X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fblaster.qc;h=4bace41d14637e9d368e45a925478cb1003aa9b7;hb=49a39c8c8c3b048a27cfa896c5a8221e8f49afb9;hp=6902f48532d0e13ea3f1deb4c148530a28e63a2c;hpb=a6210ece94f39abfa716f2ab7629f04add0a195f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index 6902f4853..4bace41d1 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -7,20 +7,21 @@ void W_Blaster_Touch(entity this, entity toucher) PROJECTILE_TOUCH(this, toucher); this.event_damage = func_null; + bool isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); RadiusDamageForSource( this, (this.origin + (this.mins + this.maxs) * 0.5), this.velocity, this.realowner, - this.blaster_damage, - this.blaster_edgedamage, - this.blaster_radius, + WEP_CVAR_BOTH(this.real_weapon, isprimary, damage), + WEP_CVAR_BOTH(this.real_weapon, isprimary, edgedamage), + WEP_CVAR_BOTH(this.real_weapon, isprimary, radius), NULL, NULL, false, - this.blaster_force, - this.blaster_force_zscale, + WEP_CVAR_BOTH(this.real_weapon, isprimary, force), + WEP_CVAR_BOTH(this.real_weapon, isprimary, force_zscale), this.projectiledeathtype, this.weaponentity_fld, toucher @@ -33,56 +34,38 @@ void W_Blaster_Think(entity this) { set_movetype(this, MOVETYPE_FLY); setthink(this, SUB_Remove); - this.nextthink = time + this.blaster_lifetime; + bool isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); + this.nextthink = time + WEP_CVAR_BOTH(WEP_BLASTER, isprimary, lifetime); CSQCProjectile(this, true, PROJECTILE_BLASTER, true); } void W_Blaster_Attack( entity actor, + entity real_wpn, .entity weaponentity, - float atk_deathtype, - float atk_shotangle, - float atk_damage, - float atk_edgedamage, - float atk_radius, - float atk_force, - float atk_force_zscale, - float atk_speed, - float atk_spread, - float atk_delay, - float atk_lifetime) + float atk_deathtype) { + bool isprimary = !(atk_deathtype & HITTYPE_SECONDARY); + float atk_shotangle = WEP_CVAR_BOTH(WEP_BLASTER, isprimary, shotangle); + float atk_damage = WEP_CVAR_BOTH(WEP_BLASTER, isprimary, damage); vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD); W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype); W_MuzzleFlash(WEP_BLASTER, actor, weaponentity, w_shotorg, w_shotdir); entity missile = new(blasterbolt); + missile.real_weapon = real_wpn; missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = atk_damage; PROJECTILE_MAKETRIGGER(missile); - missile.blaster_damage = atk_damage; - missile.blaster_edgedamage = atk_edgedamage; - missile.blaster_radius = atk_radius; - missile.blaster_force = atk_force; - missile.blaster_force_zscale = atk_force_zscale; - missile.blaster_lifetime = atk_lifetime; - setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - W_SetupProjVelocity_Explicit( - missile, - w_shotdir, - v_up, - atk_speed, - 0, - 0, - atk_spread, - false - ); + float atk_speed = WEP_CVAR_BOTH(WEP_BLASTER, isprimary, speed); + float atk_spread = WEP_CVAR_BOTH(WEP_BLASTER, isprimary, spread); + W_SetupProjVelocity_Explicit(missile, w_shotdir, v_up, atk_speed, 0, 0, atk_spread, false); missile.angles = vectoangles(missile.velocity); @@ -97,7 +80,7 @@ void W_Blaster_Attack( missile.projectiledeathtype = atk_deathtype; missile.weaponentity_fld = weaponentity; setthink(missile, W_Blaster_Think); - missile.nextthink = time + atk_delay; + missile.nextthink = time + WEP_CVAR_BOTH(WEP_BLASTER, isprimary, delay); MUTATOR_CALLHOOK(EditProjectile, actor, missile); @@ -109,44 +92,30 @@ void W_Blaster_Attack( METHOD(Blaster, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { - if(WEP_CVAR(blaster, secondary)) + if(WEP_CVAR(WEP_BLASTER, secondary)) { - if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) - { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false, true); } + if((random() * (WEP_CVAR_PRI(WEP_BLASTER, damage) + WEP_CVAR_SEC(WEP_BLASTER, damage))) > WEP_CVAR_PRI(WEP_BLASTER, damage)) + { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(WEP_BLASTER, speed), 0, WEP_CVAR_SEC(WEP_BLASTER, lifetime), false, true); } else - { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false, true); } + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(WEP_BLASTER, speed), 0, WEP_CVAR_PRI(WEP_BLASTER, lifetime), false, true); } } else - { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false, true); } + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(WEP_BLASTER, speed), 0, WEP_CVAR_PRI(WEP_BLASTER, lifetime), false, true); } } 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))) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_BLASTER, refire))) { - W_Blaster_Attack( - actor, - weaponentity, - 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, force_zscale), - 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); + W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_BLASTER, animtime), w_ready); } } else if(fire & 2) { - switch(WEP_CVAR(blaster, secondary)) + switch(WEP_CVAR(WEP_BLASTER, secondary)) { case 0: // switch to last used weapon { @@ -157,24 +126,10 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti case 1: // normal projectile secondary { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire))) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_BLASTER, refire))) { - W_Blaster_Attack( - actor, - weaponentity, - 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, force_zscale), - 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); + W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_BLASTER, animtime), w_ready); } break; @@ -209,9 +164,10 @@ METHOD(OffhandBlaster, offhand_think, void(OffhandBlaster this, entity actor, bo { return; } - actor.jump_interval = time + WEP_CVAR_SEC(blaster, refire) * W_WeaponRateFactor(actor); + actor.jump_interval = time + WEP_CVAR_SEC(WEP_BLASTER, refire) * W_WeaponRateFactor(actor); .entity weaponentity = weaponentities[1]; - BLASTER_SECONDARY_ATTACK(blaster, actor, weaponentity); + makevectors(actor.v_angle); + W_Blaster_Attack(actor, this, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY); } #endif @@ -219,8 +175,7 @@ METHOD(OffhandBlaster, offhand_think, void(OffhandBlaster this, entity actor, bo METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor)) { - vector org2; - org2 = w_org + w_backoff * 6; + vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } }