X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_electro.qc;h=526d4cd32d6253ff11f5b07022f8e76bd0b369f7;hb=9f263d1ca58988c35dec42ee992297c3f8fcfcd2;hp=92775d210013a8edf6468fe198f8166fef7975cb;hpb=6b61fc711053ba98b760b8ad1cb0fd97ba0f59a8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_electro.qc b/qcsrc/server/w_electro.qc index 92775d210..526d4cd32 100644 --- a/qcsrc/server/w_electro.qc +++ b/qcsrc/server/w_electro.qc @@ -5,17 +5,6 @@ REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_FLAG_RELO .float electro_count; .float electro_secondarytime; -void W_Electro_Reload() -{ - self.reload_ammo_player = ammo_cells; - self.reload_ammo_min = min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo); - self.reload_ammo_amount = autocvar_g_balance_electro_reload_ammo; - self.reload_time = autocvar_g_balance_electro_reload_time; - self.reload_sound = "weapons/reload.wav"; - - W_Reload(); -} - void W_Plasma_Explode_Combo (void); void W_Plasma_TriggerCombo(vector org, float rad, entity own) @@ -27,7 +16,7 @@ void W_Plasma_TriggerCombo(vector org, float rad, entity own) if (e.classname == "plasma") { // change owner to whoever caused the combo explosion - e.owner = own; + e.realowner = own; e.takedamage = DAMAGE_NO; e.classname = "plasma_chain"; e.think = W_Plasma_Explode_Combo; @@ -41,21 +30,21 @@ void W_Plasma_Explode (void) { if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") - if(IsDifferentTeam(self.owner, other)) + if(IsDifferentTeam(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) - AnnounceTo(self.owner, "electrobitch"); + AnnounceTo(self.realowner, "electrobitch"); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; if (self.movetype == MOVETYPE_BOUNCE) { - RadiusDamage (self, self.owner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other); } else { - W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.owner); - RadiusDamage (self, self.owner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other); + W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner); + RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other); } remove (self); @@ -63,10 +52,10 @@ void W_Plasma_Explode (void) void W_Plasma_Explode_Combo (void) { - W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.owner); + W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner); self.event_damage = SUB_Null; - RadiusDamage (self, self.owner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce + RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce remove (self); } @@ -79,7 +68,7 @@ void W_Plasma_Touch (void) W_Plasma_Explode (); } else { //UpdateCSQCProjectile(self); - spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM); + spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM); self.projectiledeathtype |= HITTYPE_BOUNCE; } } @@ -103,7 +92,7 @@ void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float dea if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim") { // change owner to whoever caused the combo explosion - self.owner = inflictor.owner; + self.realowner = inflictor.realowner; self.classname = "plasma_chain"; self.think = W_Plasma_Explode_Combo; self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler @@ -121,25 +110,15 @@ void W_Electro_Attack() { local entity proj; - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(autocvar_g_balance_electro_reload_ammo) - { - self.clip_load -= autocvar_g_balance_electro_primary_ammo; - self.weapon_load[WEP_ELECTRO] = self.clip_load; - } - else - self.ammo_cells -= autocvar_g_balance_electro_primary_ammo; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo); - W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage); + W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage); pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); proj = spawn (); proj.classname = "plasma_prim"; - proj.owner = self; + proj.owner = proj.realowner = self; proj.bot_dodge = TRUE; proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage; proj.use = W_Plasma_Explode; @@ -156,9 +135,6 @@ void W_Electro_Attack() setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; - //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM); - //sounds bad - CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE); other = proj; MUTATOR_CALLHOOK(EditProjectile); @@ -168,19 +144,9 @@ void W_Electro_Attack2() { local entity proj; - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(autocvar_g_balance_electro_reload_ammo) - { - self.clip_load -= autocvar_g_balance_electro_secondary_ammo; - self.weapon_load[WEP_ELECTRO] = self.clip_load; - } - else - self.ammo_cells -= autocvar_g_balance_electro_secondary_ammo; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo); - W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage); + W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage); w_shotdir = v_forward; // no TrueAim for grenades please @@ -188,7 +154,7 @@ void W_Electro_Attack2() proj = spawn (); proj.classname = "plasma"; - proj.owner = self; + proj.owner = proj.realowner = self; proj.use = W_Plasma_Explode; proj.think = adaptor_think2use_hittype_splash; proj.bot_dodge = TRUE; @@ -231,12 +197,12 @@ float lgbeam_send(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM); sf = sf & 0x7F; - if(sound_allowed(MSG_BROADCAST, self.owner)) + if(sound_allowed(MSG_BROADCAST, self.realowner)) sf |= 0x80; WriteByte(MSG_ENTITY, sf); if(sf & 1) { - WriteByte(MSG_ENTITY, num_for_edict(self.owner)); + WriteByte(MSG_ENTITY, num_for_edict(self.realowner)); WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range); } if(sf & 2) @@ -257,18 +223,19 @@ float lgbeam_send(entity to, float sf) .float prevlgfire; float lgbeam_checkammo() { - if(self.owner.items & IT_UNLIMITED_WEAPON_AMMO) + if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO) return TRUE; else if(autocvar_g_balance_electro_reload_ammo) - return self.owner.clip_load > 0; + return self.realowner.clip_load > 0; else - return self.owner.ammo_cells > 0; + return self.realowner.ammo_cells > 0; } +entity lgbeam_owner_ent; void lgbeam_think() { entity owner_player; - owner_player = self.owner; + owner_player = self.realowner; owner_player.prevlgfire = time; if (self != owner_player.lgbeam) @@ -312,7 +279,12 @@ void lgbeam_think() } W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range); - WarpZone_traceline_antilag(owner_player, w_shotorg, w_shotend, MOVE_NORMAL, owner_player, ANTILAG_LATENCY(owner_player)); + if(!lgbeam_owner_ent) + { + lgbeam_owner_ent = spawn(); + lgbeam_owner_ent.classname = "lgbeam_owner_ent"; + } + WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player)); // apply the damage if(trace_ent) @@ -346,7 +318,7 @@ void W_Electro_Attack3 (void) { // only play fire sound if 0.5 sec has passed since player let go the fire button if(time - self.prevlgfire > 0.5) - sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM); entity beam, oldself; @@ -354,7 +326,7 @@ void W_Electro_Attack3 (void) beam.classname = "lgbeam"; beam.solid = SOLID_NOT; beam.think = lgbeam_think; - beam.owner = self; + beam.owner = beam.realowner = self; beam.movetype = MOVETYPE_NONE; beam.shot_spread = 0; beam.bot_dodge = TRUE; @@ -447,7 +419,7 @@ float w_electro(float req) if(!ammo_amount) { - W_Electro_Reload(); + weapon_action(self.weapon, WR_RELOAD); return FALSE; } } @@ -516,7 +488,7 @@ float w_electro(float req) precache_sound ("weapons/electro_fire2.wav"); precache_sound ("weapons/electro_impact.wav"); precache_sound ("weapons/electro_impact_combo.wav"); - precache_sound ("weapons/reload.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else if(autocvar_g_balance_electro_lightning) { precache_sound ("weapons/lgbeam_fire.wav"); @@ -525,6 +497,7 @@ float w_electro(float req) else if (req == WR_SETUP) { weapon_setup(WEP_ELECTRO); + self.current_ammo = ammo_cells; } else if (req == WR_CHECKAMMO1) { @@ -555,7 +528,7 @@ float w_electro(float req) } else if (req == WR_RELOAD) { - W_Electro_Reload(); + W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), autocvar_g_balance_electro_reload_ammo, autocvar_g_balance_electro_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -571,7 +544,7 @@ float w_electro(float req) { pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM); } else { @@ -580,13 +553,13 @@ float w_electro(float req) // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM); } else { pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM); } } }