2 REGISTER_WEAPON(TUBA, w_tuba, 0, 1, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "tuba", "tuba", _("@!#%'n Tuba"))
5 //#define TUBA_NOTE(n) strcat("weapons/tuba_note", ftos(n), ".wav")
9 float Tuba_GetNote(entity pl, float hittype)
14 if(pl.movement_x < 0) movestate -= 3;
15 if(pl.movement_x > 0) movestate += 3;
16 if(pl.movement_y < 0) movestate -= 1;
17 if(pl.movement_y > 0) movestate += 1;
20 // layout: originally I wanted
24 // but then you only use forward and right key. So to make things more
25 // interesting, I swapped B with e#. Har har har...
29 case 1: note = -6; break; // Gb
30 case 2: note = -5; break; // G
31 case 3: note = -4; break; // G#
32 case 4: note = +5; break; // e#
33 case 5: note = 0; break; // c
34 case 6: note = +2; break; // d
35 case 7: note = +3; break; // eb
36 case 8: note = +4; break; // e
37 case 9: note = -1; break; // B
43 if(hittype & HITTYPE_SECONDARY)
46 // we support two kinds of tubas, those tuned in Eb and those tuned in C
47 // kind of tuba currently is player slot number, or team number if in
49 // that way, holes in the range of notes are "plugged"
52 if(pl.team == COLOR_TEAM2 || pl.team == COLOR_TEAM4)
57 if(pl.clientcolors & 1)
61 // total range of notes:
67 // *** ********************* ****
68 // -18.........................+12
69 // *** ********************* ****
70 // -18............................+15
76 float W_Tuba_NoteSendEntity(entity to, float sf)
78 WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
79 WriteByte(MSG_ENTITY, (sf & 1) | ((self.cnt + 42) * 2));
82 WriteCoord(MSG_ENTITY, self.origin_x);
83 WriteCoord(MSG_ENTITY, self.origin_y);
84 WriteCoord(MSG_ENTITY, self.origin_z);
85 WriteByte(MSG_ENTITY, self.realowner != to);
90 void W_Tuba_NoteThink()
97 if(time > self.teleport_time)
99 self.realowner.tuba_note = world;
103 self.nextthink = time;
104 dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
105 FOR_EACH_REALCLIENT(e)
106 if(e != self.realowner)
108 v = self.origin - (e.origin + e.view_ofs);
109 vol0 = max(0, 1 - vlen(v) * dist_mult);
111 v = self.realowner.origin - (e.origin + e.view_ofs);
112 vol1 = max(0, 1 - vlen(v) * dist_mult);
114 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
116 setorigin(self, self.realowner.origin);
120 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
122 setorigin(self, self.realowner.origin);
129 void W_Tuba_Attack(float hittype)
133 W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
135 n = Tuba_GetNote(self, hittype);
139 if(self.tuba_note.cnt != n)
142 self.tuba_note.cnt = n;
143 self.tuba_note.SendFlags |= 2;
145 remove(self.tuba_note);
146 self.tuba_note = world;
150 if not(self.tuba_note)
152 self.tuba_note = spawn();
153 self.tuba_note.owner = self.tuba_note.realowner = self;
154 self.tuba_note.cnt = n;
155 self.tuba_note.think = W_Tuba_NoteThink;
156 self.tuba_note.nextthink = time;
157 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
160 self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
162 //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
163 RadiusDamage(self, self, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, autocvar_g_balance_tuba_force, hittype | WEP_TUBA, world);
165 o = gettaginfo(self.exteriorweaponentity, 0);
166 if(time > self.tuba_smoketime)
168 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
169 self.tuba_smoketime = time + 0.25;
173 void spawnfunc_weapon_tuba (void)
175 weapon_defaultspawnfunc(WEP_TUBA);
178 float w_tuba(float req)
182 // bots cannot play the Tuba well yet
183 // I think they should start with the recorder first
184 if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
187 self.BUTTON_ATCK = 1;
189 self.BUTTON_ATCK2 = 1;
192 else if (req == WR_THINK)
194 if (self.BUTTON_ATCK)
195 if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
198 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
199 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
201 if (self.BUTTON_ATCK2)
202 if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
204 W_Tuba_Attack(HITTYPE_SECONDARY);
205 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
206 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
210 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
212 remove(self.tuba_note);
213 self.tuba_note = world;
217 else if (req == WR_PRECACHE)
219 precache_model ("models/weapons/g_tuba.md3");
220 precache_model ("models/weapons/v_tuba.md3");
221 precache_model ("models/weapons/h_tuba.iqm");
224 //for(i = -18; i <= +27; ++i)
225 // precache_sound(TUBA_NOTE(i));
227 else if (req == WR_SETUP)
229 weapon_setup(WEP_TUBA);
230 self.current_ammo = ammo_none;
232 else if (req == WR_CHECKAMMO1)
233 return TRUE; // TODO use fuel?
234 else if (req == WR_CHECKAMMO2)
235 return TRUE; // TODO use fuel?
240 float w_tuba(float req)
242 if(req == WR_IMPACTEFFECT)
244 // nothing to do here; particles of tuba are handled differently
246 else if(req == WR_PRECACHE)
250 else if (req == WR_SUICIDEMESSAGE)
252 w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Tuba");
254 else if (req == WR_KILLMESSAGE)
256 w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Tuba");