.origin)< 0.1) - if(IS_PLAYER(self.enemy)) - if(desirabledamage >= 0.1*coredamage) - if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) - self.BUTTON_ATCK2 = true; - // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); - } - }); - // 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 - self.BUTTON_ATCK2 = true; - 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; - } - } - #endif - METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else { - if(fire & 1) - { - if(actor.rl_release || WEP_CVAR(devastator, guidestop)) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire))) - { - W_Devastator_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready); - actor.rl_release = 0; - } - } - else - actor.rl_release = 1; - - if(fire & 2) - if(PS(actor).m_switchweapon == WEP_DEVASTATOR) - { - entity rock; - bool rockfound = false; - for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor) - { - if(!rock.rl_detonate_later) - { - rock.rl_detonate_later = true; - rockfound = true; - } - } - if(rockfound) - sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); - } - } - } - METHOD(Devastator, wr_setup, void(entity thiswep)) - { - self.rl_release = 1; - } - METHOD(Devastator, wr_checkammo1, bool(entity thiswep)) - { - #if 0 - // don't switch while guiding a missile - if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_DEVASTATOR) - { - ammo_amount = false; - if(WEP_CVAR(devastator, reload_ammo)) - { - if(self.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo)) - ammo_amount = true; - } - else if(self.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) - ammo_amount = true; - return !ammo_amount; - } - #endif - #if 0 - if(self.rl_release == 0) - { - LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.(thiswep.ammo_field), WEP_CVAR(devastator, ammo)); - return true; - } - else - { - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); - ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); - LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE")); - return ammo_amount; - } - #else - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); - ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); - return ammo_amount; - #endif - } - METHOD(Devastator, wr_checkammo2, bool(entity thiswep)) - { - return false; - } - METHOD(Devastator, wr_resetplayer, void(entity thiswep)) - { - self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave! - self.rl_release = 0; - } - METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD)); - } - METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_DEVASTATOR_SUICIDE; - } - METHOD(Devastator, wr_killmessage, Notification(entity thiswep)) - { - if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) - return WEAPON_DEVASTATOR_MURDER_SPLASH; - else - return WEAPON_DEVASTATOR_MURDER_DIRECT; - } + #if 0 + METHOD(Devastator, wr_aim, void(entity thiswep)) + { + // aim and decide to fire if appropriate + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); + if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! + { + // decide whether to detonate rockets + entity missile, targetlist, targ; + targetlist = findchainfloat(bot_attack, true); + for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self) + { + targ = targetlist; + while(targ) + { + if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius)) + { + PHYS_INPUT_BUTTON_ATCK2(self) = true; + break; + } + targ = targ.chain; + } + } + + if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false; + } + } + #else + METHOD(Devastator, wr_aim, void(entity thiswep)) + { + // aim and decide to fire if appropriate + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); + if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! + { + // decide whether to detonate rockets + entity targetlist, targ; + float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; + float selfdamage, teamdamage, enemydamage; + edgedamage = WEP_CVAR(devastator, edgedamage); + coredamage = WEP_CVAR(devastator, damage); + edgeradius = WEP_CVAR(devastator, radius); + recipricoledgeradius = 1 / edgeradius; + selfdamage = 0; + teamdamage = 0; + enemydamage = 0; + targetlist = findchainfloat(bot_attack, true); + FOREACH_ENTITY_ENT(realowner, self, + { + if(it.classname != "rocket") continue; + + targ = targetlist; + while(targ) + { + d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin); + d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); + // count potential damage according to type of target + if(targ == self) + selfdamage = selfdamage + d; + else if(targ.team == self.team && teamplay) + teamdamage = teamdamage + d; + else if(bot_shouldattack(targ)) + enemydamage = enemydamage + d; + targ = targ.chain; + } + }); + float desirabledamage; + desirabledamage = enemydamage; + if(time > self.invincible_finished && time > self.spawnshieldtime) + desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; + if(teamplay && self.team) + desirabledamage = desirabledamage - teamdamage; + + FOREACH_ENTITY_ENT(realowner, self, + { + if(it.classname != "rocket") continue; + + makevectors(it.v_angle); + targ = targetlist; + if(skill > 9) // normal players only do this for the target they are tracking + { + targ = targetlist; + while(targ) + { + if( + (v_forward * normalize(it.origin - targ.origin)< 0.1) + && desirabledamage > 0.1*coredamage + ) PHYS_INPUT_BUTTON_ATCK2(self) = true; + targ = targ.chain; + } + } + else + { + float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); + //As the distance gets larger, a correct detonation gets near imposible + //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player + if(v_forward * normalize(it.origin - self.enemy.origin)< 0.1) + if(IS_PLAYER(self.enemy)) + if(desirabledamage >= 0.1*coredamage) + if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) + PHYS_INPUT_BUTTON_ATCK2(self) = true; + // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); + } + }); + // 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 + PHYS_INPUT_BUTTON_ATCK2(self) = true; + if((skill > 6.5) && (selfdamage > self.health)) + PHYS_INPUT_BUTTON_ATCK2(self) = false; + //if(PHYS_INPUT_BUTTON_ATCK2(self) == true) + // dprint(ftos(desirabledamage),"\n"); + if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false; + } + } + #endif + METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else { + if(fire & 1) + { + if(actor.rl_release || WEP_CVAR(devastator, guidestop)) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire))) + { + W_Devastator_Attack(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready); + actor.rl_release = 0; + } + } + else + actor.rl_release = 1; + + if(fire & 2) + if(PS(actor).m_switchweapon == WEP_DEVASTATOR) + { + entity rock; + bool rockfound = false; + for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor) + { + if(!rock.rl_detonate_later) + { + rock.rl_detonate_later = true; + rockfound = true; + } + } + if(rockfound) + sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); + } + } + } + METHOD(Devastator, wr_setup, void(entity thiswep)) + { + self.rl_release = 1; + } + METHOD(Devastator, wr_checkammo1, bool(entity thiswep)) + { + #if 0 + // don't switch while guiding a missile + if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_DEVASTATOR) + { + ammo_amount = false; + if(WEP_CVAR(devastator, reload_ammo)) + { + if(self.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo)) + ammo_amount = true; + } + else if(self.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) + ammo_amount = true; + return !ammo_amount; + } + #endif + #if 0 + if(self.rl_release == 0) + { + LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.(thiswep.ammo_field), WEP_CVAR(devastator, ammo)); + return true; + } + else + { + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); + ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); + LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE")); + return ammo_amount; + } + #else + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); + ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); + return ammo_amount; + #endif + } + METHOD(Devastator, wr_checkammo2, bool(entity thiswep)) + { + return false; + } + METHOD(Devastator, wr_resetplayer, void(entity thiswep)) + { + self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave! + self.rl_release = 0; + } + METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD)); + } -METHOD(Devastator, wr_suicidemessage, int(entity thiswep)) ++METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_DEVASTATOR_SUICIDE; + } -METHOD(Devastator, wr_killmessage, int(entity thiswep)) ++METHOD(Devastator, wr_killmessage, Notification(entity thiswep)) + { + if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) + return WEAPON_DEVASTATOR_MURDER_SPLASH; + else + return WEAPON_DEVASTATOR_MURDER_DIRECT; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/electro.qc index dde736ba0,78632fa0b..f539b1492 --- a/qcsrc/common/weapons/weapon/electro.qc +++ b/qcsrc/common/weapons/weapon/electro.qc @@@ -425,121 -425,121 +425,121 @@@ void W_Electro_CheckAttack(Weapon thisw .float bot_secondary_electromooth; - METHOD(Electro, wr_aim, void(entity thiswep)) - { - self.BUTTON_ATCK = self.BUTTON_ATCK2 = false; - if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; } - if(self.bot_secondary_electromooth == 0) - { - float shoot; - - if(WEP_CVAR_PRI(electro, speed)) - shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false); - else - shoot = bot_aim(1000000, 0, 0.001, false); - - if(shoot) - { - self.BUTTON_ATCK = true; - if(random() < 0.01) self.bot_secondary_electromooth = 1; - } - } - else - { - if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true)) - { - self.BUTTON_ATCK2 = true; - if(random() < 0.03) self.bot_secondary_electromooth = 0; - } - } - } - METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO - { - float ammo_amount = 0; - if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo)) - ammo_amount = 1; - if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo)) - ammo_amount += 1; - - if(!ammo_amount) - { - thiswep.wr_reload(thiswep, actor, weaponentity); - return; - } - } - - if(fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) - { - W_Electro_Attack_Bolt(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); - } - } - else if(fire & 2) - { - if(time >= actor.electro_secondarytime) - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire))) - { - W_Electro_Attack_Orb(thiswep); - actor.electro_count = WEP_CVAR_SEC(electro, count); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); - actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(); - } - } - } - METHOD(Electro, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo); - ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo); - return ammo_amount; - } - METHOD(Electro, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount; - if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false. - { - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); - ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); - } - else - { - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo); - ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo); - } - return ammo_amount; - } - METHOD(Electro, wr_resetplayer, void(entity thiswep)) - { - self.electro_secondarytime = time; - } - METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD)); - } - METHOD(Electro, wr_suicidemessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_ELECTRO_SUICIDE_ORBS; - else - return WEAPON_ELECTRO_SUICIDE_BOLT; - } - METHOD(Electro, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - { - return WEAPON_ELECTRO_MURDER_ORBS; - } - else - { - if(w_deathtype & HITTYPE_BOUNCE) - return WEAPON_ELECTRO_MURDER_COMBO; - else - return WEAPON_ELECTRO_MURDER_BOLT; - } - } + METHOD(Electro, wr_aim, void(entity thiswep)) + { + PHYS_INPUT_BUTTON_ATCK(self) = PHYS_INPUT_BUTTON_ATCK2(self) = false; + if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; } + if(self.bot_secondary_electromooth == 0) + { + float shoot; + + if(WEP_CVAR_PRI(electro, speed)) + shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false); + else + shoot = bot_aim(1000000, 0, 0.001, false); + + if(shoot) + { + PHYS_INPUT_BUTTON_ATCK(self) = true; + if(random() < 0.01) self.bot_secondary_electromooth = 1; + } + } + else + { + if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true)) + { + PHYS_INPUT_BUTTON_ATCK2(self) = true; + if(random() < 0.03) self.bot_secondary_electromooth = 0; + } + } + } + METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO + { + float ammo_amount = 0; + if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo)) + ammo_amount = 1; + if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo)) + ammo_amount += 1; + + if(!ammo_amount) + { + thiswep.wr_reload(thiswep, actor, weaponentity); + return; + } + } + + if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) + { + W_Electro_Attack_Bolt(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); + } + } + else if(fire & 2) + { + if(time >= actor.electro_secondarytime) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire))) + { + W_Electro_Attack_Orb(thiswep); + actor.electro_count = WEP_CVAR_SEC(electro, count); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); + actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(); + } + } + } + METHOD(Electro, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo); + ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo); + return ammo_amount; + } + METHOD(Electro, wr_checkammo2, bool(entity thiswep)) + { + float ammo_amount; + if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false. + { + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); + ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); + } + else + { + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo); + ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo); + } + return ammo_amount; + } + METHOD(Electro, wr_resetplayer, void(entity thiswep)) + { + self.electro_secondarytime = time; + } + METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD)); + } -METHOD(Electro, wr_suicidemessage, int(entity thiswep)) ++METHOD(Electro, wr_suicidemessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_ELECTRO_SUICIDE_ORBS; + else + return WEAPON_ELECTRO_SUICIDE_BOLT; + } -METHOD(Electro, wr_killmessage, int(entity thiswep)) ++METHOD(Electro, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + { + return WEAPON_ELECTRO_MURDER_ORBS; + } + else + { + if(w_deathtype & HITTYPE_BOUNCE) + return WEAPON_ELECTRO_MURDER_COMBO; + else + return WEAPON_ELECTRO_MURDER_BOLT; + } + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/fireball.qc index 62c43a52e,53520c60b..8c0d928db --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@@ -351,77 -351,77 +351,77 @@@ void W_Fireball_Attack2( MUTATOR_CALLHOOK(EditProjectile, self, proj); } - METHOD(Fireball, wr_aim, void(entity thiswep)) - { - self.BUTTON_ATCK = false; - self.BUTTON_ATCK2 = false; - if(self.bot_primary_fireballmooth == 0) - { - if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false)) - { - self.BUTTON_ATCK = true; - if(random() < 0.02) self.bot_primary_fireballmooth = 0; - } - } - else - { - if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true)) - { - self.BUTTON_ATCK2 = true; - if(random() < 0.01) self.bot_primary_fireballmooth = 1; - } - } - } - METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(fire & 1) - { - if(time >= actor.fireball_primarytime) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire))) - { - W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire); - actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(); - } - } - else if(fire & 2) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire))) - { - W_Fireball_Attack2(); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready); - } - } - } - METHOD(Fireball, wr_setup, void(entity thiswep)) - { - self.ammo_field = ammo_none; - } - METHOD(Fireball, wr_checkammo1, bool(entity thiswep)) - { - return true; // infinite ammo - } - METHOD(Fireball, wr_checkammo2, bool(entity thiswep)) - { - return true; // fireball has infinite ammo - } - METHOD(Fireball, wr_resetplayer, void(entity thiswep)) - { - self.fireball_primarytime = time; - } - METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_FIREBALL_SUICIDE_FIREMINE; - else - return WEAPON_FIREBALL_SUICIDE_BLAST; - } - METHOD(Fireball, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_FIREBALL_MURDER_FIREMINE; - else - return WEAPON_FIREBALL_MURDER_BLAST; - } + METHOD(Fireball, wr_aim, void(entity thiswep)) + { + PHYS_INPUT_BUTTON_ATCK(self) = false; + PHYS_INPUT_BUTTON_ATCK2(self) = false; + if(self.bot_primary_fireballmooth == 0) + { + if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false)) + { + PHYS_INPUT_BUTTON_ATCK(self) = true; + if(random() < 0.02) self.bot_primary_fireballmooth = 0; + } + } + else + { + if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true)) + { + PHYS_INPUT_BUTTON_ATCK2(self) = true; + if(random() < 0.01) self.bot_primary_fireballmooth = 1; + } + } + } + METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(fire & 1) + { + if(time >= actor.fireball_primarytime) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire))) + { + W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire); + actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(); + } + } + else if(fire & 2) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire))) + { + W_Fireball_Attack2(); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready); + } + } + } + METHOD(Fireball, wr_setup, void(entity thiswep)) + { + self.ammo_field = ammo_none; + } + METHOD(Fireball, wr_checkammo1, bool(entity thiswep)) + { + return true; // infinite ammo + } + METHOD(Fireball, wr_checkammo2, bool(entity thiswep)) + { + return true; // fireball has infinite ammo + } + METHOD(Fireball, wr_resetplayer, void(entity thiswep)) + { + self.fireball_primarytime = time; + } -METHOD(Fireball, wr_suicidemessage, int(entity thiswep)) ++METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_FIREBALL_SUICIDE_FIREMINE; + else + return WEAPON_FIREBALL_SUICIDE_BLAST; + } -METHOD(Fireball, wr_killmessage, int(entity thiswep)) ++METHOD(Fireball, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_FIREBALL_MURDER_FIREMINE; + else + return WEAPON_FIREBALL_MURDER_BLAST; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/hagar.qc index 505a656ec,3aafb816d..c66e4a438 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@@ -397,98 -397,98 +397,98 @@@ void W_Hagar_Attack2_Load(Weapon thiswe } } - METHOD(Hagar, wr_aim, void(entity thiswep)) - { - if(random()>0.15) - 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); - } - METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - float loadable_secondary; - loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); - - if(loadable_secondary) - W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame - if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire))) - { - W_Hagar_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); - } - } - else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary)) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire))) - { - W_Hagar_Attack2(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); - } - } - } - METHOD(Hagar, wr_gonethink, void(entity thiswep)) - { - // we lost the weapon and want to prepare switching away - if(self.hagar_load) - { - .entity weaponentity = weaponentities[0]; // TODO: unhardcode - self.(weaponentity).state = WS_READY; - W_Hagar_Attack2_Load_Release(weaponentity); - } - } - METHOD(Hagar, wr_setup, void(entity thiswep)) - { - self.hagar_loadblock = false; + METHOD(Hagar, wr_aim, void(entity thiswep)) + { + if(random()>0.15) + PHYS_INPUT_BUTTON_ATCK(self) = 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 + PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + } + METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + float loadable_secondary; + loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); + + if(loadable_secondary) + W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame + if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire))) + { + W_Hagar_Attack(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); + } + } + else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire))) + { + W_Hagar_Attack2(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); + } + } + } + METHOD(Hagar, wr_gonethink, void(entity thiswep)) + { + // we lost the weapon and want to prepare switching away + if(self.hagar_load) + { + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + self.(weaponentity).state = WS_READY; + W_Hagar_Attack2_Load_Release(weaponentity); + } + } + METHOD(Hagar, wr_setup, void(entity thiswep)) + { + self.hagar_loadblock = false; - if(self.hagar_load) - { - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary - self.hagar_load = 0; - } - } - METHOD(Hagar, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo); - ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); - return ammo_amount; - } - METHOD(Hagar, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); - ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); - return ammo_amount; - } - METHOD(Hagar, wr_resetplayer, void(entity thiswep)) - { - self.hagar_load = 0; - } - METHOD(Hagar, wr_playerdeath, void(entity thiswep)) - { - .entity weaponentity = weaponentities[0]; // TODO: unhardcode - // 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(weaponentity); - } - METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - if(!self.hagar_load) // require releasing loaded rockets first - W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD)); - } - METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_HAGAR_SUICIDE; - } - METHOD(Hagar, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_HAGAR_MURDER_BURST; - else - return WEAPON_HAGAR_MURDER_SPRAY; - } + if(self.hagar_load) + { + W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary + self.hagar_load = 0; + } + } + METHOD(Hagar, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo); + ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); + return ammo_amount; + } + METHOD(Hagar, wr_checkammo2, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); + ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); + return ammo_amount; + } + METHOD(Hagar, wr_resetplayer, void(entity thiswep)) + { + self.hagar_load = 0; + } + METHOD(Hagar, wr_playerdeath, void(entity thiswep)) + { + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + // 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(weaponentity); + } + METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + if(!self.hagar_load) // require releasing loaded rockets first + W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD)); + } -METHOD(Hagar, wr_suicidemessage, int(entity thiswep)) ++METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_HAGAR_SUICIDE; + } -METHOD(Hagar, wr_killmessage, int(entity thiswep)) ++METHOD(Hagar, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_HAGAR_MURDER_BURST; + else + return WEAPON_HAGAR_MURDER_SPRAY; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/hlac.qc index da772a8a2,b2f3264d6..901634506 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@@ -207,57 -207,57 +207,57 @@@ void W_HLAC_Attack2_Frame(Weapon thiswe } } - METHOD(HLAC, wr_aim, void(entity thiswep)) - { - self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); - } - METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else if(fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire))) - { - actor.misc_bulletcounter = 0; - W_HLAC_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); - } - } - - else if((fire & 2) && WEP_CVAR(hlac, secondary)) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire))) - { - W_HLAC_Attack2_Frame(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); - } - } - } - METHOD(HLAC, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); - ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); - return ammo_amount; - } - METHOD(HLAC, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); - ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); - return ammo_amount; - } - METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD)); - } - METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_HLAC_SUICIDE; - } - METHOD(HLAC, wr_killmessage, Notification(entity thiswep)) - { - return WEAPON_HLAC_MURDER; - } + METHOD(HLAC, wr_aim, void(entity thiswep)) + { + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); + } + METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire))) + { + actor.misc_bulletcounter = 0; + W_HLAC_Attack(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); + } + } + + else if((fire & 2) && WEP_CVAR(hlac, secondary)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire))) + { + W_HLAC_Attack2_Frame(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); + } + } + } + METHOD(HLAC, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); + ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); + return ammo_amount; + } + METHOD(HLAC, wr_checkammo2, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); + ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); + return ammo_amount; + } + METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD)); + } -METHOD(HLAC, wr_suicidemessage, int(entity thiswep)) ++METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_HLAC_SUICIDE; + } -METHOD(HLAC, wr_killmessage, int(entity thiswep)) ++METHOD(HLAC, wr_killmessage, Notification(entity thiswep)) + { + return WEAPON_HLAC_MURDER; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/hook.qc index a5c990627,79ef90009..5af5a9ad1 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@@ -180,129 -180,129 +180,125 @@@ void W_Hook_Attack2(Weapon thiswep, ent MUTATOR_CALLHOOK(EditProjectile, actor, gren); } - METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if (fire & 1) { - if(!actor.hook) - if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE)) - if(time > actor.hook_refire) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1)) - { - W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo)); - actor.hook_state |= HOOK_FIRING; - actor.hook_state |= HOOK_WAITING_FOR_RELEASE; - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); - } - } else { - actor.hook_state |= HOOK_REMOVING; - actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; - } - - if(fire & 2) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) - { - W_Hook_Attack2(thiswep, actor); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); - } - } - - if(actor.hook) - { - // if hooked, no bombs, and increase the timer - actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor()); - - // hook also inhibits health regeneration, but only for 1 second - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); - } - - if(actor.hook && actor.hook.state == 1) - { - float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); - if(hooked_time_max > 0) - { - if( time > actor.hook_time_hooked + hooked_time_max ) - actor.hook_state |= HOOK_REMOVING; - } - - float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); - if(hooked_fuel > 0) - { - if( time > actor.hook_time_fueldecrease ) - { - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - { - if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) - { - W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); - actor.hook_time_fueldecrease = time; - // decrease next frame again - } - else - { - actor.ammo_fuel = 0; - actor.hook_state |= HOOK_REMOVING; - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - } - } - } - } - } - else - { - actor.hook_time_hooked = time; - actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); - } - - actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!actor.BUTTON_CROUCH || !autocvar_g_balance_grapplehook_crouchslide)); - - if (actor.hook_state & HOOK_FIRING) - { - if (actor.hook) - RemoveGrapplingHook(actor); - WITH(entity, self, actor, FireGrapplingHook()); - actor.hook_state &= ~HOOK_FIRING; - actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor()); - } - else if (actor.hook_state & HOOK_REMOVING) - { - if (actor.hook) - RemoveGrapplingHook(actor); - actor.hook_state &= ~HOOK_REMOVING; - } - } - METHOD(Hook, wr_setup, void(entity thiswep)) - { - self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; - } - METHOD(Hook, wr_checkammo1, bool(Hook thiswep)) - { - if (!thiswep.ammo_factor) return true; - if(self.hook) - return self.ammo_fuel > 0; - else - return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); - } - METHOD(Hook, wr_checkammo2, bool(Hook thiswep)) - { - // infinite ammo for now - return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above - } - METHOD(Hook, wr_resetplayer, void(entity thiswep)) - { - RemoveGrapplingHook(self); - self.hook_time = 0; - self.hook_refire = time; - } - METHOD(Hook, wr_suicidemessage, Notification(entity thiswep)) - { - return NULL; - } - METHOD(Hook, wr_killmessage, Notification(entity thiswep)) - { - return WEAPON_HOOK_MURDER; - } + METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if (fire & 1) { + if(!actor.hook) + if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE)) + if(time > actor.hook_refire) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1)) + { + W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo)); + actor.hook_state |= HOOK_FIRING; + actor.hook_state |= HOOK_WAITING_FOR_RELEASE; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); + } + } else { + actor.hook_state |= HOOK_REMOVING; + actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; + } + + if(fire & 2) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) + { + W_Hook_Attack2(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); + } + } + + if(actor.hook) + { + // if hooked, no bombs, and increase the timer + actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor()); + + // hook also inhibits health regeneration, but only for 1 second + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); + } + + if(actor.hook && actor.hook.state == 1) + { + float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); + if(hooked_time_max > 0) + { + if( time > actor.hook_time_hooked + hooked_time_max ) + actor.hook_state |= HOOK_REMOVING; + } + + float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); + if(hooked_fuel > 0) + { + if( time > actor.hook_time_fueldecrease ) + { + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) + { + W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); + actor.hook_time_fueldecrease = time; + // decrease next frame again + } + else + { + actor.ammo_fuel = 0; + actor.hook_state |= HOOK_REMOVING; + W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + } + } + } + } + } + else + { + actor.hook_time_hooked = time; + actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); + } + + actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide)); + + if (actor.hook_state & HOOK_FIRING) + { + if (actor.hook) + RemoveGrapplingHook(actor); + WITH(entity, self, actor, FireGrapplingHook()); + actor.hook_state &= ~HOOK_FIRING; + actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor()); + } + else if (actor.hook_state & HOOK_REMOVING) + { + if (actor.hook) + RemoveGrapplingHook(actor); + actor.hook_state &= ~HOOK_REMOVING; + } + } + METHOD(Hook, wr_setup, void(entity thiswep)) + { + self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; + } + METHOD(Hook, wr_checkammo1, bool(Hook thiswep)) + { + if (!thiswep.ammo_factor) return true; + if(self.hook) + return self.ammo_fuel > 0; + else + return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); + } + METHOD(Hook, wr_checkammo2, bool(Hook thiswep)) + { + // infinite ammo for now + return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above + } + METHOD(Hook, wr_resetplayer, void(entity thiswep)) + { + RemoveGrapplingHook(self); + self.hook_time = 0; + self.hook_refire = time; + } -METHOD(Hook, wr_suicidemessage, int(entity thiswep)) -{ - return false; -} -METHOD(Hook, wr_killmessage, int(entity thiswep)) ++METHOD(Hook, wr_killmessage, Notification(entity thiswep)) + { + return WEAPON_HOOK_MURDER; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/machinegun.qc index aefddc027,448195a98..1b1af4df4 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@@ -242,113 -242,113 +242,113 @@@ void W_MachineGun_Attack_Burst(Weapon t } - METHOD(MachineGun, wr_aim, void(entity thiswep)) - { - if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); - else - self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); - } - METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - if(WEP_CVAR(machinegun, mode) == 1) - { - if(fire & 1) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) - { - actor.misc_bulletcounter = 0; - W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); - } - - if(fire & 2) - if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) - { - if(!thiswep.wr_checkammo2(thiswep)) - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - { - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - w_ready(thiswep, actor, weaponentity, fire); - return; - } - - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo)); - - actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1; - W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire); - } - } - else - { - - if(fire & 1) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) - { - actor.misc_bulletcounter = 1; - W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); - } - - if((fire & 2) && WEP_CVAR(machinegun, first)) - if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) - { - actor.misc_bulletcounter = 1; - W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready); - } - } - } - METHOD(MachineGun, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount; - if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo); - else - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); - - if(WEP_CVAR(machinegun, reload_ammo)) - { - if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo); - else - ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); - } - return ammo_amount; - } - METHOD(MachineGun, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount; - if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo); - else - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); - - if(WEP_CVAR(machinegun, reload_ammo)) - { - if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo); - else - ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); - } - return ammo_amount; - } - METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD)); - } - METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(MachineGun, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_MACHINEGUN_MURDER_SNIPE; - else - return WEAPON_MACHINEGUN_MURDER_SPRAY; - } + METHOD(MachineGun, wr_aim, void(entity thiswep)) + { + if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false); + else + PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false); + } + METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + if(WEP_CVAR(machinegun, mode) == 1) + { + if(fire & 1) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) + { + actor.misc_bulletcounter = 0; + W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); + } + + if(fire & 2) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) + { + if(!thiswep.wr_checkammo2(thiswep)) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + w_ready(thiswep, actor, weaponentity, fire); + return; + } + + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo)); + + actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1; + W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire); + } + } + else + { + + if(fire & 1) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) + { + actor.misc_bulletcounter = 1; + W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); + } + + if((fire & 2) && WEP_CVAR(machinegun, first)) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) + { + actor.misc_bulletcounter = 1; + W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready); + } + } + } + METHOD(MachineGun, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount; + if(WEP_CVAR(machinegun, mode) == 1) + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo); + else + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); + + if(WEP_CVAR(machinegun, reload_ammo)) + { + if(WEP_CVAR(machinegun, mode) == 1) + ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo); + else + ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); + } + return ammo_amount; + } + METHOD(MachineGun, wr_checkammo2, bool(entity thiswep)) + { + float ammo_amount; + if(WEP_CVAR(machinegun, mode) == 1) + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo); + else + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); + + if(WEP_CVAR(machinegun, reload_ammo)) + { + if(WEP_CVAR(machinegun, mode) == 1) + ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo); + else + ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); + } + return ammo_amount; + } + METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD)); + } -METHOD(MachineGun, wr_suicidemessage, int(entity thiswep)) ++METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_THINKING_WITH_PORTALS; + } -METHOD(MachineGun, wr_killmessage, int(entity thiswep)) ++METHOD(MachineGun, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_MACHINEGUN_MURDER_SNIPE; + else + return WEAPON_MACHINEGUN_MURDER_SPRAY; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/minelayer.qc index 9c6418ffd,8b88a0c5a..78aabc451 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@@ -404,163 -404,163 +404,163 @@@ float W_MineLayer_PlacedMines(float det return minfound; } - METHOD(MineLayer, wr_aim, void(entity thiswep)) - { - // aim and decide to fire if appropriate - if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) - self.BUTTON_ATCK = false; - else - self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false); - if(skill >= 2) // skill 0 and 1 bots won't detonate mines! - { - // decide whether to detonate mines - entity targetlist, targ; - float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; - float selfdamage, teamdamage, enemydamage; - edgedamage = WEP_CVAR(minelayer, edgedamage); - coredamage = WEP_CVAR(minelayer, damage); - edgeradius = WEP_CVAR(minelayer, radius); - recipricoledgeradius = 1 / edgeradius; - selfdamage = 0; - teamdamage = 0; - enemydamage = 0; - targetlist = findchainfloat(bot_attack, true); - entity mine = find(world, classname, "mine"); - while(mine) - { - if(mine.realowner != self) - { - mine = find(mine, classname, "mine"); - continue; - } - targ = targetlist; - 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) - selfdamage = selfdamage + d; - else if(targ.team == self.team && teamplay) - teamdamage = teamdamage + d; - else if(bot_shouldattack(targ)) - enemydamage = enemydamage + d; - targ = targ.chain; - } - mine = find(mine, classname, "mine"); - } - float desirabledamage; - desirabledamage = enemydamage; - if(time > self.invincible_finished && time > self.spawnshieldtime) - desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; - if(teamplay && self.team) - desirabledamage = desirabledamage - teamdamage; - - mine = find(world, classname, "mine"); - while(mine) - { - 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 - { - targ = targetlist; - while(targ) - { - if( - (v_forward * normalize(mine.origin - targ.origin)< 0.1) - && desirabledamage > 0.1*coredamage - )self.BUTTON_ATCK2 = true; - targ = targ.chain; - } - }else{ - float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); - //As the distance gets larger, a correct detonation gets near imposible - //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player - if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1) - if(IS_PLAYER(self.enemy)) - if(desirabledamage >= 0.1*coredamage) - if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) - self.BUTTON_ATCK2 = true; - // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); - } - - mine = find(mine, classname, "mine"); - } - // 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 - self.BUTTON_ATCK2 = true; - 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; - } - } - METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload - { - // not if we're holding the minelayer without enough ammo, but can detonate existing mines - if(!(W_MineLayer_PlacedMines(false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) { - thiswep.wr_reload(thiswep, actor, weaponentity); - } - } - else if(fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire))) - { - W_MineLayer_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready); - } - } - - if(fire & 2) - { - if(W_MineLayer_PlacedMines(true)) - sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM); - } - } - METHOD(MineLayer, wr_checkammo1, bool(entity thiswep)) - { - int slot = 0; // TODO: unhardcode - // don't switch while placing a mine - if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_MINE_LAYER) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo); - ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo); - return ammo_amount; - } - return true; - } - METHOD(MineLayer, wr_checkammo2, bool(entity thiswep)) - { - if(W_MineLayer_PlacedMines(false)) - return true; - else - return false; - } - METHOD(MineLayer, wr_resetplayers, void(entity thiswep)) - { - self.minelayer_mines = 0; - } - METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD)); - } - METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_MINELAYER_SUICIDE; - } - METHOD(MineLayer, wr_killmessage, Notification(entity thiswep)) - { - return WEAPON_MINELAYER_MURDER; - } + METHOD(MineLayer, wr_aim, void(entity thiswep)) + { + // aim and decide to fire if appropriate + if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) + PHYS_INPUT_BUTTON_ATCK(self) = false; + else + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false); + if(skill >= 2) // skill 0 and 1 bots won't detonate mines! + { + // decide whether to detonate mines + entity targetlist, targ; + float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; + float selfdamage, teamdamage, enemydamage; + edgedamage = WEP_CVAR(minelayer, edgedamage); + coredamage = WEP_CVAR(minelayer, damage); + edgeradius = WEP_CVAR(minelayer, radius); + recipricoledgeradius = 1 / edgeradius; + selfdamage = 0; + teamdamage = 0; + enemydamage = 0; + targetlist = findchainfloat(bot_attack, true); + entity mine = find(world, classname, "mine"); + while(mine) + { + if(mine.realowner != self) + { + mine = find(mine, classname, "mine"); + continue; + } + targ = targetlist; + 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) + selfdamage = selfdamage + d; + else if(targ.team == self.team && teamplay) + teamdamage = teamdamage + d; + else if(bot_shouldattack(targ)) + enemydamage = enemydamage + d; + targ = targ.chain; + } + mine = find(mine, classname, "mine"); + } + float desirabledamage; + desirabledamage = enemydamage; + if(time > self.invincible_finished && time > self.spawnshieldtime) + desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; + if(teamplay && self.team) + desirabledamage = desirabledamage - teamdamage; + + mine = find(world, classname, "mine"); + while(mine) + { + 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 + { + targ = targetlist; + while(targ) + { + if( + (v_forward * normalize(mine.origin - targ.origin)< 0.1) + && desirabledamage > 0.1*coredamage + ) PHYS_INPUT_BUTTON_ATCK2(self) = true; + targ = targ.chain; + } + }else{ + float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); + //As the distance gets larger, a correct detonation gets near imposible + //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player + if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1) + if(IS_PLAYER(self.enemy)) + if(desirabledamage >= 0.1*coredamage) + if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) + PHYS_INPUT_BUTTON_ATCK2(self) = true; + // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); + } + + mine = find(mine, classname, "mine"); + } + // 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 + PHYS_INPUT_BUTTON_ATCK2(self) = true; + if((skill > 6.5) && (selfdamage > self.health)) + PHYS_INPUT_BUTTON_ATCK2(self) = false; + //if(PHYS_INPUT_BUTTON_ATCK2(self) == true) + // dprint(ftos(desirabledamage),"\n"); + if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false; + } + } + METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload + { + // not if we're holding the minelayer without enough ammo, but can detonate existing mines + if(!(W_MineLayer_PlacedMines(false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) { + thiswep.wr_reload(thiswep, actor, weaponentity); + } + } + else if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire))) + { + W_MineLayer_Attack(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready); + } + } + + if(fire & 2) + { + if(W_MineLayer_PlacedMines(true)) + sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM); + } + } + METHOD(MineLayer, wr_checkammo1, bool(entity thiswep)) + { + int slot = 0; // TODO: unhardcode + // don't switch while placing a mine + if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_MINE_LAYER) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo); + ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo); + return ammo_amount; + } + return true; + } + METHOD(MineLayer, wr_checkammo2, bool(entity thiswep)) + { + if(W_MineLayer_PlacedMines(false)) + return true; + else + return false; + } + METHOD(MineLayer, wr_resetplayers, void(entity thiswep)) + { + self.minelayer_mines = 0; + } + METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD)); + } -METHOD(MineLayer, wr_suicidemessage, int(entity thiswep)) ++METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_MINELAYER_SUICIDE; + } -METHOD(MineLayer, wr_killmessage, int(entity thiswep)) ++METHOD(MineLayer, wr_killmessage, Notification(entity thiswep)) + { + return WEAPON_MINELAYER_MURDER; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/mortar.qc index 08b79bb26,0b7a295bf..639de3f4c --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@@ -298,109 -298,109 +298,109 @@@ void W_Mortar_Attack2(Weapon thiswep .float bot_secondary_grenademooth; - METHOD(Mortar, wr_aim, void(entity thiswep)) - { - self.BUTTON_ATCK = false; - self.BUTTON_ATCK2 = false; - if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH - { - if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true)) - { - self.BUTTON_ATCK = true; - if(random() < 0.01) self.bot_secondary_grenademooth = 1; - } - } - else - { - if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true)) - { - self.BUTTON_ATCK2 = true; - if(random() < 0.02) self.bot_secondary_grenademooth = 0; - } - } - } - /*case WR_CALCINFO: - { - wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime)); - wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire)); - wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed))))); - - // for the range calculation, closer to 1 is better - wepinfo_pri_range_max = 2000 * wepinfo_pri_speed; - wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar, - - wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime)); - wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire)); - - wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime)))); - wepinfo_ter_dps = 0; - */ - METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else if(fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire))) - { - W_Mortar_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready); - } - } - else if(fire & 2) - { - if(WEP_CVAR_SEC(mortar, remote_detonateprimary)) - { - bool nadefound = false; - entity nade; - for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor) - { - if(!nade.gl_detonate_later) - { - nade.gl_detonate_later = true; - nadefound = true; - } - } - if(nadefound) - sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); - } - else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire))) - { - W_Mortar_Attack2(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready); - } - } - } - METHOD(Mortar, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo); - ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo); - return ammo_amount; - } - METHOD(Mortar, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo); - ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo); - return ammo_amount; - } - METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO - } - METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_MORTAR_SUICIDE_BOUNCE; - else - return WEAPON_MORTAR_SUICIDE_EXPLODE; - } - METHOD(Mortar, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_MORTAR_MURDER_BOUNCE; - else - return WEAPON_MORTAR_MURDER_EXPLODE; - } + METHOD(Mortar, wr_aim, void(entity thiswep)) + { + PHYS_INPUT_BUTTON_ATCK(self) = false; + PHYS_INPUT_BUTTON_ATCK2(self) = false; + if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH + { + if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true)) + { + PHYS_INPUT_BUTTON_ATCK(self) = true; + if(random() < 0.01) self.bot_secondary_grenademooth = 1; + } + } + else + { + if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true)) + { + PHYS_INPUT_BUTTON_ATCK2(self) = true; + if(random() < 0.02) self.bot_secondary_grenademooth = 0; + } + } + } + /*case WR_CALCINFO: + { + wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime)); + wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire)); + wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed))))); + + // for the range calculation, closer to 1 is better + wepinfo_pri_range_max = 2000 * wepinfo_pri_speed; + wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar, + + wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime)); + wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire)); + + wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime)))); + wepinfo_ter_dps = 0; + */ + METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire))) + { + W_Mortar_Attack(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready); + } + } + else if(fire & 2) + { + if(WEP_CVAR_SEC(mortar, remote_detonateprimary)) + { + bool nadefound = false; + entity nade; + for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor) + { + if(!nade.gl_detonate_later) + { + nade.gl_detonate_later = true; + nadefound = true; + } + } + if(nadefound) + sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); + } + else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire))) + { + W_Mortar_Attack2(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready); + } + } + } + METHOD(Mortar, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo); + ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo); + return ammo_amount; + } + METHOD(Mortar, wr_checkammo2, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo); + ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo); + return ammo_amount; + } + METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO + } -METHOD(Mortar, wr_suicidemessage, int(entity thiswep)) ++METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_MORTAR_SUICIDE_BOUNCE; + else + return WEAPON_MORTAR_SUICIDE_EXPLODE; + } -METHOD(Mortar, wr_killmessage, int(entity thiswep)) ++METHOD(Mortar, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_MORTAR_MURDER_BOUNCE; + else + return WEAPON_MORTAR_MURDER_EXPLODE; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/rifle.qc index 23f96f630,d7df010f5..c0734d77d --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@@ -138,105 -138,105 +138,105 @@@ void W_Rifle_BulletHail(.entity weapone .float bot_secondary_riflemooth; - METHOD(Rifle, wr_aim, void(entity thiswep)) - { - self.BUTTON_ATCK=false; - self.BUTTON_ATCK2=false; - if(vdist(self.origin - self.enemy.origin, >, 1000)) - self.bot_secondary_riflemooth = 0; - if(self.bot_secondary_riflemooth == 0) - { - if(bot_aim(1000000, 0, 0.001, false)) - { - self.BUTTON_ATCK = true; - if(random() < 0.01) self.bot_secondary_riflemooth = 1; - } - } - else - { - if(bot_aim(1000000, 0, 0.001, false)) - { - self.BUTTON_ATCK2 = true; - if(random() < 0.03) self.bot_secondary_riflemooth = 0; - } - } - } - METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time); - if(fire & 1) - if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire))) - if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost)) - { - weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)); - W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire)); - actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost); - } - if(fire & 2) - { - if(WEP_CVAR(rifle, secondary)) - { - if(WEP_CVAR_SEC(rifle, reload)) { - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire))) - if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost)) - { - weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)); - W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire)); - actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost); - } - } - } - } - } - } - METHOD(Rifle, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo); - ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo); - return ammo_amount; - } - METHOD(Rifle, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo); - ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo); - return ammo_amount; - } - METHOD(Rifle, wr_resetplayer, void(entity thiswep)) - { - self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); - } - METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD)); - } - METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Rifle, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - { - if(w_deathtype & HITTYPE_BOUNCE) - return WEAPON_RIFLE_MURDER_HAIL_PIERCING; - else - return WEAPON_RIFLE_MURDER_HAIL; - } - else - { - if(w_deathtype & HITTYPE_BOUNCE) - return WEAPON_RIFLE_MURDER_PIERCING; - else - return WEAPON_RIFLE_MURDER; - } - } + METHOD(Rifle, wr_aim, void(entity thiswep)) + { + PHYS_INPUT_BUTTON_ATCK(self) = false; + PHYS_INPUT_BUTTON_ATCK2(self) = false; + if(vdist(self.origin - self.enemy.origin, >, 1000)) + self.bot_secondary_riflemooth = 0; + if(self.bot_secondary_riflemooth == 0) + { + if(bot_aim(1000000, 0, 0.001, false)) + { + PHYS_INPUT_BUTTON_ATCK(self) = true; + if(random() < 0.01) self.bot_secondary_riflemooth = 1; + } + } + else + { + if(bot_aim(1000000, 0, 0.001, false)) + { + PHYS_INPUT_BUTTON_ATCK2(self) = true; + if(random() < 0.03) self.bot_secondary_riflemooth = 0; + } + } + } + METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time); + if(fire & 1) + if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire))) + if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost)) + { + weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)); + W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire)); + actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost); + } + if(fire & 2) + { + if(WEP_CVAR(rifle, secondary)) + { + if(WEP_CVAR_SEC(rifle, reload)) { + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire))) + if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost)) + { + weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)); + W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire)); + actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost); + } + } + } + } + } + } + METHOD(Rifle, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo); + ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo); + return ammo_amount; + } + METHOD(Rifle, wr_checkammo2, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo); + ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo); + return ammo_amount; + } + METHOD(Rifle, wr_resetplayer, void(entity thiswep)) + { + self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); + } + METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD)); + } -METHOD(Rifle, wr_suicidemessage, int(entity thiswep)) ++METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_THINKING_WITH_PORTALS; + } -METHOD(Rifle, wr_killmessage, int(entity thiswep)) ++METHOD(Rifle, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + { + if(w_deathtype & HITTYPE_BOUNCE) + return WEAPON_RIFLE_MURDER_HAIL_PIERCING; + else + return WEAPON_RIFLE_MURDER_HAIL; + } + else + { + if(w_deathtype & HITTYPE_BOUNCE) + return WEAPON_RIFLE_MURDER_PIERCING; + else + return WEAPON_RIFLE_MURDER; + } + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/seeker.qc index 94e3abdd5,ac71e48a9..a20190256 --- a/qcsrc/common/weapons/weapon/seeker.qc +++ b/qcsrc/common/weapons/weapon/seeker.qc @@@ -598,105 -598,105 +598,105 @@@ void W_Seeker_Fire_Tag(Weapon thiswep // Begin: Genereal weapon functions // ============================ - METHOD(Seeker, wr_aim, void(entity thiswep)) - { - if(WEP_CVAR(seeker, type) == 1) - if(W_Seeker_Tagged_Info(self, self.enemy) != world) - self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false); - else - self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); - else - self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); - } - METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else if(fire & 1) - { - if(WEP_CVAR(seeker, type) == 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire))) - { - W_Seeker_Attack(); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready); - } - } - else - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) - { - W_Seeker_Fire_Tag(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); - } - } - } - - else if(fire & 2) - { - if(WEP_CVAR(seeker, type) == 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) - { - W_Seeker_Fire_Tag(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); - } - } - else - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire))) - { - W_Seeker_Fire_Flac(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready); - } - } - } - } - METHOD(Seeker, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount; - if(WEP_CVAR(seeker, type) == 1) - { - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo); - ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo); - } - else - { - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo); - ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); - } - return ammo_amount; - } - METHOD(Seeker, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount; - if(WEP_CVAR(seeker, type) == 1) - { - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo); - ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); - } - else - { - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo); - ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo); - } - return ammo_amount; - } - METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD)); - } - METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_SEEKER_SUICIDE; - } - METHOD(Seeker, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_SEEKER_MURDER_TAG; - else - return WEAPON_SEEKER_MURDER_SPRAY; - } + METHOD(Seeker, wr_aim, void(entity thiswep)) + { + if(WEP_CVAR(seeker, type) == 1) + if(W_Seeker_Tagged_Info(self, self.enemy) != world) + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false); + else + PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); + else + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); + } + METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if(fire & 1) + { + if(WEP_CVAR(seeker, type) == 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire))) + { + W_Seeker_Attack(); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready); + } + } + else + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) + { + W_Seeker_Fire_Tag(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); + } + } + } + + else if(fire & 2) + { + if(WEP_CVAR(seeker, type) == 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) + { + W_Seeker_Fire_Tag(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); + } + } + else + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire))) + { + W_Seeker_Fire_Flac(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready); + } + } + } + } + METHOD(Seeker, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount; + if(WEP_CVAR(seeker, type) == 1) + { + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo); + ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo); + } + else + { + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo); + ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); + } + return ammo_amount; + } + METHOD(Seeker, wr_checkammo2, bool(entity thiswep)) + { + float ammo_amount; + if(WEP_CVAR(seeker, type) == 1) + { + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo); + ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); + } + else + { + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo); + ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo); + } + return ammo_amount; + } + METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD)); + } -METHOD(Seeker, wr_suicidemessage, int(entity thiswep)) ++METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_SEEKER_SUICIDE; + } -METHOD(Seeker, wr_killmessage, int(entity thiswep)) ++METHOD(Seeker, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_SEEKER_MURDER_TAG; + else + return WEAPON_SEEKER_MURDER_SPRAY; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/shockwave.qc index 1bf0b128e,9f4a88d78..bb9a54dcd --- a/qcsrc/common/weapons/weapon/shockwave.qc +++ b/qcsrc/common/weapons/weapon/shockwave.qc @@@ -672,58 -672,58 +672,58 @@@ void W_Shockwave_Attack( } } - METHOD(Shockwave, wr_aim, void(entity thiswep)) - { - if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range)) - { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); } - else - { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); } - } - METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(fire & 1) - { - if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime))) - { - W_Shockwave_Attack(); - actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready); - } - } - } - else if(fire & 2) - { - //if(actor.clip_load >= 0) // we are not currently reloading - if(!actor.crouch) // no crouchmelee please - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire))) - { - // attempt forcing playback of the anim by switching to another anim (that we never play) here... - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee); - } - } - } - METHOD(Shockwave, wr_checkammo1, bool(entity thiswep)) - { - return true; // infinite ammo - } - METHOD(Shockwave, wr_checkammo2, bool(entity thiswep)) - { - // shockwave has infinite ammo - return true; - } - METHOD(Shockwave, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Shockwave, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_SHOCKWAVE_MURDER_SLAP; - else - return WEAPON_SHOCKWAVE_MURDER; - } + METHOD(Shockwave, wr_aim, void(entity thiswep)) + { + if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range)) + { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false); } + else + { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false); } + } + METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(fire & 1) + { + if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime))) + { + W_Shockwave_Attack(); + actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready); + } + } + } + else if(fire & 2) + { + //if(actor.clip_load >= 0) // we are not currently reloading + if(!actor.crouch) // no crouchmelee please + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire))) + { + // attempt forcing playback of the anim by switching to another anim (that we never play) here... + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee); + } + } + } + METHOD(Shockwave, wr_checkammo1, bool(entity thiswep)) + { + return true; // infinite ammo + } + METHOD(Shockwave, wr_checkammo2, bool(entity thiswep)) + { + // shockwave has infinite ammo + return true; + } -METHOD(Shockwave, wr_suicidemessage, int(entity thiswep)) ++METHOD(Shockwave, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_THINKING_WITH_PORTALS; + } -METHOD(Shockwave, wr_killmessage, int(entity thiswep)) ++METHOD(Shockwave, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_SHOCKWAVE_MURDER_SLAP; + else + return WEAPON_SHOCKWAVE_MURDER; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/shotgun.qc index 263626b31,8575cd05b..898f9162c --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@@ -227,101 -227,101 +227,101 @@@ void W_Shotgun_Attack3_Frame1(Weapon th .float shotgun_primarytime; - METHOD(Shotgun, wr_aim, void(entity thiswep)) - { - if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range))) - self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); - else - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); - } - METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload - { - // don't force reload an empty shotgun if its melee attack is active - if(WEP_CVAR(shotgun, secondary) < 2) { - thiswep.wr_reload(thiswep, actor, weaponentity); - } - } - else - { - if(fire & 1) - { - if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime))) - { - W_Shotgun_Attack(thiswep, true); - actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready); - } - } - } - else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2) - { - if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime))) - { - W_Shotgun_Attack(thiswep, false); - actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1); - } - } - } - } - if(actor.clip_load >= 0) // we are not currently reloading - if(!actor.crouch) // no crouchmelee please - if(WEP_CVAR(shotgun, secondary) == 1) - if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2)) - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire))) - { - // attempt forcing playback of the anim by switching to another anim (that we never play) here... - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2); - } - } - METHOD(Shotgun, wr_setup, void(entity thiswep)) - { - self.ammo_field = ammo_none; - } - METHOD(Shotgun, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo); - ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); - return ammo_amount; - } - METHOD(Shotgun, wr_checkammo2, bool(entity thiswep)) - { - if(IS_BOT_CLIENT(self)) - if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range))) - return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo) - switch(WEP_CVAR(shotgun, secondary)) - { - case 1: return true; // melee does not use ammo - case 2: // secondary triple shot - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo); - ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); - return ammo_amount; - } - default: return false; // secondary unavailable - } - } - METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO - } - METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Shotgun, wr_killmessage, Notification(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_SHOTGUN_MURDER_SLAP; - else - return WEAPON_SHOTGUN_MURDER; - } + METHOD(Shotgun, wr_aim, void(entity thiswep)) + { + if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range))) + PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false); + else + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false); + } + METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload + { + // don't force reload an empty shotgun if its melee attack is active + if(WEP_CVAR(shotgun, secondary) < 2) { + thiswep.wr_reload(thiswep, actor, weaponentity); + } + } + else + { + if(fire & 1) + { + if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime))) + { + W_Shotgun_Attack(thiswep, true); + actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready); + } + } + } + else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2) + { + if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime))) + { + W_Shotgun_Attack(thiswep, false); + actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1); + } + } + } + } + if(actor.clip_load >= 0) // we are not currently reloading + if(!actor.crouch) // no crouchmelee please + if(WEP_CVAR(shotgun, secondary) == 1) + if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2)) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire))) + { + // attempt forcing playback of the anim by switching to another anim (that we never play) here... + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2); + } + } + METHOD(Shotgun, wr_setup, void(entity thiswep)) + { + self.ammo_field = ammo_none; + } + METHOD(Shotgun, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo); + ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); + return ammo_amount; + } + METHOD(Shotgun, wr_checkammo2, bool(entity thiswep)) + { + if(IS_BOT_CLIENT(self)) + if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range))) + return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo) + switch(WEP_CVAR(shotgun, secondary)) + { + case 1: return true; // melee does not use ammo + case 2: // secondary triple shot + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo); + ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); + return ammo_amount; + } + default: return false; // secondary unavailable + } + } + METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO + } -METHOD(Shotgun, wr_suicidemessage, int(entity thiswep)) ++METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_THINKING_WITH_PORTALS; + } -METHOD(Shotgun, wr_killmessage, int(entity thiswep)) ++METHOD(Shotgun, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_SHOTGUN_MURDER_SLAP; + else + return WEAPON_SHOTGUN_MURDER; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/vaporizer.qc index e568acac1,b0eed0507..92c795421 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@@ -339,130 -339,130 +339,130 @@@ void W_RocketMinsta_Attack3 ( } } - METHOD(Vaporizer, wr_aim, void(entity thiswep)) - { - if(self.(thiswep.ammo_field) > 0) - self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false); - else - self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars - } - METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); - // if the laser uses load, we also consider its ammo for reloading - if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } - if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor)) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire))) - { - W_Vaporizer_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); - } - } - if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm)) - { - if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2) - { - bool rapid = autocvar_g_rm_laser_rapid; - if(actor.jump_interval <= time && !actor.held_down) - { - if(rapid) - actor.held_down = true; - actor.jump_interval = time + autocvar_g_rm_laser_refire; - actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; - damage_goodhits = 0; - W_RocketMinsta_Attack2(); - } - else if(rapid && actor.jump_interval2 <= time && actor.held_down) - { - actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; - damage_goodhits = 0; - W_RocketMinsta_Attack3(); - //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); - } - } - else if (actor.jump_interval <= time) - { - // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) - actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(); - - // decrease ammo for the laser? - if(WEP_CVAR_SEC(vaporizer, ammo)) - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo)); - - // ugly instagib hack to reuse the fire mode of the laser - makevectors(actor.v_angle); - Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack - PS(actor).m_weapon = WEP_BLASTER; - W_Blaster_Attack( - actor, - WEP_BLASTER.m_id | HITTYPE_SECONDARY, - WEP_CVAR_SEC(vaporizer, shotangle), - WEP_CVAR_SEC(vaporizer, damage), - WEP_CVAR_SEC(vaporizer, edgedamage), - WEP_CVAR_SEC(vaporizer, radius), - WEP_CVAR_SEC(vaporizer, force), - WEP_CVAR_SEC(vaporizer, speed), - WEP_CVAR_SEC(vaporizer, spread), - WEP_CVAR_SEC(vaporizer, delay), - WEP_CVAR_SEC(vaporizer, lifetime) - ); - PS(actor).m_weapon = oldwep; - - // now do normal refire - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); - } - } - else - actor.held_down = false; - } - METHOD(Vaporizer, wr_setup, void(entity thiswep)) - { - self.ammo_field = (thiswep.ammo_field); - self.vaporizer_lasthit = 0; - } - METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep)) - { - float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); - float ammo_amount = self.(thiswep.ammo_field) >= vaporizer_ammo; - ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; - return ammo_amount; - } - METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep)) - { - if(!WEP_CVAR_SEC(vaporizer, ammo)) - return true; - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo); - ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); - return ammo_amount; - } - METHOD(Vaporizer, wr_resetplayer, void(entity thiswep)) - { - self.vaporizer_lasthit = 0; - } - METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); - float used_ammo; - if(WEP_CVAR_SEC(vaporizer, ammo)) - used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo)); - else - used_ammo = vaporizer_ammo; - - W_Reload(self, used_ammo, SND(RELOAD)); - } - METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep)) - { - return WEAPON_VAPORIZER_MURDER; - } + METHOD(Vaporizer, wr_aim, void(entity thiswep)) + { + if(self.(thiswep.ammo_field) > 0) + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 1, false); + else + PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars + } + METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); + // if the laser uses load, we also consider its ammo for reloading + if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } + if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire))) + { + W_Vaporizer_Attack(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); + } + } + if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm)) + { + if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2) + { + bool rapid = autocvar_g_rm_laser_rapid; + if(actor.jump_interval <= time && !actor.held_down) + { + if(rapid) + actor.held_down = true; + actor.jump_interval = time + autocvar_g_rm_laser_refire; + actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; + damage_goodhits = 0; + W_RocketMinsta_Attack2(); + } + else if(rapid && actor.jump_interval2 <= time && actor.held_down) + { + actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; + damage_goodhits = 0; + W_RocketMinsta_Attack3(); + //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); + } + } + else if (actor.jump_interval <= time) + { + // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) + actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(); + + // decrease ammo for the laser? + if(WEP_CVAR_SEC(vaporizer, ammo)) + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo)); + + // ugly instagib hack to reuse the fire mode of the laser + makevectors(actor.v_angle); + Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack + PS(actor).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(vaporizer, shotangle), + WEP_CVAR_SEC(vaporizer, damage), + WEP_CVAR_SEC(vaporizer, edgedamage), + WEP_CVAR_SEC(vaporizer, radius), + WEP_CVAR_SEC(vaporizer, force), + WEP_CVAR_SEC(vaporizer, speed), + WEP_CVAR_SEC(vaporizer, spread), + WEP_CVAR_SEC(vaporizer, delay), + WEP_CVAR_SEC(vaporizer, lifetime) + ); + PS(actor).m_weapon = oldwep; + + // now do normal refire + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); + } + } + else + actor.held_down = false; + } + METHOD(Vaporizer, wr_setup, void(entity thiswep)) + { + self.ammo_field = (thiswep.ammo_field); + self.vaporizer_lasthit = 0; + } + METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep)) + { + float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); + float ammo_amount = self.(thiswep.ammo_field) >= vaporizer_ammo; + ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; + return ammo_amount; + } + METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep)) + { + if(!WEP_CVAR_SEC(vaporizer, ammo)) + return true; + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo); + ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); + return ammo_amount; + } + METHOD(Vaporizer, wr_resetplayer, void(entity thiswep)) + { + self.vaporizer_lasthit = 0; + } + METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); + float used_ammo; + if(WEP_CVAR_SEC(vaporizer, ammo)) + used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo)); + else + used_ammo = vaporizer_ammo; + + W_Reload(self, used_ammo, SND(RELOAD)); + } -METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep)) ++METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_THINKING_WITH_PORTALS; + } -METHOD(Vaporizer, wr_killmessage, int(entity thiswep)) ++METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep)) + { + return WEAPON_VAPORIZER_MURDER; + } #endif #ifdef CSQC diff --cc qcsrc/common/weapons/weapon/vortex.qc index 376b8922a,5f29839b1..d14457b2e --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@@ -210,162 -210,162 +210,162 @@@ void W_Vortex_Attack(Weapon thiswep, fl .float vortex_chargepool_pauseregen_finished; - METHOD(Vortex, wr_aim, void(entity thiswep)) - { - if(bot_aim(1000000, 0, 1, false)) - self.BUTTON_ATCK = true; - else - { - if(WEP_CVAR(vortex, charge)) - self.BUTTON_ATCK2 = true; - } - } - METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit)) - actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME); - - if(WEP_CVAR_SEC(vortex, chargepool)) - if(actor.vortex_chargepool_ammo < 1) - { - if(actor.vortex_chargepool_pauseregen_finished < time) - actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME); - actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen)); - } - - if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - if(fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire))) - { - W_Vortex_Attack(thiswep, 0); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); - } - } - if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : (fire & 2)) - { - if(WEP_CVAR(vortex, charge)) - { - actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause); - float dt = frametime / W_TICSPERFRAME; - - if(actor.vortex_charge < 1) - { - if(WEP_CVAR_SEC(vortex, chargepool)) - { - if(WEP_CVAR_SEC(vortex, ammo)) - { - // always deplete if secondary is held - actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt); - - dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate)); - actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen); - dt = min(dt, actor.vortex_chargepool_ammo); - dt = max(0, dt); - - actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); - } - } - - else if(WEP_CVAR_SEC(vortex, ammo)) - { - if(fire & 2) // only eat ammo when the button is pressed - { - dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate)); - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - { - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if(autocvar_g_balance_vortex_reload_ammo) - { - dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); - dt = max(0, dt); - if(dt > 0) - { - actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt); - } - actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load; - } - else - { - dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); - dt = max(0, dt); - if(dt > 0) - { - actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt); - } - } - } - actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); - } - } - - else - { - dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate)); - actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); - } - } - } - else if(WEP_CVAR(vortex, secondary)) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire))) - { - W_Vortex_Attack(thiswep, 1); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); - } - } - } - } - } - METHOD(Vortex, wr_setup, void(entity thiswep)) - { - self.vortex_lasthit = 0; - } - METHOD(Vortex, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo); - ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo)); - return ammo_amount; - } - METHOD(Vortex, wr_checkammo2, bool(entity thiswep)) - { - if(WEP_CVAR(vortex, secondary)) - { - // don't allow charging if we don't have enough ammo - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo); - ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo); - return ammo_amount; - } - else - { - return false; // zoom is not a fire mode - } - } - METHOD(Vortex, wr_resetplayer, void(entity thiswep)) - { - if (WEP_CVAR(vortex, charge)) { - if (WEP_CVAR_SEC(vortex, chargepool)) { - self.vortex_chargepool_ammo = 1; - } - self.vortex_charge = WEP_CVAR(vortex, charge_start); - } - self.vortex_lasthit = 0; - } - METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD)); - } - METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Vortex, wr_killmessage, Notification(entity thiswep)) - { - return WEAPON_VORTEX_MURDER; - } + METHOD(Vortex, wr_aim, void(entity thiswep)) + { + if(bot_aim(1000000, 0, 1, false)) + PHYS_INPUT_BUTTON_ATCK(self) = true; + else + { + if(WEP_CVAR(vortex, charge)) + PHYS_INPUT_BUTTON_ATCK2(self) = true; + } + } + METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit)) + actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME); + + if(WEP_CVAR_SEC(vortex, chargepool)) + if(actor.vortex_chargepool_ammo < 1) + { + if(actor.vortex_chargepool_pauseregen_finished < time) + actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME); + actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen)); + } + + if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire))) + { + W_Vortex_Attack(thiswep, 0); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); + } + } + if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2)) + { + if(WEP_CVAR(vortex, charge)) + { + actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause); + float dt = frametime / W_TICSPERFRAME; + + if(actor.vortex_charge < 1) + { + if(WEP_CVAR_SEC(vortex, chargepool)) + { + if(WEP_CVAR_SEC(vortex, ammo)) + { + // always deplete if secondary is held + actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt); + + dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate)); + actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen); + dt = min(dt, actor.vortex_chargepool_ammo); + dt = max(0, dt); + + actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); + } + } + + else if(WEP_CVAR_SEC(vortex, ammo)) + { + if(fire & 2) // only eat ammo when the button is pressed + { + dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate)); + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo + if(autocvar_g_balance_vortex_reload_ammo) + { + dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); + dt = max(0, dt); + if(dt > 0) + { + actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt); + } + actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load; + } + else + { + dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); + dt = max(0, dt); + if(dt > 0) + { + actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt); + } + } + } + actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); + } + } + + else + { + dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate)); + actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); + } + } + } + else if(WEP_CVAR(vortex, secondary)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire))) + { + W_Vortex_Attack(thiswep, 1); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); + } + } + } + } + } + METHOD(Vortex, wr_setup, void(entity thiswep)) + { + self.vortex_lasthit = 0; + } + METHOD(Vortex, wr_checkammo1, bool(entity thiswep)) + { + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo); + ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo)); + return ammo_amount; + } + METHOD(Vortex, wr_checkammo2, bool(entity thiswep)) + { + if(WEP_CVAR(vortex, secondary)) + { + // don't allow charging if we don't have enough ammo + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo); + ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo); + return ammo_amount; + } + else + { + return false; // zoom is not a fire mode + } + } + METHOD(Vortex, wr_resetplayer, void(entity thiswep)) + { + if (WEP_CVAR(vortex, charge)) { + if (WEP_CVAR_SEC(vortex, chargepool)) { + self.vortex_chargepool_ammo = 1; + } + self.vortex_charge = WEP_CVAR(vortex, charge_start); + } + self.vortex_lasthit = 0; + } + METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD)); + } -METHOD(Vortex, wr_suicidemessage, int(entity thiswep)) ++METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_THINKING_WITH_PORTALS; + } -METHOD(Vortex, wr_killmessage, int(entity thiswep)) ++METHOD(Vortex, wr_killmessage, Notification(entity thiswep)) + { + return WEAPON_VORTEX_MURDER; + } #endif #ifdef CSQC diff --cc qcsrc/server/cl_client.qc index 0c629560f,9afdffe29..edf70c120 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@@ -1921,10 -1845,10 +1845,10 @@@ void PrintWelcomeMessage( self.motd_actived_time = time; else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released self.motd_actived_time = 0; - Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); + Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD); } } else { - if (self.BUTTON_INFO) + if (PHYS_INPUT_BUTTON_INFO(self)) self.motd_actived_time = time; else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released self.motd_actived_time = 0;