if (stof(s2) > 2) // killcount > 2
print ("^1",s1,"^1 ended it all after a ",s2," kill spree\n");
- } else if(msg == MSG_KILL_MELEE) { // handle melee types separately
- if(type == KILL_FRAG_GAUNTLET) {
- if(alsoprint)
- {
- if(gentle) {
- print ("^1", s1, "^1 got too close to", s2, "^1's gauntlet\n");
- } else {
- print ("^1", s1, "^1 was cut in half by", s2, "^1's gauntlet\n");
- }
- }
- }
- else if(type == KILL_FRAG_SHOTGUN_MELEE)
- {
- if(alsoprint)
- {
- print ("^7", s2, "^7 slapped ", s1, "^7 around a bit with a large ^2shotgun\n");
- }
- }
- HUD_KillNotify_Push(s1, s2, 1, type);
} else if(msg == MSG_KILL) {
w = DEATH_WEAPONOF(type);
if(WEP_VALID(w)) {
- HUD_KillNotify_Push(s2, s1, 1, w);
+ HUD_KillNotify_Push(s2, s1, 1, type);
if (alsoprint)
print("^1", sprintf(Weapon_KillMessage(type), strcat(s2, "^1"), strcat(s1, "^1")), "\n"); // default order: victim, killer
}
a = 0;
}
+ float w;
+ w = DEATH_WEAPONOF(killnotify_deathtype[j]);
+
// TODO: maybe print in team colors?
//
// Y [used by] X
{
s = "weaponelectro";
}
- else if(WEP_VALID(killnotify_deathtype[j]))
+ else if(killnotify_deathtype[j] & HITTYPE_SECONDARY && w == WEP_LASER)
{
- self = get_weaponinfo(killnotify_deathtype[j]);
- s = strcat("weapon", self.netname);
+ s = "notify_melee";
}
- else if(killnotify_deathtype[j] == KILL_FRAG_GAUNTLET)
+ else if(killnotify_deathtype[j] & HITTYPE_SECONDARY && w == WEP_SHOTGUN)
{
s = "notify_melee";
}
- else if(killnotify_deathtype[j] == KILL_FRAG_SHOTGUN_MELEE)
+ else if(WEP_VALID(w))
{
- s = "notify_melee";
+ self = get_weaponinfo(w);
+ s = strcat("weapon", self.netname);
}
else if(killnotify_deathtype[j] == KILL_TEAM_RED)
{
// CSQC centerprint/notify message types
float MSG_SUICIDE = 0;
-float MSG_KILL_MELEE = 1;
-float MSG_KILL = 2;
-float MSG_SPREE = 3;
-float MSG_KILL_ACTION = 4;
-float MSG_KILL_ACTION_SPREE = 5;
-float MSG_INFO = 6;
+float MSG_KILL = 1;
+float MSG_SPREE = 2;
+float MSG_KILL_ACTION = 3;
+float MSG_KILL_ACTION_SPREE = 4;
+float MSG_INFO = 5;
float KILL_TEAM_RED = 10301;
float KILL_TEAM_BLUE = 10302;
float KILL_TYPEFRAG = 10306;
float KILL_TYPEFRAGGED = 10307;
float KILL_FRAG = 10308;
-float KILL_FRAG_GAUNTLET = 10309;
-float KILL_FRAG_SHOTGUN_MELEE = 10310;
-float KILL_FRAGGED = 10311;
-float KILL_SPREE = 10312;
-float KILL_END_SPREE = 10313;
-float KILL_SPREE_3 = 10314;
-float KILL_SPREE_5 = 10315;
-float KILL_SPREE_10 = 10316;
-float KILL_SPREE_15 = 10317;
-float KILL_SPREE_20 = 10318;
-float KILL_SPREE_25 = 10319;
-float KILL_SPREE_30 = 10320;
-
-float INFO_GOTFLAG = 10321;
-float INFO_PICKUPFLAG = 10322;
-float INFO_LOSTFLAG = 10323;
-float INFO_RETURNFLAG = 10324;
-float INFO_CAPTUREFLAG = 10325;
+float KILL_FRAGGED = 10309;
+float KILL_SPREE = 10310;
+float KILL_END_SPREE = 10311;
+float KILL_SPREE_3 = 10312;
+float KILL_SPREE_5 = 10313;
+float KILL_SPREE_10 = 10314;
+float KILL_SPREE_15 = 10315;
+float KILL_SPREE_20 = 10316;
+float KILL_SPREE_25 = 10317;
+float KILL_SPREE_30 = 10318;
+
+float INFO_GOTFLAG = 10319;
+float INFO_PICKUPFLAG = 10320;
+float INFO_LOSTFLAG = 10321;
+float INFO_RETURNFLAG = 10322;
+float INFO_CAPTUREFLAG = 10323;
// weapon requests
float WR_SETUP = 1; // (SVQC) setup weapon data
msg = ftos(strstrofs(inflictor.message2, "#", 0));
}
- float msgtype;
- w = DEATH_WEAPONOF(deathtype);
- if(w == WEP_LASER && ((cvar("g_balance_laser_secondary_gauntlet") && w & HITTYPE_SECONDARY) || (cvar("g_balance_laser_primary_gauntlet") && !(w & HITTYPE_SECONDARY))))
- {
- msgtype = MSG_KILL_MELEE;
- deathtype = KILL_FRAG_GAUNTLET;
- }
- else if(w == WEP_SHOTGUN && (cvar("g_balance_shotgun_secondary_melee") && w & HITTYPE_SECONDARY))
- {
- msgtype = MSG_KILL_MELEE;
- deathtype = KILL_FRAG_SHOTGUN_MELEE;
- }
-
Send_KillNotification(s, a, msg, deathtype, MSG_KILL);
if(g_ctf && targ.flagcarried)
else
nodamage = FALSE;
- if (issecondary == 1)
- a = cvar("g_balance_laser_secondary_shotangle");
- else
- a = cvar("g_balance_laser_primary_shotangle");
+ a = cvar("g_balance_laser_primary_shotangle");
s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
if(nodamage)
missile = spawn ();
missile.owner = self;
missile.classname = "laserbolt";
- missile.dmg = (issecondary == 1);
+ missile.dmg = 0;
if(!nodamage)
{
missile.bot_dodge = TRUE;
- if (issecondary == 1)
- missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
- else
- missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
+ missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
}
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_LASER;
- if(issecondary == 1)
- missile.projectiledeathtype |= HITTYPE_SECONDARY;
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- if (issecondary == 1)
- W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_secondary);
- else
- W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
+ W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
missile.angles = vectoangles (missile.velocity);
//missile.glow_color = 250; // 244, 250
//missile.glow_size = 120;
missile.flags = FL_PROJECTILE;
missile.think = W_Laser_Think;
- if (issecondary == 1)
- missile.nextthink = time + cvar("g_balance_laser_secondary_delay");
- else
- missile.nextthink = time + cvar("g_balance_laser_primary_delay");
+ missile.nextthink = time + cvar("g_balance_laser_primary_delay");
if(time >= missile.nextthink)
{
entity oldself;
void gauntletbeam_think()
{
float damage, myforce, myradius;
- if(self.cnt)
- {
- damage = cvar("g_balance_laser_secondary_damage");
- myforce = cvar("g_balance_laser_secondary_force");
- myradius = cvar("g_balance_laser_secondary_radius");
- }
- else
- {
- damage = cvar("g_balance_laser_primary_damage");
- myforce = cvar("g_balance_laser_primary_force");
- myradius = cvar("g_balance_laser_primary_radius");
- }
+ damage = cvar("g_balance_laser_secondary_damage");
+ myforce = cvar("g_balance_laser_secondary_force");
+ myradius = cvar("g_balance_laser_secondary_radius");
self.owner.prevgauntletfire = time;
- if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || (!self.owner.BUTTON_ATCK2 && self.cnt) || (!self.owner.BUTTON_ATCK && !self.cnt))
+ if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
{
remove(self);
return;
{
vector force;
force = w_shotdir * myforce;
- Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_ELECTRO, trace_endpos, force * dt);
+ Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
}
// draw effect
}
// experimental gauntlet
-void W_Laser_Attack2 (float issecondary)
+void W_Laser_Attack2 ()
{
// only play fire sound if 0.5 sec has passed since player let go the fire button
if(time - self.prevgauntletfire > 0.5)
beam.shot_spread = 0;
beam.bot_dodge = TRUE;
beam.bot_dodgerating = cvar("g_balance_laser_primary_damage");
- beam.cnt = issecondary;
Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
oldself = self;
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, (cvar("g_balance_laser_primary_gauntlet") ? 0 : cvar("g_balance_laser_primary_refire"))))
+ if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
{
- if(cvar("g_balance_laser_primary_gauntlet"))
- W_Laser_Attack2(0);
- else
- W_Laser_Attack(0);
+ W_Laser_Attack(1);
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
}
if (self.BUTTON_ATCK2)
{
if(cvar("g_balance_laser_secondary"))
{
- if (weapon_prepareattack(0, (cvar("g_balance_laser_secondary_gauntlet") ? 0 : cvar("g_balance_laser_secondary_refire"))))
+ if (weapon_prepareattack(0, 0))
{
- if(cvar("g_balance_laser_secondary_gauntlet"))
- W_Laser_Attack2(1);
- else
- W_Laser_Attack(1);
+ W_Laser_Attack2();
weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
}
}
}
-void W_Shotgun_Attack2 (void)
-{
- float sc;
- float ammoamount;
- float bullets;
- float d;
- float f;
- float spread;
- float bulletspeed;
- float bulletconstant;
- local entity flash;
-
- ammoamount = cvar("g_balance_shotgun_secondary_ammo");
- bullets = cvar("g_balance_shotgun_secondary_bullets");
- d = cvar("g_balance_shotgun_secondary_damage");
- f = cvar("g_balance_shotgun_secondary_force");
- spread = cvar("g_balance_shotgun_secondary_spread");
- bulletspeed = cvar("g_balance_shotgun_secondary_speed");
- bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
-
- W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_secondary_damage"));
- for (sc = 0;sc < bullets;sc = sc + 1)
- fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
- endFireBallisticBullet();
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_shells = self.ammo_shells - ammoamount;
-
- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
-
- // casing code
- if (cvar("g_casings") >= 1)
- for (sc = 0;sc < ammoamount;sc = sc + 1)
- SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
-
- flash = spawn();
- setmodel(flash, "models/uziflash.md3"); // precision set below
- flash.scale = 1.2;
- flash.think = SUB_Remove;
- flash.nextthink = time + 0.06;
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
-}
-
void shotgun_meleethink (void)
{
// store time when we started swinging down inside self.cnt
{
vector force;
force = angle * cvar("g_balance_shotgun_secondary_force");
- Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2), WEP_SHOTGUN, self.owner.origin + self.owner.view_ofs, force);
+ Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
remove(self);
}
else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
self.nextthink = time;
}
-void W_Shotgun_Attack3 (void)
+void W_Shotgun_Attack2 (void)
{
sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
}
-// weapon frames
-void shotgun_fire2_03()
-{
- W_Shotgun_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
-}
-void shotgun_fire2_02()
-{
- W_Shotgun_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
-}
-
void spawnfunc_weapon_shotgun(); // defined in t_items.qc
float w_shotgun(float req)
if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
{
- if(cvar("g_balance_shotgun_secondary_melee"))
- {
- // force playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack3);
- }
- else
- {
- W_Shotgun_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
- }
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
}
else if (req == WR_PRECACHE)
return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
else if (req == WR_CHECKAMMO2)
{
- if(cvar("g_balance_shotgun_secondary_melee"))
- return TRUE;
- return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
+ return TRUE;
}
return TRUE;
};