X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fw_grabber.qc;h=6f50fb38fc7fcb88d93627e691a305354204d6ea;hb=eeb4535f7c4bd3c811f50f3c67c52a1bf3557aab;hp=b9ac88cce7e4ada1a296f67eee44ba43f164f966;hpb=9ff04a44c0df8ef195db6d2c47e1071e61d307e7;p=voretournament%2Fvoretournament.git diff --git a/data/qcsrc/server/w_grabber.qc b/data/qcsrc/server/w_grabber.qc index b9ac88cc..6f50fb38 100644 --- a/data/qcsrc/server/w_grabber.qc +++ b/data/qcsrc/server/w_grabber.qc @@ -36,22 +36,35 @@ void W_Grabber_Attack2() if(time < self.weapon_delay) return; - W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage")); + W_SetupShot (self, TRUE, cvar("g_balance_grabber_secondary_recoil"), "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage")); + pointparticles(particleeffectnum("grabber_muzzleflash"), w_shotorg, '0 0 0', 1); W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self)); - pointparticles(particleeffectnum("grabber_melee"), w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), '0 0 0', 1); - - if (trace_fraction < 1) + if(trace_fraction < 1) // should always be true, but just in case { Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir); + pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1); + + if(trace_ent.classname == "player") + { + trace_ent.armorvalue = bound(0, trace_ent.armorvalue - cvar("g_balance_grabber_secondary_armordamage"), cvar("g_balance_armor_limit")); + trace_ent.grabber_stunned = time + cvar("g_balance_grabber_secondary_stun_maxtime") * random(); + sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM); + } + else + { + sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM); + if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) + pointparticles(particleeffectnum("ground_metal"), trace_endpos, '0 0 0', 1); + else + pointparticles(particleeffectnum("ground_dirt"), trace_endpos, '0 0 0', 1); + } + W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above } - if (!g_norecoil) - self.punchangle_x -= cvar("g_balance_grabber_secondary_recoil"); - W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo")); } @@ -62,11 +75,8 @@ void spawnfunc_weapon_grabber (void) float w_grabber(float req) { - if(self.predator.classname == "player") // we can't use weapons while in the stomach - { + if(self.stat_eaten) // we can't use weapons while in the stomach self.grabber_state |= GRABBER_REMOVING; - return FALSE; - } float ammo_amount; float grabbered_time_max, grabbered_fuel; @@ -77,17 +87,25 @@ float w_grabber(float req) } else if (req == WR_THINK) { + // determine by distance if this will be primary fire or alternate fire + W_SetupShot (self, TRUE, 0, "", 0); // do this to update w_shotorg + WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self)); + if(cvar("g_balance_grabber_secondary") && trace_fraction < 1 && !self.grabber) // not if hooked or firing the hook + self.stat_crosshair_style = 1; + else + self.stat_crosshair_style = 0; + grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel"); // forced reload if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo")) - && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked + && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK2)) // not while hooked and still have ammo to stay hooked { if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo weapon_action(self.weapon, WR_RELOAD); } - else if not(self.clip_load < 0) // we're not currently reloading + else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten { - if (self.BUTTON_ATCK) + if(!self.stat_crosshair_style && self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack { if(time < self.weapon_delay) return FALSE; @@ -98,14 +116,13 @@ float w_grabber(float req) if (time > self.grabber_refire) if (weapon_prepareattack(0, -1)) { - if (!g_norecoil) - self.punchangle_x -= cvar("g_balance_grabber_primary_recoil"); + W_SetupShot (self, TRUE, cvar("g_balance_grabber_primary_recoil"), "", 0); // do this for recoil W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo")); self.grabber_state |= GRABBER_FIRING; weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); } } - if (self.BUTTON_ATCK2) + else if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack { if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire"))) { @@ -141,7 +158,13 @@ float w_grabber(float req) { if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { - if ( self.ammo_fuel >= (time - self.grabber_time_fueldecrease) * grabbered_fuel ) + float active_ammo; + if(cvar("g_balance_grabber_reload_ammo")) + active_ammo = self.clip_load; + else + active_ammo = self.ammo_fuel; + + if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel ) { W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo")); self.grabber_time_fueldecrease = time; @@ -162,30 +185,19 @@ float w_grabber(float req) self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free"); } - if (self.BUTTON_CROUCH) + self.grabber_state |= GRABBER_PULLING; + self.grabber_state &~= GRABBER_RELEASING; + + if (self.BUTTON_ATCK2) { - self.grabber_state &~= GRABBER_PULLING; - if (self.BUTTON_ATCK) - self.grabber_state &~= GRABBER_RELEASING; - else - self.grabber_state |= GRABBER_RELEASING; + // already fired + if(self.grabber) + self.grabber_state |= GRABBER_WAITING_FOR_RELEASE; } else { - self.grabber_state |= GRABBER_PULLING; - self.grabber_state &~= GRABBER_RELEASING; - - if (self.BUTTON_ATCK) - { - // already fired - if(self.grabber) - self.grabber_state |= GRABBER_WAITING_FOR_RELEASE; - } - else - { - self.grabber_state |= GRABBER_REMOVING; - self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE; - } + self.grabber_state |= GRABBER_REMOVING; + self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE; } } else if (req == WR_PRECACHE) @@ -193,7 +205,10 @@ float w_grabber(float req) precache_model ("models/weapons/g_grabber.md3"); precache_model ("models/weapons/v_grabber.md3"); precache_model ("models/weapons/h_grabber.iqm"); - precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc + precache_sound ("weapons/grabber_impact_player.wav"); + precache_sound ("weapons/grabber_impact_world.wav"); + precache_sound ("weapons/grabber_impact2_player.wav"); + precache_sound ("weapons/grabber_impact2_world.wav"); precache_sound ("weapons/grabber_fire.wav"); precache_sound ("weapons/grabber_altfire.wav"); precache_sound ("weapons/grabber_swing.wav"); @@ -204,25 +219,32 @@ float w_grabber(float req) weapon_setup(WEP_GRABBER); self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE; self.current_ammo = ammo_fuel; + W_Display(self, 2, 3); } else if (req == WR_CHECKAMMO1) { if(self.grabber) { - ammo_amount = self.ammo_fuel > 0; - ammo_amount += self.weapon_load[WEP_GRABBER] > 0; + if(cvar("g_balance_grabber_reload_ammo")) + ammo_amount = self.weapon_load[WEP_GRABBER] > 0; + else + ammo_amount = self.ammo_fuel > 0; } else { - ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo"); - ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo"); + if(cvar("g_balance_grabber_reload_ammo")) + ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo"); + else + ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo"); } return ammo_amount; } else if (req == WR_CHECKAMMO2) { - ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo"); - ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo"); + if(cvar("g_balance_grabber_reload_ammo")) + ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo"); + else + ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo"); return ammo_amount; } else if (req == WR_RELOAD)