X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=0be6ea527e4e20f125eed0586c54b094e092b8db;hb=cfaacd5aff51c88ae76519d019aa6427ba1c5bc0;hp=1fd51af20c8f1a73a5170ea06f620da2e7473c43;hpb=3996a6bfe3076469afe4070449bb377ed4064fc4;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 1fd51af20..0be6ea527 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -1,12 +1,22 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar")) +REGISTER_WEAPON( +/* WEP_##id */ HAGAR, +/* function */ w_hagar, +/* ammotype */ IT_ROCKETS, +/* impulse */ 8, +/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, +/* rating */ BOT_PICKUP_RATING_MID, +/* model */ "hagar", +/* shortname */ "hagar", +/* fullname */ _("Hagar") +); #else #ifdef SVQC // NO bounce protection, as bounces are limited! void W_Hagar_Explode (void) { - self.event_damage = SUB_Null; + self.event_damage = func_null; RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other); remove (self); @@ -14,7 +24,7 @@ void W_Hagar_Explode (void) void W_Hagar_Explode2 (void) { - self.event_damage = SUB_Null; + self.event_damage = func_null; RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other); remove (self); @@ -25,14 +35,21 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat if (self.health <= 0) return; - if ((inflictor.realowner == self.realowner) && !autocvar_g_balance_hagar_secondary_load_linkexplode) - return; + float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE) + && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) + && (self.projectiledeathtype & HITTYPE_SECONDARY)); + + if(is_linkexplode) + is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode); + else + is_linkexplode = -1; // not secondary load, so continue as normal without exception. + + if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode)) + return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); - print(strcat("hagar rocket health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n")); - if (self.health <= 0) W_PrepareExplosionByDamage(attacker, self.think); } @@ -60,7 +77,7 @@ void W_Hagar_Touch2 (void) void W_Hagar_Attack (void) { - local entity missile; + entity missile; W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo); @@ -94,6 +111,7 @@ void W_Hagar_Attack (void) missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; + missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); @@ -102,7 +120,7 @@ void W_Hagar_Attack (void) void W_Hagar_Attack2 (void) { - local entity missile; + entity missile; W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); @@ -137,20 +155,21 @@ void W_Hagar_Attack2 (void) missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; + missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } -.float hagar_loadstep, hagar_loadblock, hagar_loadbeep; +.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; void W_Hagar_Attack2_Load_Release (void) { // time to release the rockets we've loaded - local entity missile; - local float counter, shots, spread_pershot; - local vector s; + entity missile; + float counter, shots, spread_pershot; + vector s; vector forward, right, up; if(!self.hagar_load) @@ -167,7 +186,7 @@ void W_Hagar_Attack2_Load_Release (void) shots = self.hagar_load; missile = world; - while (counter < shots) + for(counter = 0; counter < shots; ++counter) { missile = spawn (); missile.owner = missile.realowner = self; @@ -186,10 +205,11 @@ void W_Hagar_Attack2_Load_Release (void) missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand; PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_HAGAR; + missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; + missile.missile_flags = MIF_SPLASH; // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar) spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); @@ -216,11 +236,9 @@ void W_Hagar_Attack2_Load_Release (void) CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); - - counter = counter + 1; } - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready); self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor(); self.hagar_load = 0; } @@ -228,13 +246,16 @@ void W_Hagar_Attack2_Load_Release (void) void W_Hagar_Attack2_Load (void) { // loadable hagar secondary attack, must always run each frame + + if(time < game_starttime) + return; - local float loaded, enough_ammo; + float loaded, enough_ammo; loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max; // this is different than WR_CHECKAMMO when it comes to reloading if(autocvar_g_balance_hagar_reload_ammo) - enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo; + enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo; else enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; @@ -291,6 +312,18 @@ void W_Hagar_Attack2_Load (void) if(self.hagar_load) { + // play warning sound if we're about to release + if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0) + { + if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame + { + // we're about to automatically release after holding time, play a beep sound to notify the player + sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + self.hagar_warning = TRUE; + } + } + + // release if player let go of button or if they've held it in too long if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)) { self.weaponentity.state = WS_READY; @@ -300,6 +333,7 @@ void W_Hagar_Attack2_Load (void) else { self.hagar_loadbeep = FALSE; + self.hagar_warning = FALSE; } // we aren't checking ammo during an attack, so we must do it here @@ -329,8 +363,8 @@ float w_hagar(float req) } else if (req == WR_THINK) { - local float loadable_secondary; - loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary; + float loadable_secondary; + loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary); if (loadable_secondary) W_Hagar_Attack2_Load(); // must always run each frame @@ -387,13 +421,13 @@ float w_hagar(float req) else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo; - ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo; + ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; - ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo; + ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo; return ammo_amount; } else if (req == WR_RESETPLAYER) @@ -411,8 +445,19 @@ float w_hagar(float req) if not(self.hagar_load) // require releasing loaded rockets first W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav"); } + else if (req == WR_SUICIDEMESSAGE) + { + return WEAPON_HAGAR_SUICIDE; + } + else if (req == WR_KILLMESSAGE) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_HAGAR_MURDER_BURST; + else + return WEAPON_HAGAR_MURDER_SPRAY; + } return TRUE; -}; +} #endif #ifdef CSQC float w_hagar(float req) @@ -438,15 +483,6 @@ float w_hagar(float req) precache_sound("weapons/hagexp2.wav"); precache_sound("weapons/hagexp3.wav"); } - else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = _("%s played with tiny rockets"); - else if (req == WR_KILLMESSAGE) - { - if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH - w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce"); - else // unchecked: SPLASH, SECONDARY - w_deathtypestring = _("%s was pummeled by %s"); - } return TRUE; } #endif