return true;
}
- METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
- if(autocvar_g_nexball_basketball_meter)
- {
- if(self.ballcarried && !self.metertime)
- self.metertime = time;
- else
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
- }
- else
- {
- W_Nexball_Attack(-1);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
- }
- if(fire & 2)
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
- {
- W_Nexball_Attack2();
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
- }
+METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
+ if(autocvar_g_nexball_basketball_meter)
+ {
+ if(self.ballcarried && !self.metertime)
+ self.metertime = time;
+ else
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ }
+ else
+ {
+ W_Nexball_Attack(-1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ }
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
+ {
+ W_Nexball_Attack2();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
+ }
+
+ if(!(fire & 1) && self.metertime && self.ballcarried)
+ {
+ W_Nexball_Attack(time - self.metertime);
+ // DropBall or stealing will set metertime back to 0
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ }
+}
- if(!(fire & 1) && self.metertime && self.ballcarried)
- {
- W_Nexball_Attack(time - self.metertime);
- // DropBall or stealing will set metertime back to 0
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
- }
- }
- METHOD(BallStealer, wr_setup, void(BallStealer thiswep))
- {
- //weapon_setup(WEP_PORTO.m_id);
- }
- METHOD(BallStealer, wr_checkammo1, bool(BallStealer thiswep))
- {
- return true;
- }
- METHOD(BallStealer, wr_checkammo2, bool(BallStealer thiswep))
- {
- return true;
- }
+METHOD(BallStealer, wr_setup, void(BallStealer thiswep))
+{
+ //weapon_setup(WEP_PORTO.m_id);
+}
+
+METHOD(BallStealer, wr_checkammo1, bool(BallStealer thiswep))
+{
+ return true;
+}
+
+METHOD(BallStealer, wr_checkammo2, bool(BallStealer thiswep))
+{
+ return true;
+}
void nb_DropBall(entity player)
{
#endif // SVQC
- #ifdef SVQC
- METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
- {
- bool need_help = false;
+#ifdef SVQC
+METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
+{
+ bool need_help = false;
- FOREACH_ENTITY_FLOAT(iscreature, true,
- {
- if(it != actor)
- if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
- if(M_Mage_Defend_Heal_Check(actor, it))
- {
- need_help = true;
- break;
- }
- });
+ FOREACH_ENTITY_FLOAT(iscreature, true,
+ {
+ if(it != actor)
+ if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
+ if(M_Mage_Defend_Heal_Check(actor, it))
+ {
+ need_help = true;
+ break;
+ }
+ });
+
+ if(actor.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
+ if(time >= actor.attack_finished_single[0])
+ if(random() < 0.5)
+ M_Mage_Defend_Heal(actor);
+
+ if(time >= actor.mage_shield_time && actor.armorvalue)
+ M_Mage_Defend_Shield_Remove(actor);
+
+ if(actor.enemy)
+ if(actor.health < actor.max_health)
+ if(time >= actor.mage_shield_delay)
+ if(random() < 0.5)
+ M_Mage_Defend_Shield(actor);
+
+ return true;
+}
- if(actor.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
- if(time >= actor.attack_finished_single[0])
- if(random() < 0.5)
- M_Mage_Defend_Heal(actor);
+METHOD(Mage, mr_pain, bool(Mage thismon, entity actor))
+{
+ return true;
+}
- if(time >= actor.mage_shield_time && actor.armorvalue)
- M_Mage_Defend_Shield_Remove(actor);
+METHOD(Mage, mr_death, bool(Mage thismon, entity actor))
+{
+ setanim(actor, actor.anim_die1, false, true, true);
+ return true;
+}
- if(actor.enemy)
- if(actor.health < actor.max_health)
- if(time >= actor.mage_shield_delay)
- if(random() < 0.5)
- M_Mage_Defend_Shield(actor);
+#endif
+#ifndef MENUQC
+METHOD(Mage, mr_anim, bool(Mage thismon, entity actor))
+{
+ vector none = '0 0 0';
+ actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_idle = animfixfps(actor, '0 1 1', none);
+ actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+ actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+ actor.anim_run = animfixfps(actor, '5 1 1', none);
+ return true;
+}
+#endif
+#ifdef SVQC
+.float speed;
+spawnfunc(item_health_large);
+METHOD(Mage, mr_setup, bool(Mage thismon, entity actor))
+{
+ if(!actor.health) actor.health = (autocvar_g_monster_mage_health);
+ if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
+ if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
+ if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
- return true;
- }
- METHOD(Mage, mr_pain, bool(Mage thismon, entity actor))
- {
- return true;
- }
- METHOD(Mage, mr_death, bool(Mage thismon, entity actor))
- {
- setanim(actor, actor.anim_die1, false, true, true);
- return true;
- }
- #endif
- #ifndef MENUQC
- METHOD(Mage, mr_anim, bool(Mage thismon, entity actor))
- {
- vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
- actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
- actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '5 1 1', none);
- return true;
- }
- #endif
- #ifdef SVQC
- .float speed;
- spawnfunc(item_health_large);
- METHOD(Mage, mr_setup, bool(Mage thismon, entity actor))
- {
- if(!actor.health) actor.health = (autocvar_g_monster_mage_health);
- if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
- if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
- if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
- if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
+ actor.monster_loot = spawnfunc_item_health_large;
+ actor.monster_attackfunc = M_Mage_Attack;
- actor.monster_loot = spawnfunc_item_health_large;
- actor.monster_attackfunc = M_Mage_Attack;
+ return true;
+}
- return true;
- }
- METHOD(Mage, mr_precache, bool(Mage thismon))
- {
- return true;
- }
- #endif
+METHOD(Mage, mr_precache, bool(Mage thismon))
+{
+ return true;
+}
+#endif
#endif
spawnfunc(monster_shambler) { Monster_Spawn(this, MON_SHAMBLER.monsterid); }
#endif // SVQC
- #ifdef SVQC
- METHOD(Shambler, mr_think, bool(Shambler thismon, entity actor))
- {
- return true;
- }
- METHOD(Shambler, mr_pain, bool(Shambler thismon, entity actor))
- {
- actor.pain_finished = time + 0.5;
- setanim(actor, actor.anim_pain1, true, true, false);
- return true;
- }
- METHOD(Shambler, mr_death, bool(Shambler thismon, entity actor))
- {
- setanim(actor, actor.anim_die1, false, true, true);
- return true;
- }
- #endif
- #ifndef MENUQC
- METHOD(Shambler, mr_anim, bool(Shambler thismon, entity actor))
- {
- vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
- actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
- actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
- actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
- actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
- actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '2 1 1', none);
- return true;
- }
- #endif
- #ifdef SVQC
- spawnfunc(item_health_mega);
- .float animstate_endtime;
- METHOD(Shambler, mr_setup, bool(Shambler thismon, entity actor))
- {
- if(!actor.health) actor.health = (autocvar_g_monster_shambler_health);
- if(!actor.attack_range) actor.attack_range = 150;
- if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
- if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
- if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
- if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
+#ifdef SVQC
+METHOD(Shambler, mr_think, bool(Shambler thismon, entity actor))
+{
+ return true;
+}
- actor.monster_loot = spawnfunc_item_health_mega;
- actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
+METHOD(Shambler, mr_pain, bool(Shambler thismon, entity actor))
+{
+ actor.pain_finished = time + 0.5;
+ setanim(actor, actor.anim_pain1, true, true, false);
+ return true;
+}
- setanim(actor, actor.anim_shoot, false, true, true);
- actor.spawn_time = actor.animstate_endtime;
- actor.spawnshieldtime = actor.spawn_time;
- actor.monster_attackfunc = M_Shambler_Attack;
+METHOD(Shambler, mr_death, bool(Shambler thismon, entity actor))
+{
+ setanim(actor, actor.anim_die1, false, true, true);
+ return true;
+}
+#endif
+#ifndef MENUQC
+METHOD(Shambler, mr_anim, bool(Shambler thismon, entity actor))
+{
+ vector none = '0 0 0';
+ actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_idle = animfixfps(actor, '0 1 1', none);
+ actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+ actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+ actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+ actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+ actor.anim_run = animfixfps(actor, '2 1 1', none);
+ return true;
+}
+#endif
+#ifdef SVQC
+spawnfunc(item_health_mega);
+.float animstate_endtime;
+METHOD(Shambler, mr_setup, bool(Shambler thismon, entity actor))
+{
+ if(!actor.health) actor.health = (autocvar_g_monster_shambler_health);
+ if(!actor.attack_range) actor.attack_range = 150;
+ if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
+ if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
+ if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
+
+ actor.monster_loot = spawnfunc_item_health_mega;
+ actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
+
+ setanim(actor, actor.anim_shoot, false, true, true);
+ actor.spawn_time = actor.animstate_endtime;
+ actor.spawnshieldtime = actor.spawn_time;
+ actor.monster_attackfunc = M_Shambler_Attack;
+
+ return true;
+}
- return true;
- }
- METHOD(Shambler, mr_precache, bool(Shambler thismon))
- {
- return true;
- }
- #endif
+METHOD(Shambler, mr_precache, bool(Shambler thismon))
+{
+ return true;
+}
+#endif
#endif
spawnfunc(monster_spider) { Monster_Spawn(this, MON_SPIDER.monsterid); }
#endif // SVQC
- #ifdef SVQC
- METHOD(Spider, mr_think, bool(Spider thismon, entity actor))
- {
- return true;
- }
- METHOD(Spider, mr_pain, bool(Spider thismon, entity actor))
- {
- return true;
- }
- METHOD(Spider, mr_death, bool(Spider thismon, entity actor))
- {
- setanim(actor, actor.anim_melee, false, true, true);
- actor.angles_x = 180;
- return true;
- }
- #endif
- #ifndef MENUQC
- METHOD(Spider, mr_anim, bool(Spider thismon, entity actor))
- {
- vector none = '0 0 0';
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
- actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '1 1 1', none);
- return true;
- }
- #endif
- #ifdef SVQC
- spawnfunc(item_health_medium);
- METHOD(Spider, mr_setup, bool(Spider thismon, entity actor))
- {
- if(!actor.health) actor.health = (autocvar_g_monster_spider_health);
- if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
- if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
- if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
- if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
+#ifdef SVQC
+METHOD(Spider, mr_think, bool(Spider thismon, entity actor))
+{
+ return true;
+}
- actor.monster_loot = spawnfunc_item_health_medium;
- actor.monster_attackfunc = M_Spider_Attack;
+METHOD(Spider, mr_pain, bool(Spider thismon, entity actor))
+{
+ return true;
+}
- return true;
- }
- METHOD(Spider, mr_precache, bool(Spider thismon))
- {
- return true;
- }
- #endif
+METHOD(Spider, mr_death, bool(Spider thismon, entity actor))
+{
+ setanim(actor, actor.anim_melee, false, true, true);
+ actor.angles_x = 180;
+ return true;
+}
+#endif
+#ifndef MENUQC
+METHOD(Spider, mr_anim, bool(Spider thismon, entity actor))
+{
+ vector none = '0 0 0';
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_idle = animfixfps(actor, '0 1 1', none);
+ actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+ actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+ actor.anim_run = animfixfps(actor, '1 1 1', none);
+ return true;
+}
+#endif
+#ifdef SVQC
+spawnfunc(item_health_medium);
+METHOD(Spider, mr_setup, bool(Spider thismon, entity actor))
+{
+ if(!actor.health) actor.health = (autocvar_g_monster_spider_health);
+ if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
+ if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
+ if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
+
+ actor.monster_loot = spawnfunc_item_health_medium;
+ actor.monster_attackfunc = M_Spider_Attack;
+
+ return true;
+}
+
+METHOD(Spider, mr_precache, bool(Spider thismon))
+{
+ return true;
+}
+#endif
#endif
spawnfunc(monster_wyvern) { Monster_Spawn(this, MON_WYVERN.monsterid); }
#endif // SVQC
- #ifdef SVQC
- METHOD(Wyvern, mr_think, bool(Wyvern thismon, entity actor))
- {
- return true;
- }
- METHOD(Wyvern, mr_pain, bool(Wyvern thismon, entity actor))
- {
- actor.pain_finished = time + 0.5;
- setanim(actor, actor.anim_pain1, true, true, false);
- return true;
- }
- METHOD(Wyvern, mr_death, bool(Wyvern thismon, entity actor))
- {
- setanim(actor, actor.anim_die1, false, true, true);
- actor.velocity_x = -200 + 400 * random();
- actor.velocity_y = -200 + 400 * random();
- actor.velocity_z = 100 + 100 * random();
- return true;
- }
- #endif
- #ifndef MENUQC
- METHOD(Wyvern, mr_anim, bool(Wyvern thismon, entity actor))
- {
- vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
- actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
- actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '1 1 1', none);
- return true;
- }
- #endif
- #ifdef SVQC
- spawnfunc(item_cells);
- METHOD(Wyvern, mr_setup, bool(Wyvern thismon, entity actor))
- {
- if(!actor.health) actor.health = (autocvar_g_monster_wyvern_health);
- if(!actor.speed) { actor.speed = (autocvar_g_monster_wyvern_speed_walk); }
- if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_wyvern_speed_run); }
- if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
- if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
+#ifdef SVQC
+METHOD(Wyvern, mr_think, bool(Wyvern thismon, entity actor))
+{
+ return true;
+}
- actor.monster_loot = spawnfunc_item_cells;
- actor.monster_attackfunc = M_Wyvern_Attack;
+METHOD(Wyvern, mr_pain, bool(Wyvern thismon, entity actor))
+{
+ actor.pain_finished = time + 0.5;
+ setanim(actor, actor.anim_pain1, true, true, false);
+ return true;
+}
- return true;
- }
- METHOD(Wyvern, mr_precache, bool(Wyvern thismon))
- {
- return true;
- }
- #endif
+METHOD(Wyvern, mr_death, bool(Wyvern thismon, entity actor))
+{
+ setanim(actor, actor.anim_die1, false, true, true);
+ actor.velocity_x = -200 + 400 * random();
+ actor.velocity_y = -200 + 400 * random();
+ actor.velocity_z = 100 + 100 * random();
+ return true;
+}
+#endif
+#ifndef MENUQC
+METHOD(Wyvern, mr_anim, bool(Wyvern thismon, entity actor))
+{
+ vector none = '0 0 0';
+ actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_idle = animfixfps(actor, '0 1 1', none);
+ actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+ actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+ actor.anim_run = animfixfps(actor, '1 1 1', none);
+ return true;
+}
+#endif
+#ifdef SVQC
+spawnfunc(item_cells);
+METHOD(Wyvern, mr_setup, bool(Wyvern thismon, entity actor))
+{
+ if(!actor.health) actor.health = (autocvar_g_monster_wyvern_health);
+ if(!actor.speed) { actor.speed = (autocvar_g_monster_wyvern_speed_walk); }
+ if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_wyvern_speed_run); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
+ if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
+
+ actor.monster_loot = spawnfunc_item_cells;
+ actor.monster_attackfunc = M_Wyvern_Attack;
+
+ return true;
+}
+
+METHOD(Wyvern, mr_precache, bool(Wyvern thismon))
+{
+ return true;
+}
+#endif
#endif
spawnfunc(monster_zombie) { Monster_Spawn(this, MON_ZOMBIE.monsterid); }
#endif // SVQC
- #ifdef SVQC
- METHOD(Zombie, mr_think, bool(Zombie thismon, entity actor))
- {
- if(time >= actor.spawn_time)
- actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
- return true;
- }
- METHOD(Zombie, mr_pain, bool(Zombie thismon, entity actor))
- {
- actor.pain_finished = time + 0.34;
- setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
- return true;
- }
- METHOD(Zombie, mr_death, bool(Zombie thismon, entity actor))
- {
- actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
+#ifdef SVQC
+METHOD(Zombie, mr_think, bool(Zombie thismon, entity actor))
+{
+ if(time >= actor.spawn_time)
+ actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
+ return true;
+}
- setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
- return true;
- }
- #endif
- #ifndef MENUQC
- METHOD(Zombie, mr_anim, bool(Zombie thismon, entity actor))
- {
- vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
- actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
- actor.anim_spawn = animfixfps(actor, '30 1 3', none);
- actor.anim_walk = animfixfps(actor, '27 1 1', none);
- actor.anim_idle = animfixfps(actor, '19 1 1', none);
- actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds
- actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds
- actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
- actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
- actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
- actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '27 1 1', none);
- actor.anim_blockstart = animfixfps(actor, '8 1 1', none);
- actor.anim_blockend = animfixfps(actor, '7 1 1', none);
- return true;
- }
- #endif
- #ifdef SVQC
- METHOD(Zombie, mr_setup, bool(Zombie thismon, entity actor))
- {
- if(!actor.health) actor.health = (autocvar_g_monster_zombie_health);
- if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
- if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
- if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
+METHOD(Zombie, mr_pain, bool(Zombie thismon, entity actor))
+{
+ actor.pain_finished = time + 0.34;
+ setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
+ return true;
+}
- if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
- actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
+METHOD(Zombie, mr_death, bool(Zombie thismon, entity actor))
+{
+ actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
- actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+ setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
+ return true;
+}
+#endif
+#ifndef MENUQC
+METHOD(Zombie, mr_anim, bool(Zombie thismon, entity actor))
+{
+ vector none = '0 0 0';
+ actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
+ actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
+ actor.anim_spawn = animfixfps(actor, '30 1 3', none);
+ actor.anim_walk = animfixfps(actor, '27 1 1', none);
+ actor.anim_idle = animfixfps(actor, '19 1 1', none);
+ actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds
+ actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds
+ actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
+ actor.anim_run = animfixfps(actor, '27 1 1', none);
+ actor.anim_blockstart = animfixfps(actor, '8 1 1', none);
+ actor.anim_blockend = animfixfps(actor, '7 1 1', none);
+ return true;
+}
+#endif
+#ifdef SVQC
+METHOD(Zombie, mr_setup, bool(Zombie thismon, entity actor))
+{
+ if(!actor.health) actor.health = (autocvar_g_monster_zombie_health);
+ if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
+ if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
- actor.monster_loot = spawnfunc_item_health_medium;
- actor.monster_attackfunc = M_Zombie_Attack;
- actor.spawnshieldtime = actor.spawn_time;
- actor.respawntime = 0.2;
- actor.damageforcescale = 0.0001; // no push while spawning
+ if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
+ actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
- setanim(actor, actor.anim_spawn, false, true, true);
- actor.spawn_time = actor.animstate_endtime;
+ actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
- return true;
- }
- METHOD(Zombie, mr_precache, bool(Zombie thismon))
- {
- return true;
- }
- #endif
+ actor.monster_loot = spawnfunc_item_health_medium;
+ actor.monster_attackfunc = M_Zombie_Attack;
+ actor.spawnshieldtime = actor.spawn_time;
+ actor.respawntime = 0.2;
+ actor.damageforcescale = 0.0001; // no push while spawning
+
+ setanim(actor, actor.anim_spawn, false, true, true);
+ actor.spawn_time = actor.animstate_endtime;
+
+ return true;
+}
+
+METHOD(Zombie, mr_precache, bool(Zombie thismon))
+{
+ return true;
+}
+#endif
#endif
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
}
- METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
- {
- if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false);
- else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false);
- }
- METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- {
- if (fire & 1)
- if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
- {
- actor.misc_bulletcounter = 0;
- W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
- }
- }
- }
- METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
-
- if(autocvar_g_balance_hmg_reload_ammo)
- ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
- return ammo_amount;
- }
- METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
-
- if(autocvar_g_balance_hmg_reload_ammo)
- ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
- return ammo_amount;
- }
- METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
- }
- METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_HMG_MURDER_SNIPE;
- else
- return WEAPON_HMG_MURDER_SPRAY;
- }
+METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
+{
+ if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false);
+ else
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false);
+}
+
+METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ if (fire & 1)
+ if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ {
+ actor.misc_bulletcounter = 0;
+ W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+ }
+ }
+}
+
+METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
+
+ if(autocvar_g_balance_hmg_reload_ammo)
+ ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+
+ return ammo_amount;
+}
+
+METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
+{
+ float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
+
+ if(autocvar_g_balance_hmg_reload_ammo)
+ ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+
+ return ammo_amount;
+}
+
+METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
+}
+
+METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+
+METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_HMG_MURDER_SNIPE;
+ else
+ return WEAPON_HMG_MURDER_SPRAY;
+}
#endif
#ifdef CSQC
- METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
- }
+METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+}
#endif
#endif
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
- METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
- }
- METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- {
- if (fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
- {
- W_RocketPropelledChainsaw_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
- }
- }
-
- if (fire & 2)
- {
- // to-do
- }
- }
- }
- METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
- ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
- return ammo_amount;
- }
- METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
- {
- return false;
- }
- METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
- }
- METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep))
- {
- if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_RPC_SUICIDE_SPLASH;
- else
- return WEAPON_RPC_SUICIDE_DIRECT;
- }
- METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_BLASTER_MURDER;
- else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_RPC_MURDER_SPLASH;
- else
- return WEAPON_RPC_MURDER_DIRECT;
- }
+METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
+{
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
+}
+
+METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ if (fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
+ {
+ W_RocketPropelledChainsaw_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
+ }
+ }
+
+ if (fire & 2)
+ {
+ // to-do
+ }
+ }
+}
+
+METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
+ ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
+ return ammo_amount;
+}
+
+METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
+{
+ return false;
+}
+
+METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
+}
+
+METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep))
+{
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_RPC_SUICIDE_SPLASH;
+ else
+ return WEAPON_RPC_SUICIDE_DIRECT;
+}
+
+METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_BLASTER_MURDER;
+ else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_RPC_MURDER_SPLASH;
+ else
+ return WEAPON_RPC_MURDER_DIRECT;
+}
#endif
#ifdef CSQC
- METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- }
+METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+}
#endif
#endif
spawnfunc(turret_ewheel) { if(!turret_initialize(TUR_EWHEEL)) remove(self); }
- METHOD(EWheel, tr_think, void(EWheel thistur, entity it))
- {
- SELFPARAM();
- float vz;
- vector wish_angle, real_angle;
+METHOD(EWheel, tr_think, void(EWheel thistur, entity it))
+{
+ SELFPARAM();
+ float vz;
+ vector wish_angle, real_angle;
- vz = self.velocity_z;
+ vz = self.velocity_z;
- self.angles_x = anglemods(self.angles_x);
- self.angles_y = anglemods(self.angles_y);
+ self.angles_x = anglemods(self.angles_x);
+ self.angles_y = anglemods(self.angles_y);
- fixedmakevectors(self.angles);
+ fixedmakevectors(self.angles);
- wish_angle = normalize(self.steerto);
- wish_angle = vectoangles(wish_angle);
- real_angle = wish_angle - self.angles;
- real_angle = shortangle_vxy(real_angle, self.tur_head.angles);
+ wish_angle = normalize(self.steerto);
+ wish_angle = vectoangles(wish_angle);
+ real_angle = wish_angle - self.angles;
+ real_angle = shortangle_vxy(real_angle, self.tur_head.angles);
- self.tur_head.spawnshieldtime = fabs(real_angle_y);
- real_angle_y = bound(-self.tur_head.aim_speed, real_angle_y, self.tur_head.aim_speed);
- self.angles_y = (self.angles_y + real_angle_y);
+ self.tur_head.spawnshieldtime = fabs(real_angle_y);
+ real_angle_y = bound(-self.tur_head.aim_speed, real_angle_y, self.tur_head.aim_speed);
+ self.angles_y = (self.angles_y + real_angle_y);
- if(self.enemy)
- ewheel_move_enemy();
- else if(self.pathcurrent)
- ewheel_move_path();
- else
- ewheel_move_idle();
+ if(self.enemy)
+ ewheel_move_enemy();
+ else if(self.pathcurrent)
+ ewheel_move_path();
+ else
+ ewheel_move_idle();
- self.velocity_z = vz;
+ self.velocity_z = vz;
- if(self.velocity)
- self.SendFlags |= TNSF_MOVE;
- }
- METHOD(EWheel, tr_death, void(EWheel this, entity it))
- {
- it.velocity = '0 0 0';
+ if(self.velocity)
+ self.SendFlags |= TNSF_MOVE;
+}
+
+METHOD(EWheel, tr_death, void(EWheel this, entity it))
+{
+ it.velocity = '0 0 0';
#ifdef EWHEEL_FANCYPATH
- if (self.pathcurrent)
- pathlib_deletepath(it.pathcurrent.owner);
+ if (self.pathcurrent)
+ pathlib_deletepath(it.pathcurrent.owner);
#endif
- it.pathcurrent = NULL;
- }
- METHOD(EWheel, tr_setup, void(EWheel this, entity it))
- {
- entity e;
+ it.pathcurrent = NULL;
+}
- if(it.movetype == MOVETYPE_WALK)
- {
- it.velocity = '0 0 0';
- it.enemy = world;
+METHOD(EWheel, tr_setup, void(EWheel this, entity it))
+{
+ entity e;
+
+ if(it.movetype == MOVETYPE_WALK)
+ {
+ it.velocity = '0 0 0';
+ it.enemy = world;
- setorigin(it, it.pos1);
+ setorigin(it, it.pos1);
- if (it.target != "")
- {
- e = find(world, targetname, it.target);
- if (!e)
- {
- LOG_TRACE("Initital waypoint for ewheel does NOT exsist, fix your map!\n");
- it.target = "";
- }
-
- if (e.classname != "turret_checkpoint")
- LOG_TRACE("Warning: not a turrret path\n");
- else
- {
+ if (it.target != "")
+ {
+ e = find(world, targetname, it.target);
+ if (!e)
+ {
+ LOG_TRACE("Initital waypoint for ewheel does NOT exsist, fix your map!\n");
+ it.target = "";
+ }
+
+ if (e.classname != "turret_checkpoint")
+ LOG_TRACE("Warning: not a turrret path\n");
+ else
+ {
#ifdef EWHEEL_FANCYPATH
- it.pathcurrent = WALKER_PATH(it.origin,e.origin);
- it.pathgoal = e;
+ it.pathcurrent = WALKER_PATH(it.origin,e.origin);
+ it.pathgoal = e;
#else
- it.pathcurrent = e;
+ it.pathcurrent = e;
#endif
- }
- }
}
-
- it.iscreature = true;
- it.teleportable = TELEPORT_NORMAL;
- it.damagedbycontents = true;
- it.movetype = MOVETYPE_WALK;
- it.solid = SOLID_SLIDEBOX;
- it.takedamage = DAMAGE_AIM;
- it.idle_aim = '0 0 0';
- it.pos1 = it.origin;
- it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- it.frame = it.tur_head.frame = 1;
- it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
-
- // Convert from dgr / sec to dgr / tic
- it.tur_head.aim_speed = (autocvar_g_turrets_unit_ewheel_turnrate);
- it.tur_head.aim_speed = it.tur_head.aim_speed / (1 / it.ticrate);
}
+ }
+
+ it.iscreature = true;
+ it.teleportable = TELEPORT_NORMAL;
+ it.damagedbycontents = true;
+ it.movetype = MOVETYPE_WALK;
+ it.solid = SOLID_SLIDEBOX;
+ it.takedamage = DAMAGE_AIM;
+ it.idle_aim = '0 0 0';
+ it.pos1 = it.origin;
+ it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ it.frame = it.tur_head.frame = 1;
+ it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+
+ // Convert from dgr / sec to dgr / tic
+ it.tur_head.aim_speed = (autocvar_g_turrets_unit_ewheel_turnrate);
+ it.tur_head.aim_speed = it.tur_head.aim_speed / (1 / it.ticrate);
+}
#endif // SVQC
#ifdef CSQC
spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
- METHOD(WalkerTurret, tr_think, void(WalkerTurret thistur, entity it))
- {
- fixedmakevectors(self.angles);
+METHOD(WalkerTurret, tr_think, void(WalkerTurret thistur, entity it))
+{
+ fixedmakevectors(self.angles);
- if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
- walker_move_path();
- else if (self.enemy == world)
+ if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
+ walker_move_path();
+ else if (self.enemy == world)
+ {
+ if(self.pathcurrent)
+ walker_move_path();
+ else
+ {
+ if(self.enemy_last_time != 0)
{
- if(self.pathcurrent)
- walker_move_path();
+ if(vdist(self.origin - self.enemy_last_loc, <, 128) || time - self.enemy_last_time > 10)
+ self.enemy_last_time = 0;
else
- {
- if(self.enemy_last_time != 0)
- {
- if(vdist(self.origin - self.enemy_last_loc, <, 128) || time - self.enemy_last_time > 10)
- self.enemy_last_time = 0;
- else
- walker_move_to(self.enemy_last_loc, 0);
- }
- else
- {
- if(self.animflag != ANIM_NO)
- {
- traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
-
- if(trace_fraction != 1.0)
- self.tur_head.idletime = -1337;
- else
- {
- traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
- if(trace_fraction == 1.0)
- self.tur_head.idletime = -1337;
- }
-
- if(self.tur_head.idletime == -1337)
- {
- self.moveto = self.origin + randomvec() * 256;
- self.tur_head.idletime = 0;
- }
-
- self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
- self.moveto_z = self.origin_z + 64;
- walker_move_to(self.moveto, 0);
- }
-
- if(self.idletime < time)
- {
- if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
- {
- self.idletime = time + 1 + random() * 5;
- self.moveto = self.origin;
- self.animflag = ANIM_NO;
- }
- else
- {
- self.animflag = ANIM_WALK;
- self.idletime = time + 4 + random() * 2;
- self.moveto = self.origin + randomvec() * 256;
- self.tur_head.moveto = self.moveto;
- self.tur_head.idletime = 0;
- }
- }
- }
- }
+ walker_move_to(self.enemy_last_loc, 0);
}
else
{
- if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && self.animflag != ANIM_MELEE)
+ if(self.animflag != ANIM_NO)
{
- vector wish_angle;
+ traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
+
+ if(trace_fraction != 1.0)
+ self.tur_head.idletime = -1337;
+ else
+ {
+ traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
+ if(trace_fraction == 1.0)
+ self.tur_head.idletime = -1337;
+ }
- wish_angle = angleofs(self, self.enemy);
- if (self.animflag != ANIM_SWIM)
- if (fabs(wish_angle_y) < 15)
+ if(self.tur_head.idletime == -1337)
{
- self.moveto = self.enemy.origin;
- self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
- self.animflag = ANIM_MELEE;
+ self.moveto = self.origin + randomvec() * 256;
+ self.tur_head.idletime = 0;
}
+
+ self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
+ self.moveto_z = self.origin_z + 64;
+ walker_move_to(self.moveto, 0);
}
- else if (self.tur_head.attack_finished_single[0] < time)
+
+ if(self.idletime < time)
{
- if(self.tur_head.shot_volly)
+ if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
{
+ self.idletime = time + 1 + random() * 5;
+ self.moveto = self.origin;
self.animflag = ANIM_NO;
-
- self.tur_head.shot_volly = self.tur_head.shot_volly -1;
- if(self.tur_head.shot_volly == 0)
- self.tur_head.attack_finished_single[0] = time + (autocvar_g_turrets_unit_walker_rocket_refire);
- else
- self.tur_head.attack_finished_single[0] = time + 0.2;
-
- if(self.tur_head.shot_volly > 1)
- walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
- else
- walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
}
else
{
- if (self.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
- if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
- self.tur_head.shot_volly = 4;
+ self.animflag = ANIM_WALK;
+ self.idletime = time + 4 + random() * 2;
+ self.moveto = self.origin + randomvec() * 256;
+ self.tur_head.moveto = self.moveto;
+ self.tur_head.idletime = 0;
}
}
- else
- {
- if (self.animflag != ANIM_MELEE)
- walker_move_to(self.enemy.origin, self.tur_dist_enemy);
- }
}
+ }
+ }
+ else
+ {
+ if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && self.animflag != ANIM_MELEE)
+ {
+ vector wish_angle;
+ wish_angle = angleofs(self, self.enemy);
+ if (self.animflag != ANIM_SWIM)
+ if (fabs(wish_angle_y) < 15)
{
- vector real_angle;
- float turny = 0, turnx = 0;
- float vz;
+ self.moveto = self.enemy.origin;
+ self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
+ self.animflag = ANIM_MELEE;
+ }
+ }
+ else if (self.tur_head.attack_finished_single[0] < time)
+ {
+ if(self.tur_head.shot_volly)
+ {
+ self.animflag = ANIM_NO;
- real_angle = vectoangles(self.steerto) - self.angles;
- vz = self.velocity_z;
+ self.tur_head.shot_volly = self.tur_head.shot_volly -1;
+ if(self.tur_head.shot_volly == 0)
+ self.tur_head.attack_finished_single[0] = time + (autocvar_g_turrets_unit_walker_rocket_refire);
+ else
+ self.tur_head.attack_finished_single[0] = time + 0.2;
- switch (self.animflag)
- {
- case ANIM_NO:
- movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
- break;
-
- case ANIM_TURN:
- turny = (autocvar_g_turrets_unit_walker_turn);
- movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
- break;
-
- case ANIM_WALK:
- turny = (autocvar_g_turrets_unit_walker_turn_walk);
- movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
- break;
-
- case ANIM_RUN:
- turny = (autocvar_g_turrets_unit_walker_turn_run);
- movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
- break;
-
- case ANIM_STRAFE_L:
- turny = (autocvar_g_turrets_unit_walker_turn_strafe);
- movelib_move_simple(self, v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
- break;
-
- case ANIM_STRAFE_R:
- turny = (autocvar_g_turrets_unit_walker_turn_strafe);
- movelib_move_simple(self, v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
- break;
-
- case ANIM_JUMP:
- self.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
- break;
-
- case ANIM_LAND:
- break;
-
- case ANIM_PAIN:
- if(self.frame != ANIM_PAIN)
- defer(self, 0.25, walker_setnoanim);
-
- break;
-
- case ANIM_MELEE:
- if(self.frame != ANIM_MELEE)
- {
- defer(self, 0.41, walker_setnoanim);
- defer(self, 0.21, walker_melee_do_dmg);
- }
-
- movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
- break;
-
- case ANIM_SWIM:
- turny = (autocvar_g_turrets_unit_walker_turn_swim);
- turnx = (autocvar_g_turrets_unit_walker_turn_swim);
-
- self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
- movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
- vz = self.velocity_z + sin(time * 4) * 8;
- break;
-
- case ANIM_ROAM:
- turny = (autocvar_g_turrets_unit_walker_turn_walk);
- movelib_move_simple(self, v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
- break;
- }
+ if(self.tur_head.shot_volly > 1)
+ walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
+ else
+ walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
+ }
+ else
+ {
+ if (self.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
+ if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
+ self.tur_head.shot_volly = 4;
+ }
+ }
+ else
+ {
+ if (self.animflag != ANIM_MELEE)
+ walker_move_to(self.enemy.origin, self.tur_dist_enemy);
+ }
+ }
- if(turny)
- {
- turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
- self.angles_y += turny;
- }
+ {
+ vector real_angle;
+ float turny = 0, turnx = 0;
+ float vz;
- if(turnx)
+ real_angle = vectoangles(self.steerto) - self.angles;
+ vz = self.velocity_z;
+
+ switch (self.animflag)
+ {
+ case ANIM_NO:
+ movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
+ break;
+
+ case ANIM_TURN:
+ turny = (autocvar_g_turrets_unit_walker_turn);
+ movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
+ break;
+
+ case ANIM_WALK:
+ turny = (autocvar_g_turrets_unit_walker_turn_walk);
+ movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
+ break;
+
+ case ANIM_RUN:
+ turny = (autocvar_g_turrets_unit_walker_turn_run);
+ movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
+ break;
+
+ case ANIM_STRAFE_L:
+ turny = (autocvar_g_turrets_unit_walker_turn_strafe);
+ movelib_move_simple(self, v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
+ break;
+
+ case ANIM_STRAFE_R:
+ turny = (autocvar_g_turrets_unit_walker_turn_strafe);
+ movelib_move_simple(self, v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
+ break;
+
+ case ANIM_JUMP:
+ self.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
+ break;
+
+ case ANIM_LAND:
+ break;
+
+ case ANIM_PAIN:
+ if(self.frame != ANIM_PAIN)
+ defer(self, 0.25, walker_setnoanim);
+
+ break;
+
+ case ANIM_MELEE:
+ if(self.frame != ANIM_MELEE)
{
- turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
- self.angles_x += turnx;
+ defer(self, 0.41, walker_setnoanim);
+ defer(self, 0.21, walker_melee_do_dmg);
}
- self.velocity_z = vz;
- }
+ movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
+ break;
+ case ANIM_SWIM:
+ turny = (autocvar_g_turrets_unit_walker_turn_swim);
+ turnx = (autocvar_g_turrets_unit_walker_turn_swim);
- if(self.origin != self.oldorigin)
- self.SendFlags |= TNSF_MOVE;
+ self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
+ movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
+ vz = self.velocity_z + sin(time * 4) * 8;
+ break;
- self.oldorigin = self.origin;
- turrets_setframe(self.animflag, false);
+ case ANIM_ROAM:
+ turny = (autocvar_g_turrets_unit_walker_turn_walk);
+ movelib_move_simple(self, v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
+ break;
}
- METHOD(WalkerTurret, tr_death, void(WalkerTurret this, entity it))
+
+ if(turny)
{
-#ifdef WALKER_FANCYPATHING
- if (it.pathcurrent)
- pathlib_deletepath(it.pathcurrent.owner);
-#endif
- it.pathcurrent = NULL;
+ turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
+ self.angles_y += turny;
}
- METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
+
+ if(turnx)
{
- it.ticrate = 0.05;
+ turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
+ self.angles_x += turnx;
+ }
- entity e;
+ self.velocity_z = vz;
+ }
- // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
- if(it.movetype == MOVETYPE_WALK)
- {
- if(it.pos1)
- setorigin(it, it.pos1);
- if(it.pos2)
- it.angles = it.pos2;
- }
- it.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
- it.aim_flags = TFL_AIM_LEAD;
- it.turret_flags |= TUR_FLAG_HITSCAN;
-
- it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- it.iscreature = true;
- it.teleportable = TELEPORT_NORMAL;
- it.damagedbycontents = true;
- it.solid = SOLID_SLIDEBOX;
- it.takedamage = DAMAGE_AIM;
- if(it.movetype != MOVETYPE_WALK)
- {
- setorigin(it, it.origin);
- tracebox(it.origin + '0 0 128', it.mins, it.maxs, it.origin - '0 0 10000', MOVE_NORMAL, it);
- setorigin(it, trace_endpos + '0 0 4');
- it.pos1 = it.origin;
- it.pos2 = it.angles;
- }
- it.movetype = MOVETYPE_WALK;
- it.idle_aim = '0 0 0';
- it.turret_firecheckfunc = walker_firecheck;
+ if(self.origin != self.oldorigin)
+ self.SendFlags |= TNSF_MOVE;
- if (it.target != "")
- {
- e = find(world, targetname, it.target);
- if (!e)
- {
- LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!\n");
- it.target = "";
- }
+ self.oldorigin = self.origin;
+ turrets_setframe(self.animflag, false);
+}
+METHOD(WalkerTurret, tr_death, void(WalkerTurret this, entity it))
+{
+#ifdef WALKER_FANCYPATHING
+ if (it.pathcurrent)
+ pathlib_deletepath(it.pathcurrent.owner);
+#endif
+ it.pathcurrent = NULL;
+}
+METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
+{
+ it.ticrate = 0.05;
- if (e.classname != "turret_checkpoint")
- LOG_TRACE("Warning: not a turrret path\n");
- else
- {
+ entity e;
+
+ // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
+ if(it.movetype == MOVETYPE_WALK)
+ {
+ if(it.pos1)
+ setorigin(it, it.pos1);
+ if(it.pos2)
+ it.angles = it.pos2;
+ }
+
+ it.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ it.aim_flags = TFL_AIM_LEAD;
+ it.turret_flags |= TUR_FLAG_HITSCAN;
+
+ it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ it.iscreature = true;
+ it.teleportable = TELEPORT_NORMAL;
+ it.damagedbycontents = true;
+ it.solid = SOLID_SLIDEBOX;
+ it.takedamage = DAMAGE_AIM;
+ if(it.movetype != MOVETYPE_WALK)
+ {
+ setorigin(it, it.origin);
+ tracebox(it.origin + '0 0 128', it.mins, it.maxs, it.origin - '0 0 10000', MOVE_NORMAL, it);
+ setorigin(it, trace_endpos + '0 0 4');
+ it.pos1 = it.origin;
+ it.pos2 = it.angles;
+ }
+ it.movetype = MOVETYPE_WALK;
+ it.idle_aim = '0 0 0';
+ it.turret_firecheckfunc = walker_firecheck;
+
+ if (it.target != "")
+ {
+ e = find(world, targetname, it.target);
+ if (!e)
+ {
+ LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!\n");
+ it.target = "";
+ }
+
+ if (e.classname != "turret_checkpoint")
+ LOG_TRACE("Warning: not a turrret path\n");
+ else
+ {
#ifdef WALKER_FANCYPATHING
- it.pathcurrent = WALKER_PATH(it.origin, e.origin);
- it.pathgoal = e;
+ it.pathcurrent = WALKER_PATH(it.origin, e.origin);
+ it.pathgoal = e;
#else
- it.pathcurrent = e;
+ it.pathcurrent = e;
#endif
- }
- }
}
+ }
+}
#endif // SVQC
#ifdef CSQC
if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
}
- METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
- {
- if(autocvar_g_vehicle_bumblebee_bouncepain)
- vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
- }
- METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
- {
- SELFPARAM();
- self.touch = bumblebee_touch;
- self.nextthink = 0;
- self.movetype = MOVETYPE_BOUNCEMISSILE;
- }
- METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
- {
- SELFPARAM();
- self.angles_z *= 0.8;
- self.angles_x *= 0.8;
-
- self.nextthink = time;
-
- if(!self.owner)
- {
- entity oldself = self;
- if(self.gunner1)
- {
- setself(self.gunner1);
- oldself.gun1.vehicle_exit(VHEF_EJECT);
- entity oldother = other;
- other = self;
- setself(oldself);
- self.phase = 0;
- self.touch();
- other = oldother;
- return;
- }
-
- if(self.gunner2)
- {
- setself(self.gunner2);
- oldself.gun2.vehicle_exit(VHEF_EJECT);
- entity oldother = other;
- other = self;
- setself(oldself);
- self.phase = 0;
- self.touch();
- other = oldother;
- return;
- }
- }
- }
- METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
- {
- entity oldself = self;
- setself(instance);
-
- CSQCModel_UnlinkEntity(self);
-
- // Hide beam
- if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
- self.gun3.enemy.effects |= EF_NODRAW;
-
- if(self.gunner1)
- {
- setself(self.gunner1);
- oldself.gun1.vehicle_exit(VHEF_EJECT);
- setself(oldself);
- }
-
- if(self.gunner2)
- {
- setself(self.gunner2);
- oldself.gun2.vehicle_exit(VHEF_EJECT);
- setself(oldself);
- }
-
- self.vehicle_exit(VHEF_EJECT);
-
- fixedmakevectors(self.angles);
- vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
- vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
- vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
-
- entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
-
- if(random() > 0.5)
- _body.touch = bumblebee_blowup;
- else
- _body.touch = func_null;
-
- _body.think = bumblebee_diethink;
- _body.nextthink = time;
- _body.wait = time + 2 + (random() * 8);
- _body.owner = self;
- _body.enemy = self.enemy;
- _body.scale = 1.5;
- _body.angles = self.angles;
-
- Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
-
- self.health = 0;
- self.event_damage = func_null;
- self.solid = SOLID_NOT;
- self.takedamage = DAMAGE_NO;
- self.deadflag = DEAD_DYING;
- self.movetype = MOVETYPE_NONE;
- self.effects = EF_NODRAW;
- self.colormod = '0 0 0';
- self.avelocity = '0 0 0';
- self.velocity = '0 0 0';
- self.touch = func_null;
- self.nextthink = 0;
-
- setorigin(self, self.pos1);
-
- setself(oldself);
- }
- METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
- {
- SELFPARAM();
- if(!self.gun1)
- {
- // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
- self.vehicle_shieldent = spawn();
- self.vehicle_shieldent.effects = EF_LOWPRECISION;
- setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
- setattachment(self.vehicle_shieldent, self, "");
- setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
- self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
- self.vehicle_shieldent.think = shieldhit_think;
- self.vehicle_shieldent.alpha = -1;
- self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
-
- self.gun1 = new(vehicle_playerslot);
- self.gun2 = new(vehicle_playerslot);
- self.gun3 = new(bumblebee_raygun);
-
- self.vehicle_flags |= VHF_MULTISLOT;
-
- self.gun1.owner = self;
- self.gun2.owner = self;
- self.gun3.owner = self;
-
- setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
- setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
- setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
-
- setattachment(self.gun1, self, "cannon_right");
- setattachment(self.gun2, self, "cannon_left");
-
- // Angled bones are no fun, messes up gun-aim; so work arround it.
- self.gun3.pos1 = self.angles;
- self.angles = '0 0 0';
- vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
- ofs -= self.origin;
- setattachment(self.gun3, self, "");
- setorigin(self.gun3, ofs);
- self.angles = self.gun3.pos1;
-
- vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
- vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
-
- setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
- setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
-
- //fixme-model-bones
- setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
- setorigin(self.gun1.vehicle_viewport, '-85 0 50');
- //fixme-model-bones
- setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
- setorigin(self.gun2.vehicle_viewport, '-85 0 50');
-
- self.scale = 1.5;
-
- // Raygun beam
- if(self.gun3.enemy == world)
- {
- self.gun3.enemy = spawn();
- Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
- self.gun3.enemy.SendFlags = BRG_SETUP;
- self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
- self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
- }
- }
-
- self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
- self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
- self.solid = SOLID_BBOX;
- self.movetype = MOVETYPE_TOSS;
- self.damageforcescale = 0.025;
-
- self.PlayerPhysplug = bumblebee_pilot_frame;
-
- setorigin(self, self.origin + '0 0 25');
- }
- METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
- {
- SELFPARAM();
- if(autocvar_g_vehicle_bumblebee_energy)
- if(autocvar_g_vehicle_bumblebee_energy_regen)
- self.vehicle_flags |= VHF_ENERGYREGEN;
+METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
+{
+ if(autocvar_g_vehicle_bumblebee_bouncepain)
+ vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
+}
+METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
+{
+ SELFPARAM();
+ self.touch = bumblebee_touch;
+ self.nextthink = 0;
+ self.movetype = MOVETYPE_BOUNCEMISSILE;
+}
+METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
+{
+ SELFPARAM();
+ self.angles_z *= 0.8;
+ self.angles_x *= 0.8;
+
+ self.nextthink = time;
+
+ if(!self.owner)
+ {
+ entity oldself = self;
+ if(self.gunner1)
+ {
+ setself(self.gunner1);
+ oldself.gun1.vehicle_exit(VHEF_EJECT);
+ entity oldother = other;
+ other = self;
+ setself(oldself);
+ self.phase = 0;
+ self.touch();
+ other = oldother;
+ return;
+ }
+
+ if(self.gunner2)
+ {
+ setself(self.gunner2);
+ oldself.gun2.vehicle_exit(VHEF_EJECT);
+ entity oldother = other;
+ other = self;
+ setself(oldself);
+ self.phase = 0;
+ self.touch();
+ other = oldother;
+ return;
+ }
+ }
+}
+METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
+{
+ entity oldself = self;
+ setself(instance);
+
+ CSQCModel_UnlinkEntity(self);
+
+ // Hide beam
+ if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
+ self.gun3.enemy.effects |= EF_NODRAW;
+
+ if(self.gunner1)
+ {
+ setself(self.gunner1);
+ oldself.gun1.vehicle_exit(VHEF_EJECT);
+ setself(oldself);
+ }
+
+ if(self.gunner2)
+ {
+ setself(self.gunner2);
+ oldself.gun2.vehicle_exit(VHEF_EJECT);
+ setself(oldself);
+ }
+
+ self.vehicle_exit(VHEF_EJECT);
+
+ fixedmakevectors(self.angles);
+ vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
+ vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
+ vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
+
+ entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
+
+ if(random() > 0.5)
+ _body.touch = bumblebee_blowup;
+ else
+ _body.touch = func_null;
+
+ _body.think = bumblebee_diethink;
+ _body.nextthink = time;
+ _body.wait = time + 2 + (random() * 8);
+ _body.owner = self;
+ _body.enemy = self.enemy;
+ _body.scale = 1.5;
+ _body.angles = self.angles;
+
+ Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
+
+ self.health = 0;
+ self.event_damage = func_null;
+ self.solid = SOLID_NOT;
+ self.takedamage = DAMAGE_NO;
+ self.deadflag = DEAD_DYING;
+ self.movetype = MOVETYPE_NONE;
+ self.effects = EF_NODRAW;
+ self.colormod = '0 0 0';
+ self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
+ self.touch = func_null;
+ self.nextthink = 0;
+
+ setorigin(self, self.pos1);
+
+ setself(oldself);
+}
+METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
+{
+ SELFPARAM();
+ if(!self.gun1)
+ {
+ // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
+ self.vehicle_shieldent = spawn();
+ self.vehicle_shieldent.effects = EF_LOWPRECISION;
+ setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
+ setattachment(self.vehicle_shieldent, self, "");
+ setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
+ self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
+ self.vehicle_shieldent.think = shieldhit_think;
+ self.vehicle_shieldent.alpha = -1;
+ self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
+
+ self.gun1 = new(vehicle_playerslot);
+ self.gun2 = new(vehicle_playerslot);
+ self.gun3 = new(bumblebee_raygun);
+
+ self.vehicle_flags |= VHF_MULTISLOT;
+
+ self.gun1.owner = self;
+ self.gun2.owner = self;
+ self.gun3.owner = self;
+
+ setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
+ setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
+ setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
+
+ setattachment(self.gun1, self, "cannon_right");
+ setattachment(self.gun2, self, "cannon_left");
+
+ // Angled bones are no fun, messes up gun-aim; so work arround it.
+ self.gun3.pos1 = self.angles;
+ self.angles = '0 0 0';
+ vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
+ ofs -= self.origin;
+ setattachment(self.gun3, self, "");
+ setorigin(self.gun3, ofs);
+ self.angles = self.gun3.pos1;
+
+ vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+ vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+
+ setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
+ setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
+
+ //fixme-model-bones
+ setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
+ setorigin(self.gun1.vehicle_viewport, '-85 0 50');
+ //fixme-model-bones
+ setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
+ setorigin(self.gun2.vehicle_viewport, '-85 0 50');
+
+ self.scale = 1.5;
+
+ // Raygun beam
+ if(self.gun3.enemy == world)
+ {
+ self.gun3.enemy = spawn();
+ Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
+ self.gun3.enemy.SendFlags = BRG_SETUP;
+ self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
+ self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
+ }
+ }
+
+ self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+ self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+ self.solid = SOLID_BBOX;
+ self.movetype = MOVETYPE_TOSS;
+ self.damageforcescale = 0.025;
+
+ self.PlayerPhysplug = bumblebee_pilot_frame;
+
+ setorigin(self, self.origin + '0 0 25');
+}
+METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
+{
+ SELFPARAM();
+ if(autocvar_g_vehicle_bumblebee_energy)
+ if(autocvar_g_vehicle_bumblebee_energy_regen)
+ self.vehicle_flags |= VHF_ENERGYREGEN;
- if(autocvar_g_vehicle_bumblebee_shield)
- self.vehicle_flags |= VHF_HASSHIELD;
+ if(autocvar_g_vehicle_bumblebee_shield)
+ self.vehicle_flags |= VHF_HASSHIELD;
- if(autocvar_g_vehicle_bumblebee_shield_regen)
- self.vehicle_flags |= VHF_SHIELDREGEN;
+ if(autocvar_g_vehicle_bumblebee_shield_regen)
+ self.vehicle_flags |= VHF_SHIELDREGEN;
- if(autocvar_g_vehicle_bumblebee_health_regen)
- self.vehicle_flags |= VHF_HEALTHREGEN;
+ if(autocvar_g_vehicle_bumblebee_health_regen)
+ self.vehicle_flags |= VHF_HEALTHREGEN;
- self.vehicle_exit = bumblebee_exit;
- self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
- self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
- self.max_health = self.vehicle_health;
- self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
- }
+ self.vehicle_exit = bumblebee_exit;
+ self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
+ self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+ self.max_health = self.vehicle_health;
+ self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+}
#endif // SVQC
#ifdef CSQC
string_null, '0 0 0');
}
- METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
- {
- Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
- "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
- "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
-
- float hudAlpha = autocvar_hud_panel_fg_alpha;
- float blinkValue = 0.55 + sin(time * 7) * 0.45;
- vector tmpPos = '0 0 0';
- vector tmpSize = '1 1 1' * hud_fontsize;
- tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
-
- if(!AuxiliaryXhair[1].draw2d)
- {
- tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
- drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
- }
-
- if(!AuxiliaryXhair[2].draw2d)
- {
- tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
- drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
- }
- }
- METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
- {
- Vehicles_drawCrosshair(vCROSS_HEAL);
- }
- METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
- {
- AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
- AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
- AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
- }
+METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
+{
+ Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
+
+ float hudAlpha = autocvar_hud_panel_fg_alpha;
+ float blinkValue = 0.55 + sin(time * 7) * 0.45;
+ vector tmpPos = '0 0 0';
+ vector tmpSize = '1 1 1' * hud_fontsize;
+ tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
+
+ if(!AuxiliaryXhair[1].draw2d)
+ {
+ tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
+ drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
+ }
+
+ if(!AuxiliaryXhair[2].draw2d)
+ {
+ tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
+ drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
+ }
+}
+METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
+{
+ Vehicles_drawCrosshair(vCROSS_HEAL);
+}
+METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
+{
+ AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
+ AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
+ AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
+}
#endif
#endif
#endif
#endif
- METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
- {
- #ifdef SVQC
- if(autocvar_g_vehicle_racer_bouncepain)
- vehicles_impact(autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
- #endif
- }
+METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
+{
+#ifdef SVQC
+ if(autocvar_g_vehicle_racer_bouncepain)
+ vehicles_impact(autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
+#endif
+}
- METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
- {
- #ifdef SVQC
- self.movetype = MOVETYPE_BOUNCE;
- self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health) * 100;
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
+METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
+{
+#ifdef SVQC
+ self.movetype = MOVETYPE_BOUNCE;
+ self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health) * 100;
+ self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
- if(self.owner.flagcarried)
- setorigin(self.owner.flagcarried, '-190 0 96');
- #elif defined(CSQC)
+ if(self.owner.flagcarried)
+ setorigin(self.owner.flagcarried, '-190 0 96');
+#elif defined(CSQC)
- self.move_movetype = MOVETYPE_BOUNCE;
- #endif
- }
+ self.move_movetype = MOVETYPE_BOUNCE;
+#endif
+}
- METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
- {
- #ifdef SVQC
- if(self.scale != 0.5)
- {
- if(autocvar_g_vehicle_racer_hovertype != 0)
- racer_force_from_tag = vehicles_force_fromtag_maglev;
- else
- racer_force_from_tag = vehicles_force_fromtag_hover;
-
- // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
- self.scale = 0.5;
- setattachment(self.vehicle_hudmodel, self, "");
- setattachment(self.vehicle_viewport, self, "tag_viewport");
-
- self.mass = 900;
- }
-
- self.think = racer_think;
- self.nextthink = time;
- self.vehicle_health = autocvar_g_vehicle_racer_health;
- self.vehicle_shield = autocvar_g_vehicle_racer_shield;
-
- self.movetype = MOVETYPE_TOSS;
- self.solid = SOLID_SLIDEBOX;
- self.delay = time;
- self.scale = 0.5;
-
- self.PlayerPhysplug = racer_frame;
-
- self.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
- self.bouncestop = autocvar_g_vehicle_racer_bouncestop;
- self.damageforcescale = 0.5;
- self.vehicle_health = autocvar_g_vehicle_racer_health;
- self.vehicle_shield = autocvar_g_vehicle_racer_shield;
- #endif
- }
+METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
+{
+#ifdef SVQC
+ if(self.scale != 0.5)
+ {
+ if(autocvar_g_vehicle_racer_hovertype != 0)
+ racer_force_from_tag = vehicles_force_fromtag_maglev;
+ else
+ racer_force_from_tag = vehicles_force_fromtag_hover;
+
+ // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
+ self.scale = 0.5;
+ setattachment(self.vehicle_hudmodel, self, "");
+ setattachment(self.vehicle_viewport, self, "tag_viewport");
+
+ self.mass = 900;
+ }
+
+ self.think = racer_think;
+ self.nextthink = time;
+ self.vehicle_health = autocvar_g_vehicle_racer_health;
+ self.vehicle_shield = autocvar_g_vehicle_racer_shield;
+
+ self.movetype = MOVETYPE_TOSS;
+ self.solid = SOLID_SLIDEBOX;
+ self.delay = time;
+ self.scale = 0.5;
+
+ self.PlayerPhysplug = racer_frame;
+
+ self.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
+ self.bouncestop = autocvar_g_vehicle_racer_bouncestop;
+ self.damageforcescale = 0.5;
+ self.vehicle_health = autocvar_g_vehicle_racer_health;
+ self.vehicle_shield = autocvar_g_vehicle_racer_shield;
+#endif
+}
- METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
- {
- #ifdef SVQC
- instance.SendEntity = func_null; // stop networking this racer (for now)
- instance.health = 0;
- instance.event_damage = func_null;
- instance.solid = SOLID_CORPSE;
- instance.takedamage = DAMAGE_NO;
- instance.deadflag = DEAD_DYING;
- instance.movetype = MOVETYPE_BOUNCE;
- instance.wait = time;
- instance.delay = 2 + time + random() * 3;
- instance.cnt = 1 + random() * 2;
- instance.touch = racer_deadtouch;
-
- Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
-
- if(random() < 0.5)
- instance.avelocity_z = 32;
- else
- instance.avelocity_z = -32;
-
- instance.avelocity_x = -vlen(instance.velocity) * 0.2;
- instance.velocity += '0 0 700';
- instance.colormod = '-0.5 -0.5 -0.5';
-
- instance.think = racer_blowup_think;
- instance.nextthink = time;
- #endif
- }
+METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
+{
+#ifdef SVQC
+ instance.SendEntity = func_null; // stop networking this racer (for now)
+ instance.health = 0;
+ instance.event_damage = func_null;
+ instance.solid = SOLID_CORPSE;
+ instance.takedamage = DAMAGE_NO;
+ instance.deadflag = DEAD_DYING;
+ instance.movetype = MOVETYPE_BOUNCE;
+ instance.wait = time;
+ instance.delay = 2 + time + random() * 3;
+ instance.cnt = 1 + random() * 2;
+ instance.touch = racer_deadtouch;
+
+ Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
+
+ if(random() < 0.5)
+ instance.avelocity_z = 32;
+ else
+ instance.avelocity_z = -32;
+
+ instance.avelocity_x = -vlen(instance.velocity) * 0.2;
+ instance.velocity += '0 0 700';
+ instance.colormod = '-0.5 -0.5 -0.5';
+
+ instance.think = racer_blowup_think;
+ instance.nextthink = time;
+#endif
+}
#ifdef CSQC
- METHOD(Racer, vr_hud, void(Racer thisveh))
- {
- Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
- "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
- "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
- }
- METHOD(Racer, vr_crosshair, void(Racer thisveh))
- {
- Vehicles_drawCrosshair(vCROSS_GUIDE);
- }
+METHOD(Racer, vr_hud, void(Racer thisveh))
+{
+ Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
+}
+METHOD(Racer, vr_crosshair, void(Racer thisveh))
+{
+ Vehicles_drawCrosshair(vCROSS_GUIDE);
+}
#endif
- METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
- {
- #ifdef SVQC
- self.vehicle_exit = racer_exit;
- #endif
-
- #ifdef SVQC
- // we have no need to network energy
- if(autocvar_g_vehicle_racer_energy)
- if(autocvar_g_vehicle_racer_energy_regen)
- self.vehicle_flags |= VHF_ENERGYREGEN;
-
- if(autocvar_g_vehicle_racer_shield)
- self.vehicle_flags |= VHF_HASSHIELD;
-
- if(autocvar_g_vehicle_racer_shield_regen)
- self.vehicle_flags |= VHF_SHIELDREGEN;
-
- if(autocvar_g_vehicle_racer_health_regen)
- self.vehicle_flags |= VHF_HEALTHREGEN;
-
- self.respawntime = autocvar_g_vehicle_racer_respawntime;
- self.vehicle_health = autocvar_g_vehicle_racer_health;
- self.vehicle_shield = autocvar_g_vehicle_racer_shield;
- self.max_health = self.vehicle_health;
- #endif
-
- #ifdef CSQC
- AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket
- #endif
- }
+METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
+{
+#ifdef SVQC
+ self.vehicle_exit = racer_exit;
+#endif
+
+#ifdef SVQC
+ // we have no need to network energy
+ if(autocvar_g_vehicle_racer_energy)
+ if(autocvar_g_vehicle_racer_energy_regen)
+ self.vehicle_flags |= VHF_ENERGYREGEN;
+
+ if(autocvar_g_vehicle_racer_shield)
+ self.vehicle_flags |= VHF_HASSHIELD;
+
+ if(autocvar_g_vehicle_racer_shield_regen)
+ self.vehicle_flags |= VHF_SHIELDREGEN;
+
+ if(autocvar_g_vehicle_racer_health_regen)
+ self.vehicle_flags |= VHF_HEALTHREGEN;
+
+ self.respawntime = autocvar_g_vehicle_racer_respawntime;
+ self.vehicle_health = autocvar_g_vehicle_racer_health;
+ self.vehicle_shield = autocvar_g_vehicle_racer_shield;
+ self.max_health = self.vehicle_health;
+#endif
+
+#ifdef CSQC
+ AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket
+#endif
+}
#endif
if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
}
- METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance))
- {
- if(autocvar_g_vehicle_raptor_bouncepain)
- vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
- }
- METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
- {
- self.vehicle_weapon2mode = RSM_BOMB;
- self.owner.PlayerPhysplug = raptor_takeoff;
- self.movetype = MOVETYPE_BOUNCEMISSILE;
- self.solid = SOLID_SLIDEBOX;
- self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
- self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
- self.tur_head.exteriormodeltoclient = self.owner;
-
- self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
- self.lip = time;
-
- if(self.owner.flagcarried)
- setorigin(self.owner.flagcarried, '-20 0 96');
-
- CSQCVehicleSetup(self.owner, 0);
- }
- METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
- {
- instance.health = 0;
- instance.event_damage = func_null;
- instance.solid = SOLID_CORPSE;
- instance.takedamage = DAMAGE_NO;
- instance.deadflag = DEAD_DYING;
- instance.movetype = MOVETYPE_BOUNCE;
- instance.think = raptor_diethink;
- instance.nextthink = time;
- instance.wait = time + 5 + (random() * 5);
-
- Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1);
-
- instance.velocity_z += 600;
-
- instance.avelocity = '0 0.5 1' * (random() * 400);
- instance.avelocity -= '0 0.5 1' * (random() * 400);
-
- instance.colormod = '-0.5 -0.5 -0.5';
- instance.touch = raptor_blowup;
- }
- METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
- {
- if(!self.gun1)
- {
- entity spinner;
- vector ofs;
-
- //FIXME: Camera is in a bad place in HUD model.
- //setorigin(self.vehicle_viewport, '25 0 5');
-
- self.vehicles_impulse = raptor_impulse;
-
- self.frame = 0;
-
- self.bomb1 = new(raptor_bomb);
- self.bomb2 = new(raptor_bomb);
- self.gun1 = new(raptor_gun);
- self.gun2 = new(raptor_gun);
-
- setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
- setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
- setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
- setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
- setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
-
- setattachment(self.bomb1, self, "bombmount_left");
- setattachment(self.bomb2, self, "bombmount_right");
- setattachment(self.tur_head, self,"root");
-
- // FIXMODEL Guns mounts to angled bones
- self.bomb1.angles = self.angles;
- self.angles = '0 0 0';
- // This messes up gun-aim, so work arround it.
- //setattachment(self.gun1, self, "gunmount_left");
- ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
- ofs -= self.origin;
- setattachment(self.gun1, self, "");
- setorigin(self.gun1, ofs);
-
- //setattachment(self.gun2, self, "gunmount_right");
- ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
- ofs -= self.origin;
- setattachment(self.gun2, self, "");
- setorigin(self.gun2, ofs);
-
- self.angles = self.bomb1.angles;
- self.bomb1.angles = '0 0 0';
-
- spinner = new(raptor_spinner);
- spinner.owner = self;
- setmodel(spinner, MDL_VEH_RAPTOR_PROP);
- setattachment(spinner, self, "engine_left");
- spinner.movetype = MOVETYPE_NOCLIP;
- spinner.avelocity = '0 90 0';
- self.bomb1.gun1 = spinner;
-
- spinner = new(raptor_spinner);
- spinner.owner = self;
- setmodel(spinner, MDL_VEH_RAPTOR_PROP);
- setattachment(spinner, self, "engine_right");
- spinner.movetype = MOVETYPE_NOCLIP;
- spinner.avelocity = '0 -90 0';
- self.bomb1.gun2 = spinner;
-
- // Sigh.
- self.bomb1.think = raptor_rotor_anglefix;
- self.bomb1.nextthink = time;
-
- self.mass = 1 ;
- }
-
- self.frame = 0;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- self.movetype = MOVETYPE_TOSS;
- self.solid = SOLID_SLIDEBOX;
- self.vehicle_energy = 1;
+METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance))
+{
+ if(autocvar_g_vehicle_raptor_bouncepain)
+ vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
+}
+METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
+{
+ self.vehicle_weapon2mode = RSM_BOMB;
+ self.owner.PlayerPhysplug = raptor_takeoff;
+ self.movetype = MOVETYPE_BOUNCEMISSILE;
+ self.solid = SOLID_SLIDEBOX;
+ self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
+ self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
+ self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
+ self.tur_head.exteriormodeltoclient = self.owner;
+
+ self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
+ self.lip = time;
+
+ if(self.owner.flagcarried)
+ setorigin(self.owner.flagcarried, '-20 0 96');
+
+ CSQCVehicleSetup(self.owner, 0);
+}
+METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
+{
+ instance.health = 0;
+ instance.event_damage = func_null;
+ instance.solid = SOLID_CORPSE;
+ instance.takedamage = DAMAGE_NO;
+ instance.deadflag = DEAD_DYING;
+ instance.movetype = MOVETYPE_BOUNCE;
+ instance.think = raptor_diethink;
+ instance.nextthink = time;
+ instance.wait = time + 5 + (random() * 5);
- self.PlayerPhysplug = raptor_frame;
+ Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1);
- self.bomb1.gun1.avelocity_y = 90;
- self.bomb1.gun2.avelocity_y = -90;
+ instance.velocity_z += 600;
- self.delay = time;
+ instance.avelocity = '0 0.5 1' * (random() * 400);
+ instance.avelocity -= '0 0.5 1' * (random() * 400);
- self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
- self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
- self.damageforcescale = 0.25;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- }
- METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
- {
- if(autocvar_g_vehicle_raptor_shield)
- self.vehicle_flags |= VHF_HASSHIELD;
+ instance.colormod = '-0.5 -0.5 -0.5';
+ instance.touch = raptor_blowup;
+}
+METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
+{
+ if(!self.gun1)
+ {
+ entity spinner;
+ vector ofs;
+
+ //FIXME: Camera is in a bad place in HUD model.
+ //setorigin(self.vehicle_viewport, '25 0 5');
+
+ self.vehicles_impulse = raptor_impulse;
+
+ self.frame = 0;
+
+ self.bomb1 = new(raptor_bomb);
+ self.bomb2 = new(raptor_bomb);
+ self.gun1 = new(raptor_gun);
+ self.gun2 = new(raptor_gun);
+
+ setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
+ setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
+ setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
+ setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
+ setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
+
+ setattachment(self.bomb1, self, "bombmount_left");
+ setattachment(self.bomb2, self, "bombmount_right");
+ setattachment(self.tur_head, self,"root");
+
+ // FIXMODEL Guns mounts to angled bones
+ self.bomb1.angles = self.angles;
+ self.angles = '0 0 0';
+ // This messes up gun-aim, so work arround it.
+ //setattachment(self.gun1, self, "gunmount_left");
+ ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
+ ofs -= self.origin;
+ setattachment(self.gun1, self, "");
+ setorigin(self.gun1, ofs);
+
+ //setattachment(self.gun2, self, "gunmount_right");
+ ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
+ ofs -= self.origin;
+ setattachment(self.gun2, self, "");
+ setorigin(self.gun2, ofs);
+
+ self.angles = self.bomb1.angles;
+ self.bomb1.angles = '0 0 0';
+
+ spinner = new(raptor_spinner);
+ spinner.owner = self;
+ setmodel(spinner, MDL_VEH_RAPTOR_PROP);
+ setattachment(spinner, self, "engine_left");
+ spinner.movetype = MOVETYPE_NOCLIP;
+ spinner.avelocity = '0 90 0';
+ self.bomb1.gun1 = spinner;
+
+ spinner = new(raptor_spinner);
+ spinner.owner = self;
+ setmodel(spinner, MDL_VEH_RAPTOR_PROP);
+ setattachment(spinner, self, "engine_right");
+ spinner.movetype = MOVETYPE_NOCLIP;
+ spinner.avelocity = '0 -90 0';
+ self.bomb1.gun2 = spinner;
+
+ // Sigh.
+ self.bomb1.think = raptor_rotor_anglefix;
+ self.bomb1.nextthink = time;
+
+ self.mass = 1 ;
+ }
+
+ self.frame = 0;
+ self.vehicle_health = autocvar_g_vehicle_raptor_health;
+ self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ self.movetype = MOVETYPE_TOSS;
+ self.solid = SOLID_SLIDEBOX;
+ self.vehicle_energy = 1;
+
+ self.PlayerPhysplug = raptor_frame;
+
+ self.bomb1.gun1.avelocity_y = 90;
+ self.bomb1.gun2.avelocity_y = -90;
+
+ self.delay = time;
+
+ self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
+ self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
+ self.damageforcescale = 0.25;
+ self.vehicle_health = autocvar_g_vehicle_raptor_health;
+ self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+}
+METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
+{
+ if(autocvar_g_vehicle_raptor_shield)
+ self.vehicle_flags |= VHF_HASSHIELD;
- if(autocvar_g_vehicle_raptor_shield_regen)
- self.vehicle_flags |= VHF_SHIELDREGEN;
+ if(autocvar_g_vehicle_raptor_shield_regen)
+ self.vehicle_flags |= VHF_SHIELDREGEN;
- if(autocvar_g_vehicle_raptor_health_regen)
- self.vehicle_flags |= VHF_HEALTHREGEN;
+ if(autocvar_g_vehicle_raptor_health_regen)
+ self.vehicle_flags |= VHF_HEALTHREGEN;
- if(autocvar_g_vehicle_raptor_energy_regen)
- self.vehicle_flags |= VHF_ENERGYREGEN;
+ if(autocvar_g_vehicle_raptor_energy_regen)
+ self.vehicle_flags |= VHF_ENERGYREGEN;
- self.vehicle_exit = raptor_exit;
- self.respawntime = autocvar_g_vehicle_raptor_respawntime;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- self.max_health = self.vehicle_health;
- }
+ self.vehicle_exit = raptor_exit;
+ self.respawntime = autocvar_g_vehicle_raptor_respawntime;
+ self.vehicle_health = autocvar_g_vehicle_raptor_health;
+ self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ self.max_health = self.vehicle_health;
+}
#endif
#ifdef CSQC
- METHOD(Raptor, vr_hud, void(Raptor thisveh))
- {
- Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
- "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
- "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
- }
- METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
- {
- string crosshair;
-
- switch(weapon2mode)
- {
- case RSM_FLARE: crosshair = vCROSS_RAIN; break;
- case RSM_BOMB: crosshair = vCROSS_BURST; break;
- default: crosshair = vCROSS_BURST;
- }
-
- vector tmpSize = '0 0 0';
- if(weapon2mode != RSM_FLARE)
- {
- vector where;
-
- if(!dropmark)
- {
- dropmark = spawn();
- dropmark.owner = self;
- dropmark.gravity = 1;
- }
-
- float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
- if(reload2 == 1)
- {
- setorigin(dropmark, pmove_org);
- dropmark.velocity = pmove_vel;
- tracetoss(dropmark, self);
-
- where = project_3d_to_2d(trace_endpos);
-
- setorigin(dropmark, trace_endpos);
- tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
-
- if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
- {
- where.x -= tmpSize.x * 0.5;
- where.y -= tmpSize.y * 0.5;
- where.z = 0;
- drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
- drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
- }
- dropmark.cnt = time + 5;
- }
- else
- {
- if(dropmark.cnt > time)
- {
- where = project_3d_to_2d(dropmark.origin);
- tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
-
- if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
- {
- where.x -= tmpSize.x * 0.5;
- where.y -= tmpSize.y * 0.5;
- where.z = 0;
- drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
- drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
- }
- }
- }
- }
-
- Vehicles_drawCrosshair(crosshair);
- }
- METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
- {
- AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
- }
+METHOD(Raptor, vr_hud, void(Raptor thisveh))
+{
+ Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
+}
+METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
+{
+ string crosshair;
+
+ switch(weapon2mode)
+ {
+ case RSM_FLARE: crosshair = vCROSS_RAIN; break;
+ case RSM_BOMB: crosshair = vCROSS_BURST; break;
+ default: crosshair = vCROSS_BURST;
+ }
+
+ vector tmpSize = '0 0 0';
+ if(weapon2mode != RSM_FLARE)
+ {
+ vector where;
+
+ if(!dropmark)
+ {
+ dropmark = spawn();
+ dropmark.owner = self;
+ dropmark.gravity = 1;
+ }
+
+ float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
+ if(reload2 == 1)
+ {
+ setorigin(dropmark, pmove_org);
+ dropmark.velocity = pmove_vel;
+ tracetoss(dropmark, self);
+
+ where = project_3d_to_2d(trace_endpos);
+
+ setorigin(dropmark, trace_endpos);
+ tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
+
+ if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
+ {
+ where.x -= tmpSize.x * 0.5;
+ where.y -= tmpSize.y * 0.5;
+ where.z = 0;
+ drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
+ drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
+ }
+ dropmark.cnt = time + 5;
+ }
+ else
+ {
+ if(dropmark.cnt > time)
+ {
+ where = project_3d_to_2d(dropmark.origin);
+ tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
+
+ if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
+ {
+ where.x -= tmpSize.x * 0.5;
+ where.y -= tmpSize.y * 0.5;
+ where.z = 0;
+ drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
+ drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
+ }
+ }
+ }
+ }
+
+ Vehicles_drawCrosshair(crosshair);
+}
+METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
+{
+ AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
+}
#endif
#endif
if(!vehicle_initialize(VEH_SPIDERBOT, false)) { remove(self); return; }
}
- METHOD(Spiderbot, vr_impact, void(Spiderbot thisveh, entity instance))
- {
- if(autocvar_g_vehicle_spiderbot_bouncepain)
- vehicles_impact(autocvar_g_vehicle_spiderbot_bouncepain_x, autocvar_g_vehicle_spiderbot_bouncepain_y, autocvar_g_vehicle_spiderbot_bouncepain_z);
- }
- METHOD(Spiderbot, vr_enter, void(Spiderbot thisveh, entity instance))
- {
- self.vehicle_weapon2mode = SBRM_GUIDE;
- self.movetype = MOVETYPE_WALK;
- CSQCVehicleSetup(self.owner, 0);
- self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_spiderbot_health) * 100;
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_spiderbot_shield) * 100;
-
- if(self.owner.flagcarried)
- {
- setattachment(self.owner.flagcarried, self.tur_head, "");
- setorigin(self.owner.flagcarried, '-20 0 120');
- }
- }
- METHOD(Spiderbot, vr_think, void(Spiderbot thisveh, entity instance))
- {
- if(IS_ONGROUND(self))
- movelib_brake_simple(self, autocvar_g_vehicle_spiderbot_speed_stop);
- }
- METHOD(Spiderbot, vr_death, void(Spiderbot thisveh, entity instance))
- {
- instance.health = 0;
- instance.event_damage = func_null;
- instance.takedamage = DAMAGE_NO;
- instance.touch = func_null;
- instance.cnt = 3.4 + time + random() * 2;
- instance.think = spiderbot_blowup;
- instance.nextthink = time;
- instance.deadflag = DEAD_DYING;
- instance.frame = 5;
- instance.tur_head.effects |= EF_FLAME;
- instance.colormod = instance.tur_head.colormod = '-1 -1 -1';
- instance.frame = 10;
- instance.movetype = MOVETYPE_TOSS;
-
- CSQCModel_UnlinkEntity(instance); // networking the death scene would be a nightmare
- }
- METHOD(Spiderbot, vr_spawn, void(Spiderbot thisveh, entity instance))
- {
- if(!self.gun1)
- {
- self.vehicles_impulse = spiderbot_impulse;
- self.gun1 = spawn();
- self.gun2 = spawn();
- setmodel(self.gun1, MDL_VEH_SPIDERBOT_GUN);
- setmodel(self.gun2, MDL_VEH_SPIDERBOT_GUN);
- setattachment(self.gun1, self.tur_head, "tag_hardpoint01");
- setattachment(self.gun2, self.tur_head, "tag_hardpoint02");
- self.gravity = 2;
- self.mass = 5000;
- }
-
- self.frame = 5;
- self.tur_head.frame = 1;
- self.movetype = MOVETYPE_WALK;
- self.solid = SOLID_SLIDEBOX;
- self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = 1;
- self.tur_head.angles = '0 0 0';
- self.vehicle_exit = spiderbot_exit;
-
- setorigin(self, self.pos1 + '0 0 128');
- self.angles = self.pos2;
- self.damageforcescale = 0.03;
- self.vehicle_health = autocvar_g_vehicle_spiderbot_health;
- self.vehicle_shield = autocvar_g_vehicle_spiderbot_shield;
-
- self.PlayerPhysplug = spiderbot_frame;
- }
- METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh, entity instance))
- {
- if(autocvar_g_vehicle_spiderbot_shield)
- self.vehicle_flags |= VHF_HASSHIELD;
+METHOD(Spiderbot, vr_impact, void(Spiderbot thisveh, entity instance))
+{
+ if(autocvar_g_vehicle_spiderbot_bouncepain)
+ vehicles_impact(autocvar_g_vehicle_spiderbot_bouncepain_x, autocvar_g_vehicle_spiderbot_bouncepain_y, autocvar_g_vehicle_spiderbot_bouncepain_z);
+}
+METHOD(Spiderbot, vr_enter, void(Spiderbot thisveh, entity instance))
+{
+ self.vehicle_weapon2mode = SBRM_GUIDE;
+ self.movetype = MOVETYPE_WALK;
+ CSQCVehicleSetup(self.owner, 0);
+ self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_spiderbot_health) * 100;
+ self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_spiderbot_shield) * 100;
+
+ if(self.owner.flagcarried)
+ {
+ setattachment(self.owner.flagcarried, self.tur_head, "");
+ setorigin(self.owner.flagcarried, '-20 0 120');
+ }
+}
+METHOD(Spiderbot, vr_think, void(Spiderbot thisveh, entity instance))
+{
+ if(IS_ONGROUND(self))
+ movelib_brake_simple(self, autocvar_g_vehicle_spiderbot_speed_stop);
+}
+METHOD(Spiderbot, vr_death, void(Spiderbot thisveh, entity instance))
+{
+ instance.health = 0;
+ instance.event_damage = func_null;
+ instance.takedamage = DAMAGE_NO;
+ instance.touch = func_null;
+ instance.cnt = 3.4 + time + random() * 2;
+ instance.think = spiderbot_blowup;
+ instance.nextthink = time;
+ instance.deadflag = DEAD_DYING;
+ instance.frame = 5;
+ instance.tur_head.effects |= EF_FLAME;
+ instance.colormod = instance.tur_head.colormod = '-1 -1 -1';
+ instance.frame = 10;
+ instance.movetype = MOVETYPE_TOSS;
+
+ CSQCModel_UnlinkEntity(instance); // networking the death scene would be a nightmare
+}
+METHOD(Spiderbot, vr_spawn, void(Spiderbot thisveh, entity instance))
+{
+ if(!self.gun1)
+ {
+ self.vehicles_impulse = spiderbot_impulse;
+ self.gun1 = spawn();
+ self.gun2 = spawn();
+ setmodel(self.gun1, MDL_VEH_SPIDERBOT_GUN);
+ setmodel(self.gun2, MDL_VEH_SPIDERBOT_GUN);
+ setattachment(self.gun1, self.tur_head, "tag_hardpoint01");
+ setattachment(self.gun2, self.tur_head, "tag_hardpoint02");
+ self.gravity = 2;
+ self.mass = 5000;
+ }
+
+ self.frame = 5;
+ self.tur_head.frame = 1;
+ self.movetype = MOVETYPE_WALK;
+ self.solid = SOLID_SLIDEBOX;
+ self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = 1;
+ self.tur_head.angles = '0 0 0';
+ self.vehicle_exit = spiderbot_exit;
+
+ setorigin(self, self.pos1 + '0 0 128');
+ self.angles = self.pos2;
+ self.damageforcescale = 0.03;
+ self.vehicle_health = autocvar_g_vehicle_spiderbot_health;
+ self.vehicle_shield = autocvar_g_vehicle_spiderbot_shield;
+
+ self.PlayerPhysplug = spiderbot_frame;
+}
+METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh, entity instance))
+{
+ if(autocvar_g_vehicle_spiderbot_shield)
+ self.vehicle_flags |= VHF_HASSHIELD;
- if(autocvar_g_vehicle_spiderbot_shield_regen)
- self.vehicle_flags |= VHF_SHIELDREGEN;
+ if(autocvar_g_vehicle_spiderbot_shield_regen)
+ self.vehicle_flags |= VHF_SHIELDREGEN;
- if(autocvar_g_vehicle_spiderbot_health_regen)
- self.vehicle_flags |= VHF_HEALTHREGEN;
+ if(autocvar_g_vehicle_spiderbot_health_regen)
+ self.vehicle_flags |= VHF_HEALTHREGEN;
- self.respawntime = autocvar_g_vehicle_spiderbot_respawntime;
- self.vehicle_health = autocvar_g_vehicle_spiderbot_health;
- self.vehicle_shield = autocvar_g_vehicle_spiderbot_shield;
- self.max_health = self.vehicle_health;
- self.pushable = true; // spiderbot can use jumppads
- }
+ self.respawntime = autocvar_g_vehicle_spiderbot_respawntime;
+ self.vehicle_health = autocvar_g_vehicle_spiderbot_health;
+ self.vehicle_shield = autocvar_g_vehicle_spiderbot_shield;
+ self.max_health = self.vehicle_health;
+ self.pushable = true; // spiderbot can use jumppads
+}
#endif // SVQC
#ifdef CSQC
float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6;
float autocvar_cl_vehicle_spiderbot_cross_size = 1;
- METHOD(Spiderbot, vr_hud, void(Spiderbot thisveh))
- {
- Vehicles_drawHUD(VEH_SPIDERBOT.m_icon, "vehicle_spider_weapon1", "vehicle_spider_weapon2",
- "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
- "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
- }
- METHOD(Spiderbot, vr_crosshair, void(Spiderbot thisveh))
- {
- string crosshair;
+METHOD(Spiderbot, vr_hud, void(Spiderbot thisveh))
+{
+ Vehicles_drawHUD(VEH_SPIDERBOT.m_icon, "vehicle_spider_weapon1", "vehicle_spider_weapon2",
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
+}
+METHOD(Spiderbot, vr_crosshair, void(Spiderbot thisveh))
+{
+ string crosshair;
- switch(weapon2mode)
- {
- case SBRM_VOLLY: crosshair = vCROSS_BURST; break;
- case SBRM_GUIDE: crosshair = vCROSS_GUIDE; break;
- case SBRM_ARTILLERY: crosshair = vCROSS_RAIN; break;
- default: crosshair = vCROSS_BURST;
- }
+ switch(weapon2mode)
+ {
+ case SBRM_VOLLY: crosshair = vCROSS_BURST; break;
+ case SBRM_GUIDE: crosshair = vCROSS_GUIDE; break;
+ case SBRM_ARTILLERY: crosshair = vCROSS_RAIN; break;
+ default: crosshair = vCROSS_BURST;
+ }
- Vehicles_drawCrosshair(crosshair);
- }
- METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh, entity instance))
- {
- AuxiliaryXhair[0].axh_image = vCROSS_HINT; // Minigun1
- AuxiliaryXhair[1].axh_image = vCROSS_HINT; // Minigun2
- }
+ Vehicles_drawCrosshair(crosshair);
+}
+METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh, entity instance))
+{
+ AuxiliaryXhair[0].axh_image = vCROSS_HINT; // Minigun1
+ AuxiliaryXhair[1].axh_image = vCROSS_HINT; // Minigun2
+}
#endif
#endif
}
}
- METHOD(Arc, wr_aim, void(entity thiswep))
- {
- SELFPARAM();
- if(WEP_CVAR(arc, beam_botaimspeed))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
- WEP_CVAR(arc, beam_botaimspeed),
- 0,
- WEP_CVAR(arc, beam_botaimlifetime),
- false
- );
- }
- else
- {
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
- 1000000,
- 0,
- 0.001,
- false
- );
- }
- }
- METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- Arc_Player_SetHeat(actor);
- Arc_Smoke();
-
- bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
-
- if (time >= actor.arc_overheat)
- if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting)
- {
-
- if(actor.arc_BUTTON_ATCK_prev)
- {
- #if 0
- if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
- weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
- else
- #endif
- weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
- }
-
- if((!actor.arc_beam) || wasfreed(actor.arc_beam))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
- {
- W_Arc_Beam(boolean(beam_fire2));
-
- if(!actor.arc_BUTTON_ATCK_prev)
- {
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- actor.arc_BUTTON_ATCK_prev = true;
- }
- }
- }
-
- return;
- }
- else if(fire & 2)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
- {
- W_Arc_Attack_Bolt(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
- }
- }
-
- if(actor.arc_BUTTON_ATCK_prev)
- {
- sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
- }
- actor.arc_BUTTON_ATCK_prev = false;
-
- #if 0
- if(fire & 2)
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
- {
- W_Arc_Attack2();
- actor.arc_count = autocvar_g_balance_arc_secondary_count;
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
- actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
- }
- #endif
- }
- METHOD(Arc, wr_init, void(entity thiswep))
- {
- if(!arc_shotorigin[0])
- {
- arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
- arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
- arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
- arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
- }
- }
- METHOD(Arc, wr_checkammo1, bool(entity thiswep))
- {
- SELFPARAM();
- return ((!WEP_CVAR(arc, beam_ammo)) || (self.(thiswep.ammo_field) > 0));
- }
- METHOD(Arc, wr_checkammo2, bool(entity thiswep))
- {
- SELFPARAM();
- if(WEP_CVAR(arc, bolt))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
- ammo_amount += self.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
- return ammo_amount;
- }
- else
- return WEP_CVAR(arc, overheat_max) > 0 &&
- ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0));
- }
- METHOD(Arc, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_ARC_MURDER_SPRAY;
- else
- return WEAPON_ARC_MURDER;
- }
- METHOD(Arc, wr_drop, void(entity thiswep))
- {
- weapon_dropevent_item.arc_overheat = self.arc_overheat;
- weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
- self.arc_overheat = 0;
- self.arc_cooldown = 0;
- }
- METHOD(Arc, wr_pickup, void(entity thiswep))
- {
- if ( !client_hasweapon(self, thiswep, false, false) &&
- weapon_dropevent_item.arc_overheat > time )
- {
- self.arc_overheat = weapon_dropevent_item.arc_overheat;
- self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
- }
- }
+METHOD(Arc, wr_aim, void(entity thiswep))
+{
+ SELFPARAM();
+ if(WEP_CVAR(arc, beam_botaimspeed))
+ {
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
+ WEP_CVAR(arc, beam_botaimspeed),
+ 0,
+ WEP_CVAR(arc, beam_botaimlifetime),
+ false
+ );
+ }
+ else
+ {
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
+ 1000000,
+ 0,
+ 0.001,
+ false
+ );
+ }
+}
+METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ Arc_Player_SetHeat(actor);
+ Arc_Smoke();
+
+ bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
+
+ if (time >= actor.arc_overheat)
+ if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting)
+ {
+
+ if(actor.arc_BUTTON_ATCK_prev)
+ {
+ #if 0
+ if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+ else
+ #endif
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
+ }
+
+ if((!actor.arc_beam) || wasfreed(actor.arc_beam))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
+ {
+ W_Arc_Beam(boolean(beam_fire2));
+
+ if(!actor.arc_BUTTON_ATCK_prev)
+ {
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ actor.arc_BUTTON_ATCK_prev = true;
+ }
+ }
+ }
+
+ return;
+ }
+ else if(fire & 2)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
+ {
+ W_Arc_Attack_Bolt(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
+ }
+ }
+
+ if(actor.arc_BUTTON_ATCK_prev)
+ {
+ sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ int slot = weaponslot(weaponentity);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
+ }
+ actor.arc_BUTTON_ATCK_prev = false;
+
+ #if 0
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
+ {
+ W_Arc_Attack2();
+ actor.arc_count = autocvar_g_balance_arc_secondary_count;
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+ actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+ }
+ #endif
+}
+METHOD(Arc, wr_init, void(entity thiswep))
+{
+ if(!arc_shotorigin[0])
+ {
+ arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
+ arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
+ arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
+ arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
+ }
+}
+METHOD(Arc, wr_checkammo1, bool(entity thiswep))
+{
+ SELFPARAM();
+ return ((!WEP_CVAR(arc, beam_ammo)) || (self.(thiswep.ammo_field) > 0));
+}
+METHOD(Arc, wr_checkammo2, bool(entity thiswep))
+{
+ SELFPARAM();
+ if(WEP_CVAR(arc, bolt))
+ {
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
+ ammo_amount += self.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
+ return ammo_amount;
+ }
+ else
+ return WEP_CVAR(arc, overheat_max) > 0 &&
+ ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0));
+}
+METHOD(Arc, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ARC_MURDER_SPRAY;
+ else
+ return WEAPON_ARC_MURDER;
+}
+METHOD(Arc, wr_drop, void(entity thiswep))
+{
+ weapon_dropevent_item.arc_overheat = self.arc_overheat;
+ weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
+ self.arc_overheat = 0;
+ self.arc_cooldown = 0;
+}
+METHOD(Arc, wr_pickup, void(entity thiswep))
+{
+ if ( !client_hasweapon(self, thiswep, false, false) &&
+ weapon_dropevent_item.arc_overheat > time )
+ {
+ self.arc_overheat = weapon_dropevent_item.arc_overheat;
+ self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
+ }
+}
#endif
#ifdef CSQC
bool autocvar_cl_arcbeam_teamcolor = true;
- METHOD(Arc, wr_impacteffect, void(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
- }
- }
+METHOD(Arc, wr_impacteffect, void(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+ }
+}
void Draw_ArcBeam_callback(vector start, vector hit, vector end)
{
}
}
- METHOD(Blaster, wr_aim, void(entity thiswep))
- {
- if(WEP_CVAR(blaster, secondary))
- {
- if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
- { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
- else
- { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
- }
- else
- { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
- }
+METHOD(Blaster, wr_aim, void(entity thiswep))
+{
+ if(WEP_CVAR(blaster, secondary))
+ {
+ if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
+ { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
+ else
+ { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+ }
+ else
+ { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+}
- 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)))
- {
- W_Blaster_Attack(
- actor,
- 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, 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);
- }
- }
- else if(fire & 2)
- {
- switch(WEP_CVAR(blaster, secondary))
- {
- case 0: // switch to last used weapon
- {
- if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
- W_LastWeapon(actor);
- break;
- }
+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)))
+ {
+ W_Blaster_Attack(
+ actor,
+ 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, 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);
+ }
+ }
+ else if(fire & 2)
+ {
+ switch(WEP_CVAR(blaster, secondary))
+ {
+ case 0: // switch to last used weapon
+ {
+ if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
+ W_LastWeapon(actor);
+ break;
+ }
- case 1: // normal projectile secondary
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
- {
- W_Blaster_Attack(
- actor,
- 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, 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);
- }
+ case 1: // normal projectile secondary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
+ {
+ W_Blaster_Attack(
+ actor,
+ 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, 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);
+ }
- break;
- }
- }
- }
- }
+ break;
+ }
+ }
+ }
+}
- METHOD(Blaster, wr_setup, void(entity thiswep))
- {
- self.ammo_field = ammo_none;
- }
+METHOD(Blaster, wr_setup, void(entity thiswep))
+{
+ self.ammo_field = ammo_none;
+}
- METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
- {
- return true; // infinite ammo
- }
+METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
+{
+ return true; // infinite ammo
+}
- METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
- {
- return true; // blaster has infinite ammo
- }
+METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
+{
+ return true; // blaster has infinite ammo
+}
- METHOD(Blaster, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_BLASTER_SUICIDE;
- }
+METHOD(Blaster, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_BLASTER_SUICIDE;
+}
- METHOD(Blaster, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_BLASTER_MURDER;
- }
+METHOD(Blaster, wr_killmessage, int(entity thiswep))
+{
+ return WEAPON_BLASTER_MURDER;
+}
#endif
#ifdef CSQC
- METHOD(Blaster, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
- }
+METHOD(Blaster, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+}
#endif
#endif
}
}
- METHOD(Crylink, wr_aim, void(entity thiswep))
- {
- SELFPARAM();
- if(random() < 0.10)
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
- else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
- }
- METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- }
-
- if(fire & 1)
- {
- if(actor.crylink_waitrelease != 1)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
- {
- W_Crylink_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
- }
- }
-
- if((fire & 2) && autocvar_g_balance_crylink_secondary)
- {
- if(actor.crylink_waitrelease != 2)
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
- {
- W_Crylink_Attack2(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
- }
- }
-
- if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2)))
- {
- if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
- {
- // fired and released now!
- if(actor.crylink_lastgroup)
- {
- vector pos;
- entity linkjoineffect;
- float isprimary = (actor.crylink_waitrelease == 1);
-
- pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
-
- linkjoineffect = new(linkjoineffect);
- linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
- linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
- linkjoineffect.owner = actor;
- setorigin(linkjoineffect, pos);
- }
- actor.crylink_waitrelease = 0;
- if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- // ran out of ammo!
- actor.cnt = WEP_CRYLINK.m_id;
- PS(actor).m_switchweapon = w_getbestweapon(actor);
- }
- }
- }
- }
- METHOD(Crylink, wr_checkammo1, bool(entity thiswep))
- {
- SELFPARAM();
- // don't "run out of ammo" and switch weapons while waiting for release
- if(self.crylink_lastgroup && self.crylink_waitrelease)
- return true;
-
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo);
- ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
- return ammo_amount;
- }
- METHOD(Crylink, wr_checkammo2, bool(entity thiswep))
- {
- SELFPARAM();
- // don't "run out of ammo" and switch weapons while waiting for release
- if(self.crylink_lastgroup && self.crylink_waitrelease)
- return true;
-
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo);
- ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
- return ammo_amount;
- }
- METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
- }
- METHOD(Crylink, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_CRYLINK_SUICIDE;
- }
- METHOD(Crylink, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_CRYLINK_MURDER;
- }
+METHOD(Crylink, wr_aim, void(entity thiswep))
+{
+ SELFPARAM();
+ if(random() < 0.10)
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
+ else
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
+}
+METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ }
+
+ if(fire & 1)
+ {
+ if(actor.crylink_waitrelease != 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
+ {
+ W_Crylink_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
+ }
+ }
+
+ if((fire & 2) && autocvar_g_balance_crylink_secondary)
+ {
+ if(actor.crylink_waitrelease != 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
+ {
+ W_Crylink_Attack2(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
+ }
+ }
+
+ if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2)))
+ {
+ if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
+ {
+ // fired and released now!
+ if(actor.crylink_lastgroup)
+ {
+ vector pos;
+ entity linkjoineffect;
+ float isprimary = (actor.crylink_waitrelease == 1);
+
+ pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
+
+ linkjoineffect = new(linkjoineffect);
+ linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
+ linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
+ linkjoineffect.owner = actor;
+ setorigin(linkjoineffect, pos);
+ }
+ actor.crylink_waitrelease = 0;
+ if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ // ran out of ammo!
+ actor.cnt = WEP_CRYLINK.m_id;
+ PS(actor).m_switchweapon = w_getbestweapon(actor);
+ }
+ }
+ }
+}
+METHOD(Crylink, wr_checkammo1, bool(entity thiswep))
+{
+ SELFPARAM();
+ // don't "run out of ammo" and switch weapons while waiting for release
+ if(self.crylink_lastgroup && self.crylink_waitrelease)
+ return true;
+
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo);
+ ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
+ return ammo_amount;
+}
+METHOD(Crylink, wr_checkammo2, bool(entity thiswep))
+{
+ SELFPARAM();
+ // don't "run out of ammo" and switch weapons while waiting for release
+ if(self.crylink_lastgroup && self.crylink_waitrelease)
+ return true;
+
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo);
+ ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
+ return ammo_amount;
+}
+METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
+}
+METHOD(Crylink, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_CRYLINK_SUICIDE;
+}
+METHOD(Crylink, wr_killmessage, int(entity thiswep))
+{
+ return WEAPON_CRYLINK_MURDER;
+}
#endif
#ifdef CSQC
- METHOD(Crylink, wr_impacteffect, void(entity thiswep))
- {
- SELFPARAM();
- vector org2;
- org2 = w_org + w_backoff * 2;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
- }
- else
- {
- pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
- }
- }
+METHOD(Crylink, wr_impacteffect, void(entity thiswep))
+{
+ SELFPARAM();
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
+ }
+ else
+ {
+ pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
+ }
+}
#endif
#endif
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
- #if 0
- METHOD(Devastator, wr_aim, void(entity thiswep))
- {
- // aim and decide to fire if appropriate
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
- if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
- {
- // decide whether to detonate rockets
- entity missile, targetlist, targ;
- targetlist = findchainfloat(bot_attack, true);
- for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
- {
- targ = targetlist;
- while(targ)
- {
- if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
- {
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- break;
- }
- targ = targ.chain;
- }
- }
-
- if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
- }
- }
- #else
- METHOD(Devastator, wr_aim, void(entity thiswep))
- {
- // aim and decide to fire if appropriate
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
- if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
- {
- // decide whether to detonate rockets
- entity targetlist, targ;
- float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
- float selfdamage, teamdamage, enemydamage;
- edgedamage = WEP_CVAR(devastator, edgedamage);
- coredamage = WEP_CVAR(devastator, damage);
- edgeradius = WEP_CVAR(devastator, radius);
- recipricoledgeradius = 1 / edgeradius;
- selfdamage = 0;
- teamdamage = 0;
- enemydamage = 0;
- targetlist = findchainfloat(bot_attack, true);
- FOREACH_ENTITY_ENT(realowner, self,
- {
- if(it.classname != "rocket") continue;
-
- targ = targetlist;
- while(targ)
- {
- d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin);
- d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
- // count potential damage according to type of target
- if(targ == self)
- selfdamage = selfdamage + d;
- else if(targ.team == self.team && teamplay)
- teamdamage = teamdamage + d;
- else if(bot_shouldattack(targ))
- enemydamage = enemydamage + d;
- targ = targ.chain;
- }
- });
- float desirabledamage;
- desirabledamage = enemydamage;
- if(time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if(teamplay && self.team)
- desirabledamage = desirabledamage - teamdamage;
-
- FOREACH_ENTITY_ENT(realowner, self,
- {
- if(it.classname != "rocket") continue;
-
- makevectors(it.v_angle);
- targ = targetlist;
- if(skill > 9) // normal players only do this for the target they are tracking
- {
- targ = targetlist;
- while(targ)
- {
- if(
- (v_forward * normalize(it.origin - targ.origin)< 0.1)
- && desirabledamage > 0.1*coredamage
- ) PHYS_INPUT_BUTTON_ATCK2(self) = true;
- targ = targ.chain;
- }
- }
- else
- {
- float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
- //As the distance gets larger, a correct detonation gets near imposible
- //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
- if(v_forward * normalize(it.origin - self.enemy.origin)< 0.1)
- if(IS_PLAYER(self.enemy))
- if(desirabledamage >= 0.1*coredamage)
- if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
- }
- });
- // if we would be doing at X percent of the core damage, detonate it
- // but don't fire a new shot at the same time!
- if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if((skill > 6.5) && (selfdamage > self.health))
- PHYS_INPUT_BUTTON_ATCK2(self) = false;
- //if(PHYS_INPUT_BUTTON_ATCK2(self) == true)
- // dprint(ftos(desirabledamage),"\n");
- if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
- }
- }
- #endif
- METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else {
- if(fire & 1)
- {
- if(actor.rl_release || WEP_CVAR(devastator, guidestop))
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
- {
- W_Devastator_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
- actor.rl_release = 0;
- }
- }
- else
- actor.rl_release = 1;
-
- if(fire & 2)
- if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
- {
- entity rock;
- bool rockfound = false;
- for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
- {
- if(!rock.rl_detonate_later)
- {
- rock.rl_detonate_later = true;
- rockfound = true;
- }
- }
- if(rockfound)
- sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
- }
- }
- }
- METHOD(Devastator, wr_setup, void(entity thiswep))
- {
- self.rl_release = 1;
- }
- METHOD(Devastator, wr_checkammo1, bool(entity thiswep))
- {
- #if 0
- // don't switch while guiding a missile
- if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_DEVASTATOR)
- {
- ammo_amount = false;
- if(WEP_CVAR(devastator, reload_ammo))
- {
- if(self.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
- ammo_amount = true;
- }
- else if(self.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
- ammo_amount = true;
- return !ammo_amount;
- }
- #endif
- #if 0
- if(self.rl_release == 0)
- {
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
- return true;
- }
- else
- {
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
- ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
- return ammo_amount;
- }
- #else
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
- ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
- return ammo_amount;
- #endif
- }
- METHOD(Devastator, wr_checkammo2, bool(entity thiswep))
- {
- return false;
- }
- METHOD(Devastator, wr_resetplayer, void(entity thiswep))
- {
- self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
- self.rl_release = 0;
- }
- METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD));
- }
- METHOD(Devastator, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_DEVASTATOR_SUICIDE;
- }
- METHOD(Devastator, wr_killmessage, int(entity thiswep))
- {
- if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_DEVASTATOR_MURDER_SPLASH;
- else
- return WEAPON_DEVASTATOR_MURDER_DIRECT;
- }
+#if 0
+METHOD(Devastator, wr_aim, void(entity thiswep))
+{
+ // aim and decide to fire if appropriate
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
+ if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
+ {
+ // decide whether to detonate rockets
+ entity missile, targetlist, targ;
+ targetlist = findchainfloat(bot_attack, true);
+ for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
+ {
+ targ = targetlist;
+ while(targ)
+ {
+ if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
+ {
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ break;
+ }
+ targ = targ.chain;
+ }
+ }
+
+ if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
+ }
+}
+#else
+METHOD(Devastator, wr_aim, void(entity thiswep))
+{
+ // aim and decide to fire if appropriate
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
+ if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
+ {
+ // decide whether to detonate rockets
+ entity targetlist, targ;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float selfdamage, teamdamage, enemydamage;
+ edgedamage = WEP_CVAR(devastator, edgedamage);
+ coredamage = WEP_CVAR(devastator, damage);
+ edgeradius = WEP_CVAR(devastator, radius);
+ recipricoledgeradius = 1 / edgeradius;
+ selfdamage = 0;
+ teamdamage = 0;
+ enemydamage = 0;
+ targetlist = findchainfloat(bot_attack, true);
+ FOREACH_ENTITY_ENT(realowner, self,
+ {
+ if(it.classname != "rocket") continue;
+
+ targ = targetlist;
+ while(targ)
+ {
+ d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin);
+ d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+ // count potential damage according to type of target
+ if(targ == self)
+ selfdamage = selfdamage + d;
+ else if(targ.team == self.team && teamplay)
+ teamdamage = teamdamage + d;
+ else if(bot_shouldattack(targ))
+ enemydamage = enemydamage + d;
+ targ = targ.chain;
+ }
+ });
+ float desirabledamage;
+ desirabledamage = enemydamage;
+ if(time > self.invincible_finished && time > self.spawnshieldtime)
+ desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+ if(teamplay && self.team)
+ desirabledamage = desirabledamage - teamdamage;
+
+ FOREACH_ENTITY_ENT(realowner, self,
+ {
+ if(it.classname != "rocket") continue;
+
+ makevectors(it.v_angle);
+ targ = targetlist;
+ if(skill > 9) // normal players only do this for the target they are tracking
+ {
+ targ = targetlist;
+ while(targ)
+ {
+ if(
+ (v_forward * normalize(it.origin - targ.origin)< 0.1)
+ && desirabledamage > 0.1*coredamage
+ ) PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ targ = targ.chain;
+ }
+ }
+ else
+ {
+ float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+ //As the distance gets larger, a correct detonation gets near imposible
+ //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
+ if(v_forward * normalize(it.origin - self.enemy.origin)< 0.1)
+ if(IS_PLAYER(self.enemy))
+ if(desirabledamage >= 0.1*coredamage)
+ if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+ }
+ });
+ // if we would be doing at X percent of the core damage, detonate it
+ // but don't fire a new shot at the same time!
+ if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ if((skill > 6.5) && (selfdamage > self.health))
+ PHYS_INPUT_BUTTON_ATCK2(self) = false;
+ //if(PHYS_INPUT_BUTTON_ATCK2(self) == true)
+ // dprint(ftos(desirabledamage),"\n");
+ if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
+ }
+}
+#endif
+METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else {
+ if(fire & 1)
+ {
+ if(actor.rl_release || WEP_CVAR(devastator, guidestop))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
+ {
+ W_Devastator_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
+ actor.rl_release = 0;
+ }
+ }
+ else
+ actor.rl_release = 1;
+
+ if(fire & 2)
+ if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
+ {
+ entity rock;
+ bool rockfound = false;
+ for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
+ {
+ if(!rock.rl_detonate_later)
+ {
+ rock.rl_detonate_later = true;
+ rockfound = true;
+ }
+ }
+ if(rockfound)
+ sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
+ }
+ }
+}
+METHOD(Devastator, wr_setup, void(entity thiswep))
+{
+ self.rl_release = 1;
+}
+METHOD(Devastator, wr_checkammo1, bool(entity thiswep))
+{
+ #if 0
+ // don't switch while guiding a missile
+ if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_DEVASTATOR)
+ {
+ ammo_amount = false;
+ if(WEP_CVAR(devastator, reload_ammo))
+ {
+ if(self.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+ ammo_amount = true;
+ }
+ else if(self.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+ ammo_amount = true;
+ return !ammo_amount;
+ }
+ #endif
+ #if 0
+ if(self.rl_release == 0)
+ {
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
+ return true;
+ }
+ else
+ {
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+ return ammo_amount;
+ }
+ #else
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+ return ammo_amount;
+ #endif
+}
+METHOD(Devastator, wr_checkammo2, bool(entity thiswep))
+{
+ return false;
+}
+METHOD(Devastator, wr_resetplayer, void(entity thiswep))
+{
+ self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
+ self.rl_release = 0;
+}
+METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD));
+}
+METHOD(Devastator, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_DEVASTATOR_SUICIDE;
+}
+METHOD(Devastator, wr_killmessage, int(entity thiswep))
+{
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_DEVASTATOR_MURDER_SPLASH;
+ else
+ return WEAPON_DEVASTATOR_MURDER_DIRECT;
+}
#endif
#ifdef CSQC
- METHOD(Devastator, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
- }
+METHOD(Devastator, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
+}
#endif
#endif
.float bot_secondary_electromooth;
- METHOD(Electro, wr_aim, void(entity thiswep))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = PHYS_INPUT_BUTTON_ATCK2(self) = false;
- if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; }
- if(self.bot_secondary_electromooth == 0)
- {
- float shoot;
-
- if(WEP_CVAR_PRI(electro, speed))
- shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
- else
- shoot = bot_aim(1000000, 0, 0.001, false);
-
- if(shoot)
- {
- PHYS_INPUT_BUTTON_ATCK(self) = true;
- if(random() < 0.01) self.bot_secondary_electromooth = 1;
- }
- }
- else
- {
- if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
- {
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if(random() < 0.03) self.bot_secondary_electromooth = 0;
- }
- }
- }
- METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
- {
- float ammo_amount = 0;
- if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
- ammo_amount = 1;
- if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
- ammo_amount += 1;
-
- if(!ammo_amount)
- {
- thiswep.wr_reload(thiswep, actor, weaponentity);
- return;
- }
- }
-
- if(fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
- {
- W_Electro_Attack_Bolt(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
- }
- }
- else if(fire & 2)
- {
- if(time >= actor.electro_secondarytime)
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
- {
- W_Electro_Attack_Orb(thiswep);
- actor.electro_count = WEP_CVAR_SEC(electro, count);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
- actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
- }
- }
- }
- METHOD(Electro, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
- ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
- return ammo_amount;
- }
- METHOD(Electro, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount;
- if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
- {
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
- ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
- }
- else
- {
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
- ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
- }
- return ammo_amount;
- }
- METHOD(Electro, wr_resetplayer, void(entity thiswep))
- {
- self.electro_secondarytime = time;
- }
- METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
- }
- METHOD(Electro, wr_suicidemessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_ELECTRO_SUICIDE_ORBS;
- else
- return WEAPON_ELECTRO_SUICIDE_BOLT;
- }
- METHOD(Electro, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- return WEAPON_ELECTRO_MURDER_ORBS;
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_ELECTRO_MURDER_COMBO;
- else
- return WEAPON_ELECTRO_MURDER_BOLT;
- }
- }
+METHOD(Electro, wr_aim, void(entity thiswep))
+{
+ PHYS_INPUT_BUTTON_ATCK(self) = PHYS_INPUT_BUTTON_ATCK2(self) = false;
+ if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; }
+ if(self.bot_secondary_electromooth == 0)
+ {
+ float shoot;
+
+ if(WEP_CVAR_PRI(electro, speed))
+ shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
+ else
+ shoot = bot_aim(1000000, 0, 0.001, false);
+
+ if(shoot)
+ {
+ PHYS_INPUT_BUTTON_ATCK(self) = true;
+ if(random() < 0.01) self.bot_secondary_electromooth = 1;
+ }
+ }
+ else
+ {
+ if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
+ {
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ if(random() < 0.03) self.bot_secondary_electromooth = 0;
+ }
+ }
+}
+METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
+ {
+ float ammo_amount = 0;
+ if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
+ ammo_amount = 1;
+ if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
+ ammo_amount += 1;
+
+ if(!ammo_amount)
+ {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ return;
+ }
+ }
+
+ if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
+ {
+ W_Electro_Attack_Bolt(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ }
+ }
+ else if(fire & 2)
+ {
+ if(time >= actor.electro_secondarytime)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
+ {
+ W_Electro_Attack_Orb(thiswep);
+ actor.electro_count = WEP_CVAR_SEC(electro, count);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+ actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
+ }
+ }
+}
+METHOD(Electro, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
+ return ammo_amount;
+}
+METHOD(Electro, wr_checkammo2, bool(entity thiswep))
+{
+ float ammo_amount;
+ if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
+ {
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+ }
+ else
+ {
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
+ }
+ return ammo_amount;
+}
+METHOD(Electro, wr_resetplayer, void(entity thiswep))
+{
+ self.electro_secondarytime = time;
+}
+METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
+}
+METHOD(Electro, wr_suicidemessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ELECTRO_SUICIDE_ORBS;
+ else
+ return WEAPON_ELECTRO_SUICIDE_BOLT;
+}
+METHOD(Electro, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ return WEAPON_ELECTRO_MURDER_ORBS;
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_ELECTRO_MURDER_COMBO;
+ else
+ return WEAPON_ELECTRO_MURDER_BOLT;
+ }
+}
#endif
#ifdef CSQC
- METHOD(Electro, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- {
- // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
- pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
- }
- else
- {
- pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
- }
- }
- }
+METHOD(Electro, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ {
+ // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
+ pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
+ }
+ else
+ {
+ pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ }
+ }
+}
#endif
#endif
MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
- METHOD(Fireball, wr_aim, void(entity thiswep))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = false;
- PHYS_INPUT_BUTTON_ATCK2(self) = false;
- if(self.bot_primary_fireballmooth == 0)
- {
- if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = true;
- if(random() < 0.02) self.bot_primary_fireballmooth = 0;
- }
- }
- else
- {
- if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
- {
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if(random() < 0.01) self.bot_primary_fireballmooth = 1;
- }
- }
- }
- METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(fire & 1)
- {
- if(time >= actor.fireball_primarytime)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
- {
- W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
- actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
- }
- }
- else if(fire & 2)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
- {
- W_Fireball_Attack2();
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
- }
- }
- }
- METHOD(Fireball, wr_setup, void(entity thiswep))
- {
- self.ammo_field = ammo_none;
- }
- METHOD(Fireball, wr_checkammo1, bool(entity thiswep))
- {
- return true; // infinite ammo
- }
- METHOD(Fireball, wr_checkammo2, bool(entity thiswep))
- {
- return true; // fireball has infinite ammo
- }
- METHOD(Fireball, wr_resetplayer, void(entity thiswep))
- {
- self.fireball_primarytime = time;
- }
- METHOD(Fireball, wr_suicidemessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_FIREBALL_SUICIDE_FIREMINE;
- else
- return WEAPON_FIREBALL_SUICIDE_BLAST;
- }
- METHOD(Fireball, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_FIREBALL_MURDER_FIREMINE;
- else
- return WEAPON_FIREBALL_MURDER_BLAST;
- }
+METHOD(Fireball, wr_aim, void(entity thiswep))
+{
+ PHYS_INPUT_BUTTON_ATCK(self) = false;
+ PHYS_INPUT_BUTTON_ATCK2(self) = false;
+ if(self.bot_primary_fireballmooth == 0)
+ {
+ if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
+ {
+ PHYS_INPUT_BUTTON_ATCK(self) = true;
+ if(random() < 0.02) self.bot_primary_fireballmooth = 0;
+ }
+ }
+ else
+ {
+ if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
+ {
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ if(random() < 0.01) self.bot_primary_fireballmooth = 1;
+ }
+ }
+}
+METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(fire & 1)
+ {
+ if(time >= actor.fireball_primarytime)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
+ {
+ W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
+ actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
+ }
+ }
+ else if(fire & 2)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
+ {
+ W_Fireball_Attack2();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+ }
+ }
+}
+METHOD(Fireball, wr_setup, void(entity thiswep))
+{
+ self.ammo_field = ammo_none;
+}
+METHOD(Fireball, wr_checkammo1, bool(entity thiswep))
+{
+ return true; // infinite ammo
+}
+METHOD(Fireball, wr_checkammo2, bool(entity thiswep))
+{
+ return true; // fireball has infinite ammo
+}
+METHOD(Fireball, wr_resetplayer, void(entity thiswep))
+{
+ self.fireball_primarytime = time;
+}
+METHOD(Fireball, wr_suicidemessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_FIREBALL_SUICIDE_FIREMINE;
+ else
+ return WEAPON_FIREBALL_SUICIDE_BLAST;
+}
+METHOD(Fireball, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_FIREBALL_MURDER_FIREMINE;
+ else
+ return WEAPON_FIREBALL_MURDER_BLAST;
+}
#endif
#ifdef CSQC
- METHOD(Fireball, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- // firemine goes out silently
- }
- else
- {
- org2 = w_org + w_backoff * 16;
- pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
- }
- }
+METHOD(Fireball, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ // firemine goes out silently
+ }
+ else
+ {
+ org2 = w_org + w_backoff * 16;
+ pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
+ }
+}
#endif
#endif
}
}
- METHOD(Hagar, wr_aim, void(entity thiswep))
- {
- if(random()>0.15)
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
- else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
- }
- METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- float loadable_secondary;
- loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
-
- if(loadable_secondary)
- W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
- if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
- {
- W_Hagar_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
- }
- }
- else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
- {
- W_Hagar_Attack2(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
- }
- }
- }
- METHOD(Hagar, wr_gonethink, void(entity thiswep))
- {
- // we lost the weapon and want to prepare switching away
- if(self.hagar_load)
- {
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- self.(weaponentity).state = WS_READY;
- W_Hagar_Attack2_Load_Release(weaponentity);
- }
- }
- METHOD(Hagar, wr_setup, void(entity thiswep))
- {
- self.hagar_loadblock = false;
+METHOD(Hagar, wr_aim, void(entity thiswep))
+{
+ if(random()>0.15)
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+ else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+}
+METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ float loadable_secondary;
+ loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
+
+ if(loadable_secondary)
+ W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
+ if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
+ {
+ W_Hagar_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
+ }
+ }
+ else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
+ {
+ W_Hagar_Attack2(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+ }
+ }
+}
+METHOD(Hagar, wr_gonethink, void(entity thiswep))
+{
+ // we lost the weapon and want to prepare switching away
+ if(self.hagar_load)
+ {
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ self.(weaponentity).state = WS_READY;
+ W_Hagar_Attack2_Load_Release(weaponentity);
+ }
+}
+METHOD(Hagar, wr_setup, void(entity thiswep))
+{
+ self.hagar_loadblock = false;
- if(self.hagar_load)
- {
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
- self.hagar_load = 0;
- }
- }
- METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
- ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
- return ammo_amount;
- }
- METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
- ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
- return ammo_amount;
- }
- METHOD(Hagar, wr_resetplayer, void(entity thiswep))
- {
- self.hagar_load = 0;
- }
- METHOD(Hagar, wr_playerdeath, void(entity thiswep))
- {
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- // if we have any rockets loaded when we die, release them
- if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
- W_Hagar_Attack2_Load_Release(weaponentity);
- }
- METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- if(!self.hagar_load) // require releasing loaded rockets first
- W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
- }
- METHOD(Hagar, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_HAGAR_SUICIDE;
- }
- METHOD(Hagar, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_HAGAR_MURDER_BURST;
- else
- return WEAPON_HAGAR_MURDER_SPRAY;
- }
+ if(self.hagar_load)
+ {
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
+ self.hagar_load = 0;
+ }
+}
+METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
+ ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+ return ammo_amount;
+}
+METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+ ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+ return ammo_amount;
+}
+METHOD(Hagar, wr_resetplayer, void(entity thiswep))
+{
+ self.hagar_load = 0;
+}
+METHOD(Hagar, wr_playerdeath, void(entity thiswep))
+{
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ // if we have any rockets loaded when we die, release them
+ if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
+ W_Hagar_Attack2_Load_Release(weaponentity);
+}
+METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ if(!self.hagar_load) // require releasing loaded rockets first
+ W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
+}
+METHOD(Hagar, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_HAGAR_SUICIDE;
+}
+METHOD(Hagar, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_HAGAR_MURDER_BURST;
+ else
+ return WEAPON_HAGAR_MURDER_SPRAY;
+}
#endif
#ifdef CSQC
- METHOD(Hagar, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if(w_random<0.15)
- sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
- else if(w_random<0.7)
- sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
- else
- sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
- }
- }
+METHOD(Hagar, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if(w_random<0.15)
+ sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
+ else if(w_random<0.7)
+ sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
+ else
+ sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
+ }
+}
#endif
#endif
}
}
- METHOD(HLAC, wr_aim, void(entity thiswep))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
- }
- METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else if(fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
- {
- actor.misc_bulletcounter = 0;
- W_HLAC_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
- }
- }
-
- else if((fire & 2) && WEP_CVAR(hlac, secondary))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
- {
- W_HLAC_Attack2_Frame(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
- }
- }
- }
- METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
- return ammo_amount;
- }
- METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
- return ammo_amount;
- }
- METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
- }
- METHOD(HLAC, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_HLAC_SUICIDE;
- }
- METHOD(HLAC, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_HLAC_MURDER;
- }
+METHOD(HLAC, wr_aim, void(entity thiswep))
+{
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+}
+METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
+ {
+ actor.misc_bulletcounter = 0;
+ W_HLAC_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+ }
+ }
+
+ else if((fire & 2) && WEP_CVAR(hlac, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
+ {
+ W_HLAC_Attack2_Frame(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
+ }
+ }
+}
+METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
+ ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
+ return ammo_amount;
+}
+METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
+ ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
+ return ammo_amount;
+}
+METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
+}
+METHOD(HLAC, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_HLAC_SUICIDE;
+}
+METHOD(HLAC, wr_killmessage, int(entity thiswep))
+{
+ return WEAPON_HLAC_MURDER;
+}
#endif
#ifdef CSQC
- METHOD(HLAC, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
- }
+METHOD(HLAC, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
+}
#endif
#endif
MUTATOR_CALLHOOK(EditProjectile, actor, gren);
}
- METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if (fire & 1) {
- if(!actor.hook)
- if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
- if(time > actor.hook_refire)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
- {
- W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo));
- actor.hook_state |= HOOK_FIRING;
- actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
- }
- } else {
- actor.hook_state |= HOOK_REMOVING;
- actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
- }
+METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if (fire & 1) {
+ if(!actor.hook)
+ if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
+ if(time > actor.hook_refire)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
+ {
+ W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo));
+ actor.hook_state |= HOOK_FIRING;
+ actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
+ }
+ } else {
+ actor.hook_state |= HOOK_REMOVING;
+ actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+ }
- if(fire & 2)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
- {
- W_Hook_Attack2(thiswep, actor);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
- }
- }
+ if(fire & 2)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
+ {
+ W_Hook_Attack2(thiswep, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
+ }
+ }
- if(actor.hook)
- {
- // if hooked, no bombs, and increase the timer
- actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
+ if(actor.hook)
+ {
+ // if hooked, no bombs, and increase the timer
+ actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
- // hook also inhibits health regeneration, but only for 1 second
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
- actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
- }
+ // hook also inhibits health regeneration, but only for 1 second
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+ }
- if(actor.hook && actor.hook.state == 1)
- {
- float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
- if(hooked_time_max > 0)
- {
- if( time > actor.hook_time_hooked + hooked_time_max )
- actor.hook_state |= HOOK_REMOVING;
- }
-
- float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo);
- if(hooked_fuel > 0)
- {
- if( time > actor.hook_time_fueldecrease )
- {
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
- {
- W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
- actor.hook_time_fueldecrease = time;
- // decrease next frame again
- }
- else
- {
- actor.ammo_fuel = 0;
- actor.hook_state |= HOOK_REMOVING;
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- }
- }
- }
- }
- }
- else
- {
- actor.hook_time_hooked = time;
- actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
- }
+ if(actor.hook && actor.hook.state == 1)
+ {
+ float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
+ if(hooked_time_max > 0)
+ {
+ if( time > actor.hook_time_hooked + hooked_time_max )
+ actor.hook_state |= HOOK_REMOVING;
+ }
+
+ float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo);
+ if(hooked_fuel > 0)
+ {
+ if( time > actor.hook_time_fueldecrease )
+ {
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
+ {
+ W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
+ actor.hook_time_fueldecrease = time;
+ // decrease next frame again
+ }
+ else
+ {
+ actor.ammo_fuel = 0;
+ actor.hook_state |= HOOK_REMOVING;
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ actor.hook_time_hooked = time;
+ actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
+ }
- actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
+ actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
- if (actor.hook_state & HOOK_FIRING)
- {
- if (actor.hook)
- RemoveGrapplingHook(actor);
- WITH(entity, self, actor, FireGrapplingHook());
- actor.hook_state &= ~HOOK_FIRING;
- actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
- }
- else if (actor.hook_state & HOOK_REMOVING)
- {
- if (actor.hook)
- RemoveGrapplingHook(actor);
- actor.hook_state &= ~HOOK_REMOVING;
- }
- }
- METHOD(Hook, wr_setup, void(entity thiswep))
- {
- self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
- }
- METHOD(Hook, wr_checkammo1, bool(Hook thiswep))
- {
- if (!thiswep.ammo_factor) return true;
- if(self.hook)
- return self.ammo_fuel > 0;
- else
- return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
- }
- METHOD(Hook, wr_checkammo2, bool(Hook thiswep))
- {
- // infinite ammo for now
- return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
- }
- METHOD(Hook, wr_resetplayer, void(entity thiswep))
- {
- RemoveGrapplingHook(self);
- self.hook_time = 0;
- self.hook_refire = time;
- }
- METHOD(Hook, wr_suicidemessage, int(entity thiswep))
- {
- return false;
- }
- METHOD(Hook, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_HOOK_MURDER;
- }
+ if (actor.hook_state & HOOK_FIRING)
+ {
+ if (actor.hook)
+ RemoveGrapplingHook(actor);
+ WITH(entity, self, actor, FireGrapplingHook());
+ actor.hook_state &= ~HOOK_FIRING;
+ actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
+ }
+ else if (actor.hook_state & HOOK_REMOVING)
+ {
+ if (actor.hook)
+ RemoveGrapplingHook(actor);
+ actor.hook_state &= ~HOOK_REMOVING;
+ }
+}
+METHOD(Hook, wr_setup, void(entity thiswep))
+{
+ self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+}
+METHOD(Hook, wr_checkammo1, bool(Hook thiswep))
+{
+ if (!thiswep.ammo_factor) return true;
+ if(self.hook)
+ return self.ammo_fuel > 0;
+ else
+ return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
+}
+METHOD(Hook, wr_checkammo2, bool(Hook thiswep))
+{
+ // infinite ammo for now
+ return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
+}
+METHOD(Hook, wr_resetplayer, void(entity thiswep))
+{
+ RemoveGrapplingHook(self);
+ self.hook_time = 0;
+ self.hook_refire = time;
+}
+METHOD(Hook, wr_suicidemessage, int(entity thiswep))
+{
+ return false;
+}
+METHOD(Hook, wr_killmessage, int(entity thiswep))
+{
+ return WEAPON_HOOK_MURDER;
+}
#endif
#ifdef CSQC
- METHOD(Hook, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
- }
+METHOD(Hook, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
+}
#endif
}
- METHOD(MachineGun, wr_aim, void(entity thiswep))
- {
- if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false);
- else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false);
- }
- METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- if(WEP_CVAR(machinegun, mode) == 1)
- {
- if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
- {
- actor.misc_bulletcounter = 0;
- W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
- }
-
- if(fire & 2)
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
- {
- if(!thiswep.wr_checkammo2(thiswep))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, weaponentity, fire);
- return;
- }
-
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
-
- actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
- W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
- }
- }
- else
- {
-
- if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
- {
- actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
- }
-
- if((fire & 2) && WEP_CVAR(machinegun, first))
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
- {
- actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
- }
- }
- }
- METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount;
- if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
- else
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
-
- if(WEP_CVAR(machinegun, reload_ammo))
- {
- if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
- else
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
- }
- return ammo_amount;
- }
- METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount;
- if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
- else
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
-
- if(WEP_CVAR(machinegun, reload_ammo))
- {
- if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
- else
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
- }
- return ammo_amount;
- }
- METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
- }
- METHOD(MachineGun, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(MachineGun, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_MACHINEGUN_MURDER_SNIPE;
- else
- return WEAPON_MACHINEGUN_MURDER_SPRAY;
- }
+METHOD(MachineGun, wr_aim, void(entity thiswep))
+{
+ if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false);
+ else
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false);
+}
+METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ if(WEP_CVAR(machinegun, mode) == 1)
+ {
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ {
+ actor.misc_bulletcounter = 0;
+ W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+ }
+
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+ {
+ if(!thiswep.wr_checkammo2(thiswep))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
+
+ actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+ W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
+ }
+ }
+ else
+ {
+
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ {
+ actor.misc_bulletcounter = 1;
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ }
+
+ if((fire & 2) && WEP_CVAR(machinegun, first))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+ {
+ actor.misc_bulletcounter = 1;
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
+ }
+ }
+}
+METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount;
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
+ else
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+
+ if(WEP_CVAR(machinegun, reload_ammo))
+ {
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
+ else
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+ }
+ return ammo_amount;
+}
+METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
+{
+ float ammo_amount;
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
+ else
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+
+ if(WEP_CVAR(machinegun, reload_ammo))
+ {
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+ else
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+ }
+ return ammo_amount;
+}
+METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
+}
+METHOD(MachineGun, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(MachineGun, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_MACHINEGUN_MURDER_SNIPE;
+ else
+ return WEAPON_MACHINEGUN_MURDER_SPRAY;
+}
#endif
#ifdef CSQC
- METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
- }
+METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+}
#endif
#endif
return minfound;
}
- METHOD(MineLayer, wr_aim, void(entity thiswep))
- {
- // aim and decide to fire if appropriate
- if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
- PHYS_INPUT_BUTTON_ATCK(self) = false;
- else
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
- if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
- {
- // decide whether to detonate mines
- entity targetlist, targ;
- float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
- float selfdamage, teamdamage, enemydamage;
- edgedamage = WEP_CVAR(minelayer, edgedamage);
- coredamage = WEP_CVAR(minelayer, damage);
- edgeradius = WEP_CVAR(minelayer, radius);
- recipricoledgeradius = 1 / edgeradius;
- selfdamage = 0;
- teamdamage = 0;
- enemydamage = 0;
- targetlist = findchainfloat(bot_attack, true);
- entity mine = find(world, classname, "mine");
- while(mine)
- {
- if(mine.realowner != self)
- {
- mine = find(mine, classname, "mine");
- continue;
- }
- targ = targetlist;
- while(targ)
- {
- d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
- d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
- // count potential damage according to type of target
- if(targ == self)
- selfdamage = selfdamage + d;
- else if(targ.team == self.team && teamplay)
- teamdamage = teamdamage + d;
- else if(bot_shouldattack(targ))
- enemydamage = enemydamage + d;
- targ = targ.chain;
- }
- mine = find(mine, classname, "mine");
- }
- float desirabledamage;
- desirabledamage = enemydamage;
- if(time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if(teamplay && self.team)
- desirabledamage = desirabledamage - teamdamage;
-
- mine = find(world, classname, "mine");
- while(mine)
- {
- if(mine.realowner != self)
- {
- mine = find(mine, classname, "mine");
- continue;
- }
- makevectors(mine.v_angle);
- targ = targetlist;
- if(skill > 9) // normal players only do this for the target they are tracking
- {
- targ = targetlist;
- while(targ)
- {
- if(
- (v_forward * normalize(mine.origin - targ.origin)< 0.1)
- && desirabledamage > 0.1*coredamage
- ) PHYS_INPUT_BUTTON_ATCK2(self) = true;
- targ = targ.chain;
- }
- }else{
- float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
- //As the distance gets larger, a correct detonation gets near imposible
- //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
- if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
- if(IS_PLAYER(self.enemy))
- if(desirabledamage >= 0.1*coredamage)
- if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
- }
-
- mine = find(mine, classname, "mine");
- }
- // if we would be doing at X percent of the core damage, detonate it
- // but don't fire a new shot at the same time!
- if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if((skill > 6.5) && (selfdamage > self.health))
- PHYS_INPUT_BUTTON_ATCK2(self) = false;
- //if(PHYS_INPUT_BUTTON_ATCK2(self) == true)
- // dprint(ftos(desirabledamage),"\n");
- if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
- }
- }
- METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
- {
- // not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
- thiswep.wr_reload(thiswep, actor, weaponentity);
- }
- }
- else if(fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
- {
- W_MineLayer_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
- }
- }
-
- if(fire & 2)
- {
- if(W_MineLayer_PlacedMines(true))
- sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
- }
- }
- METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
- {
- int slot = 0; // TODO: unhardcode
- // don't switch while placing a mine
- if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_MINE_LAYER)
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
- ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
- return ammo_amount;
- }
- return true;
- }
- METHOD(MineLayer, wr_checkammo2, bool(entity thiswep))
- {
- if(W_MineLayer_PlacedMines(false))
- return true;
- else
- return false;
- }
- METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
- {
- self.minelayer_mines = 0;
- }
- METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
- }
- METHOD(MineLayer, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_MINELAYER_SUICIDE;
- }
- METHOD(MineLayer, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_MINELAYER_MURDER;
- }
+METHOD(MineLayer, wr_aim, void(entity thiswep))
+{
+ // aim and decide to fire if appropriate
+ if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
+ PHYS_INPUT_BUTTON_ATCK(self) = false;
+ else
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
+ if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
+ {
+ // decide whether to detonate mines
+ entity targetlist, targ;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float selfdamage, teamdamage, enemydamage;
+ edgedamage = WEP_CVAR(minelayer, edgedamage);
+ coredamage = WEP_CVAR(minelayer, damage);
+ edgeradius = WEP_CVAR(minelayer, radius);
+ recipricoledgeradius = 1 / edgeradius;
+ selfdamage = 0;
+ teamdamage = 0;
+ enemydamage = 0;
+ targetlist = findchainfloat(bot_attack, true);
+ entity mine = find(world, classname, "mine");
+ while(mine)
+ {
+ if(mine.realowner != self)
+ {
+ mine = find(mine, classname, "mine");
+ continue;
+ }
+ targ = targetlist;
+ while(targ)
+ {
+ d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
+ d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+ // count potential damage according to type of target
+ if(targ == self)
+ selfdamage = selfdamage + d;
+ else if(targ.team == self.team && teamplay)
+ teamdamage = teamdamage + d;
+ else if(bot_shouldattack(targ))
+ enemydamage = enemydamage + d;
+ targ = targ.chain;
+ }
+ mine = find(mine, classname, "mine");
+ }
+ float desirabledamage;
+ desirabledamage = enemydamage;
+ if(time > self.invincible_finished && time > self.spawnshieldtime)
+ desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+ if(teamplay && self.team)
+ desirabledamage = desirabledamage - teamdamage;
+
+ mine = find(world, classname, "mine");
+ while(mine)
+ {
+ if(mine.realowner != self)
+ {
+ mine = find(mine, classname, "mine");
+ continue;
+ }
+ makevectors(mine.v_angle);
+ targ = targetlist;
+ if(skill > 9) // normal players only do this for the target they are tracking
+ {
+ targ = targetlist;
+ while(targ)
+ {
+ if(
+ (v_forward * normalize(mine.origin - targ.origin)< 0.1)
+ && desirabledamage > 0.1*coredamage
+ ) PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ targ = targ.chain;
+ }
+ }else{
+ float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+ //As the distance gets larger, a correct detonation gets near imposible
+ //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
+ if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
+ if(IS_PLAYER(self.enemy))
+ if(desirabledamage >= 0.1*coredamage)
+ if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+ }
+
+ mine = find(mine, classname, "mine");
+ }
+ // if we would be doing at X percent of the core damage, detonate it
+ // but don't fire a new shot at the same time!
+ if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ if((skill > 6.5) && (selfdamage > self.health))
+ PHYS_INPUT_BUTTON_ATCK2(self) = false;
+ //if(PHYS_INPUT_BUTTON_ATCK2(self) == true)
+ // dprint(ftos(desirabledamage),"\n");
+ if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
+ }
+}
+METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
+ {
+ // not if we're holding the minelayer without enough ammo, but can detonate existing mines
+ if(!(W_MineLayer_PlacedMines(false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ }
+ }
+ else if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
+ {
+ W_MineLayer_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
+ }
+ }
+
+ if(fire & 2)
+ {
+ if(W_MineLayer_PlacedMines(true))
+ sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
+ }
+}
+METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
+{
+ int slot = 0; // TODO: unhardcode
+ // don't switch while placing a mine
+ if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_MINE_LAYER)
+ {
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
+ ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
+ return ammo_amount;
+ }
+ return true;
+}
+METHOD(MineLayer, wr_checkammo2, bool(entity thiswep))
+{
+ if(W_MineLayer_PlacedMines(false))
+ return true;
+ else
+ return false;
+}
+METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
+{
+ self.minelayer_mines = 0;
+}
+METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
+}
+METHOD(MineLayer, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_MINELAYER_SUICIDE;
+}
+METHOD(MineLayer, wr_killmessage, int(entity thiswep))
+{
+ return WEAPON_MINELAYER_MURDER;
+}
#endif
#ifdef CSQC
- METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
- }
+METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
+}
#endif
#endif
.float bot_secondary_grenademooth;
- METHOD(Mortar, wr_aim, void(entity thiswep))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = false;
- PHYS_INPUT_BUTTON_ATCK2(self) = false;
- if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
- {
- if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = true;
- if(random() < 0.01) self.bot_secondary_grenademooth = 1;
- }
- }
- else
- {
- if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
- {
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if(random() < 0.02) self.bot_secondary_grenademooth = 0;
- }
- }
- }
- /*case WR_CALCINFO:
- {
- wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
- wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
- wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
-
- // for the range calculation, closer to 1 is better
- wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
- wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
-
- wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
- wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
-
- wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
- wepinfo_ter_dps = 0;
- */
- METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else if(fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
- {
- W_Mortar_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
- }
- }
- else if(fire & 2)
- {
- if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
- {
- bool nadefound = false;
- entity nade;
- for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
- {
- if(!nade.gl_detonate_later)
- {
- nade.gl_detonate_later = true;
- nadefound = true;
- }
- }
- if(nadefound)
- sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
- }
- else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
- {
- W_Mortar_Attack2(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
- }
- }
- }
- METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
- ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
- return ammo_amount;
- }
- METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
- ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
- return ammo_amount;
- }
- METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
- }
- METHOD(Mortar, wr_suicidemessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_MORTAR_SUICIDE_BOUNCE;
- else
- return WEAPON_MORTAR_SUICIDE_EXPLODE;
- }
- METHOD(Mortar, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_MORTAR_MURDER_BOUNCE;
- else
- return WEAPON_MORTAR_MURDER_EXPLODE;
- }
+METHOD(Mortar, wr_aim, void(entity thiswep))
+{
+ PHYS_INPUT_BUTTON_ATCK(self) = false;
+ PHYS_INPUT_BUTTON_ATCK2(self) = false;
+ if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
+ {
+ if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
+ {
+ PHYS_INPUT_BUTTON_ATCK(self) = true;
+ if(random() < 0.01) self.bot_secondary_grenademooth = 1;
+ }
+ }
+ else
+ {
+ if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
+ {
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ if(random() < 0.02) self.bot_secondary_grenademooth = 0;
+ }
+ }
+}
+/*case WR_CALCINFO:
+{
+ wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
+ wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
+ wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
+
+ // for the range calculation, closer to 1 is better
+ wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
+ wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
+
+ wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
+ wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
+
+ wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
+ wepinfo_ter_dps = 0;
+ */
+METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
+ {
+ W_Mortar_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
+ }
+ }
+ else if(fire & 2)
+ {
+ if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
+ {
+ bool nadefound = false;
+ entity nade;
+ for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
+ {
+ if(!nade.gl_detonate_later)
+ {
+ nade.gl_detonate_later = true;
+ nadefound = true;
+ }
+ }
+ if(nadefound)
+ sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
+ }
+ else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
+ {
+ W_Mortar_Attack2(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
+ }
+ }
+}
+METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
+ ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
+ return ammo_amount;
+}
+METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
+ ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
+ return ammo_amount;
+}
+METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
+}
+METHOD(Mortar, wr_suicidemessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_MORTAR_SUICIDE_BOUNCE;
+ else
+ return WEAPON_MORTAR_SUICIDE_EXPLODE;
+}
+METHOD(Mortar, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_MORTAR_MURDER_BOUNCE;
+ else
+ return WEAPON_MORTAR_MURDER_EXPLODE;
+}
#endif
#ifdef CSQC
- METHOD(Mortar, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
- }
+METHOD(Mortar, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
+}
#endif
#endif
MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
- METHOD(PortoLaunch, wr_aim, void(entity thiswep))
- {
- SELFPARAM();
- PHYS_INPUT_BUTTON_ATCK(self) = false;
- PHYS_INPUT_BUTTON_ATCK2(self) = false;
- if(!WEP_CVAR(porto, secondary))
- if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
- PHYS_INPUT_BUTTON_ATCK(self) = true;
- }
- METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(porto, secondary))
- {
- if(fire & 1)
- if(!actor.porto_current)
- if(!actor.porto_forbidden)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
- {
- W_Porto_Attack(0);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
- }
-
- if(fire & 2)
- if(!actor.porto_current)
- if(!actor.porto_forbidden)
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
- {
- W_Porto_Attack(1);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
- }
- }
- else
- {
- if(actor.porto_v_angle_held)
- {
- if(!(fire & 2))
- {
- actor.porto_v_angle_held = 0;
-
- ClientData_Touch(actor);
- }
- }
- else
- {
- if(fire & 2)
- {
- actor.porto_v_angle = actor.v_angle;
- actor.porto_v_angle_held = 1;
-
- ClientData_Touch(actor);
- }
- }
- if(actor.porto_v_angle_held)
- makevectors(actor.porto_v_angle); // override the previously set angles
-
- if(fire & 1)
- if(!actor.porto_current)
- if(!actor.porto_forbidden)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
- {
- W_Porto_Attack(-1);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
- }
- }
- }
- METHOD(PortoLaunch, wr_checkammo1, bool(entity this))
- {
- // always allow infinite ammo
- return true;
- }
- METHOD(PortoLaunch, wr_checkammo2, bool(entity this))
- {
- // always allow infinite ammo
- return true;
- }
- METHOD(PortoLaunch, wr_setup, void(entity thiswep))
- {
- SELFPARAM();
- self.ammo_field = ammo_none;
- }
- METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep))
- {
- SELFPARAM();
- self.porto_current = world;
- }
+METHOD(PortoLaunch, wr_aim, void(entity thiswep))
+{
+ SELFPARAM();
+ PHYS_INPUT_BUTTON_ATCK(self) = false;
+ PHYS_INPUT_BUTTON_ATCK2(self) = false;
+ if(!WEP_CVAR(porto, secondary))
+ if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
+ PHYS_INPUT_BUTTON_ATCK(self) = true;
+}
+METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(porto, secondary))
+ {
+ if(fire & 1)
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
+ {
+ W_Porto_Attack(0);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ }
+
+ if(fire & 2)
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
+ {
+ W_Porto_Attack(1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
+ }
+ }
+ else
+ {
+ if(actor.porto_v_angle_held)
+ {
+ if(!(fire & 2))
+ {
+ actor.porto_v_angle_held = 0;
+
+ ClientData_Touch(actor);
+ }
+ }
+ else
+ {
+ if(fire & 2)
+ {
+ actor.porto_v_angle = actor.v_angle;
+ actor.porto_v_angle_held = 1;
+
+ ClientData_Touch(actor);
+ }
+ }
+ if(actor.porto_v_angle_held)
+ makevectors(actor.porto_v_angle); // override the previously set angles
+
+ if(fire & 1)
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
+ {
+ W_Porto_Attack(-1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ }
+ }
+}
+METHOD(PortoLaunch, wr_checkammo1, bool(entity this))
+{
+ // always allow infinite ammo
+ return true;
+}
+METHOD(PortoLaunch, wr_checkammo2, bool(entity this))
+{
+ // always allow infinite ammo
+ return true;
+}
+METHOD(PortoLaunch, wr_setup, void(entity thiswep))
+{
+ SELFPARAM();
+ self.ammo_field = ammo_none;
+}
+METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep))
+{
+ SELFPARAM();
+ self.porto_current = world;
+}
#endif
#ifdef CSQC
- METHOD(PortoLaunch, wr_impacteffect, void(entity this)) {
- LOG_WARNING("Since when does Porto send DamageInfo?\n");
- }
+METHOD(PortoLaunch, wr_impacteffect, void(entity this)) {
+ LOG_WARNING("Since when does Porto send DamageInfo?\n");
+}
#endif
#endif
.float bot_secondary_riflemooth;
- METHOD(Rifle, wr_aim, void(entity thiswep))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = false;
- PHYS_INPUT_BUTTON_ATCK2(self) = false;
- if(vdist(self.origin - self.enemy.origin, >, 1000))
- self.bot_secondary_riflemooth = 0;
- if(self.bot_secondary_riflemooth == 0)
- {
- if(bot_aim(1000000, 0, 0.001, false))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = true;
- if(random() < 0.01) self.bot_secondary_riflemooth = 1;
- }
- }
- else
- {
- if(bot_aim(1000000, 0, 0.001, false))
- {
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if(random() < 0.03) self.bot_secondary_riflemooth = 0;
- }
- }
- }
- METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- {
- actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
- if(fire & 1)
- if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
- if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
- {
- weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
- W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
- actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
- }
- if(fire & 2)
- {
- if(WEP_CVAR(rifle, secondary))
- {
- if(WEP_CVAR_SEC(rifle, reload)) {
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- {
- if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
- if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
- {
- weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
- W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
- actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
- }
- }
- }
- }
- }
- }
- METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
- ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
- return ammo_amount;
- }
- METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
- ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
- return ammo_amount;
- }
- METHOD(Rifle, wr_resetplayer, void(entity thiswep))
- {
- self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
- }
- METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
- }
- METHOD(Rifle, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(Rifle, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
- else
- return WEAPON_RIFLE_MURDER_HAIL;
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_RIFLE_MURDER_PIERCING;
- else
- return WEAPON_RIFLE_MURDER;
- }
- }
+METHOD(Rifle, wr_aim, void(entity thiswep))
+{
+ PHYS_INPUT_BUTTON_ATCK(self) = false;
+ PHYS_INPUT_BUTTON_ATCK2(self) = false;
+ if(vdist(self.origin - self.enemy.origin, >, 1000))
+ self.bot_secondary_riflemooth = 0;
+ if(self.bot_secondary_riflemooth == 0)
+ {
+ if(bot_aim(1000000, 0, 0.001, false))
+ {
+ PHYS_INPUT_BUTTON_ATCK(self) = true;
+ if(random() < 0.01) self.bot_secondary_riflemooth = 1;
+ }
+ }
+ else
+ {
+ if(bot_aim(1000000, 0, 0.001, false))
+ {
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ if(random() < 0.03) self.bot_secondary_riflemooth = 0;
+ }
+ }
+}
+METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
+ if(fire & 1)
+ if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
+ if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
+ {
+ weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
+ W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+ actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
+ }
+ if(fire & 2)
+ {
+ if(WEP_CVAR(rifle, secondary))
+ {
+ if(WEP_CVAR_SEC(rifle, reload)) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
+ if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
+ {
+ weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
+ W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+ actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
+ }
+ }
+ }
+ }
+ }
+}
+METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
+ ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
+ return ammo_amount;
+}
+METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
+ ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
+ return ammo_amount;
+}
+METHOD(Rifle, wr_resetplayer, void(entity thiswep))
+{
+ self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
+}
+METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
+}
+METHOD(Rifle, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Rifle, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
+ else
+ return WEAPON_RIFLE_MURDER_HAIL;
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_RIFLE_MURDER_PIERCING;
+ else
+ return WEAPON_RIFLE_MURDER;
+ }
+}
#endif
#ifdef CSQC
- METHOD(Rifle, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent)
- {
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
- }
- }
- METHOD(Rifle, wr_init, void(entity thiswep))
- {
- if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
- {
- precache_pic("gfx/reticle_nex");
- }
- }
- METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
- {
- if(button_zoom || zoomscript_caught)
- {
- reticle_image = "gfx/reticle_nex";
- return true;
- }
- else
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
+METHOD(Rifle, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ {
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+ }
+}
+METHOD(Rifle, wr_init, void(entity thiswep))
+{
+ if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+ {
+ precache_pic("gfx/reticle_nex");
+ }
+}
+METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
+{
+ if(button_zoom || zoomscript_caught)
+ {
+ reticle_image = "gfx/reticle_nex";
+ return true;
+ }
+ else
+ {
+ // no weapon specific image for this weapon
+ return false;
+ }
+}
#endif
#endif
// Begin: Genereal weapon functions
// ============================
- METHOD(Seeker, wr_aim, void(entity thiswep))
- {
- if(WEP_CVAR(seeker, type) == 1)
- if(W_Seeker_Tagged_Info(self, self.enemy) != world)
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
- else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
- else
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
- }
- METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else if(fire & 1)
- {
- if(WEP_CVAR(seeker, type) == 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
- {
- W_Seeker_Attack();
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
- }
- }
- else
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
- {
- W_Seeker_Fire_Tag(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
- }
- }
- }
-
- else if(fire & 2)
- {
- if(WEP_CVAR(seeker, type) == 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
- {
- W_Seeker_Fire_Tag(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
- }
- }
- else
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
- {
- W_Seeker_Fire_Flac(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
- }
- }
- }
- }
- METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount;
- if(WEP_CVAR(seeker, type) == 1)
- {
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
- ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
- }
- else
- {
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
- }
- return ammo_amount;
- }
- METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount;
- if(WEP_CVAR(seeker, type) == 1)
- {
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
- }
- else
- {
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
- ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
- }
- return ammo_amount;
- }
- METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
- }
- METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_SEEKER_SUICIDE;
- }
- METHOD(Seeker, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SEEKER_MURDER_TAG;
- else
- return WEAPON_SEEKER_MURDER_SPRAY;
- }
+METHOD(Seeker, wr_aim, void(entity thiswep))
+{
+ if(WEP_CVAR(seeker, type) == 1)
+ if(W_Seeker_Tagged_Info(self, self.enemy) != world)
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+ else
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ else
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+}
+METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else if(fire & 1)
+ {
+ if(WEP_CVAR(seeker, type) == 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
+ {
+ W_Seeker_Attack();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+ }
+ }
+ else
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
+ {
+ W_Seeker_Fire_Tag(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ }
+ }
+ }
+
+ else if(fire & 2)
+ {
+ if(WEP_CVAR(seeker, type) == 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
+ {
+ W_Seeker_Fire_Tag(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ }
+ }
+ else
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
+ {
+ W_Seeker_Fire_Flac(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+ }
+ }
+ }
+}
+METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount;
+ if(WEP_CVAR(seeker, type) == 1)
+ {
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+ }
+ else
+ {
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ }
+ return ammo_amount;
+}
+METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
+{
+ float ammo_amount;
+ if(WEP_CVAR(seeker, type) == 1)
+ {
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ }
+ else
+ {
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+ }
+ return ammo_amount;
+}
+METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
+}
+METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_SEEKER_SUICIDE;
+}
+METHOD(Seeker, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SEEKER_MURDER_TAG;
+ else
+ return WEAPON_SEEKER_MURDER_SPRAY;
+}
#endif
#ifdef CSQC
- METHOD(Seeker, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- if(w_deathtype & HITTYPE_BOUNCE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
- }
- else
- {
- pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if(w_random<0.15)
- sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
- else if(w_random<0.7)
- sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
- else
- sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
- }
- }
- }
- else
- {
- pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if(w_random<0.15)
- sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
- else if(w_random<0.7)
- sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
- else
- sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
- }
- }
- }
+METHOD(Seeker, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ if(w_deathtype & HITTYPE_BOUNCE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
+ }
+ else
+ {
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if(w_random<0.15)
+ sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
+ else if(w_random<0.7)
+ sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
+ else
+ sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
+ }
+ }
+ }
+ else
+ {
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if(w_random<0.15)
+ sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
+ else if(w_random<0.7)
+ sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
+ else
+ sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
+ }
+ }
+}
#endif
#endif
}
}
- METHOD(Shockwave, wr_aim, void(entity thiswep))
- {
- if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
- { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false); }
- else
- { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false); }
- }
- METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(fire & 1)
- {
- if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
- {
- W_Shockwave_Attack();
- actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
- }
- }
- }
- else if(fire & 2)
- {
- //if(actor.clip_load >= 0) // we are not currently reloading
- if(!actor.crouch) // no crouchmelee please
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
- {
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
- }
- }
- }
- METHOD(Shockwave, wr_checkammo1, bool(entity thiswep))
- {
- return true; // infinite ammo
- }
- METHOD(Shockwave, wr_checkammo2, bool(entity thiswep))
- {
- // shockwave has infinite ammo
- return true;
- }
- METHOD(Shockwave, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(Shockwave, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SHOCKWAVE_MURDER_SLAP;
- else
- return WEAPON_SHOCKWAVE_MURDER;
- }
+METHOD(Shockwave, wr_aim, void(entity thiswep))
+{
+ if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
+ { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false); }
+ else
+ { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false); }
+}
+METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(fire & 1)
+ {
+ if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
+ {
+ W_Shockwave_Attack();
+ actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
+ }
+ }
+ }
+ else if(fire & 2)
+ {
+ //if(actor.clip_load >= 0) // we are not currently reloading
+ if(!actor.crouch) // no crouchmelee please
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
+ {
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
+ }
+ }
+}
+METHOD(Shockwave, wr_checkammo1, bool(entity thiswep))
+{
+ return true; // infinite ammo
+}
+METHOD(Shockwave, wr_checkammo2, bool(entity thiswep))
+{
+ // shockwave has infinite ammo
+ return true;
+}
+METHOD(Shockwave, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Shockwave, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SHOCKWAVE_MURDER_SLAP;
+ else
+ return WEAPON_SHOCKWAVE_MURDER;
+}
#endif
#ifdef CSQC
shockwave.sw_time = time;
}
- METHOD(Shockwave, wr_impacteffect, void(entity thiswep))
- {
- // handled by Net_ReadShockwaveParticle
- //vector org2;
- //org2 = w_org + w_backoff * 2;
- //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
- }
+METHOD(Shockwave, wr_impacteffect, void(entity thiswep))
+{
+ // handled by Net_ReadShockwaveParticle
+ //vector org2;
+ //org2 = w_org + w_backoff * 2;
+ //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+}
#endif
#endif
.float shotgun_primarytime;
- METHOD(Shotgun, wr_aim, void(entity thiswep))
- {
- if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false);
- else
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false);
- }
- METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
- {
- // don't force reload an empty shotgun if its melee attack is active
- if(WEP_CVAR(shotgun, secondary) < 2) {
- thiswep.wr_reload(thiswep, actor, weaponentity);
- }
- }
- else
- {
- if(fire & 1)
- {
- if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
- {
- W_Shotgun_Attack(thiswep, true);
- actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
- }
- }
- }
- else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
- {
- if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
- {
- W_Shotgun_Attack(thiswep, false);
- actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
- }
- }
- }
- }
- if(actor.clip_load >= 0) // we are not currently reloading
- if(!actor.crouch) // no crouchmelee please
- if(WEP_CVAR(shotgun, secondary) == 1)
- if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
- {
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
- }
- }
- METHOD(Shotgun, wr_setup, void(entity thiswep))
- {
- self.ammo_field = ammo_none;
- }
- METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
- ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
- return ammo_amount;
- }
- METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
- {
- if(IS_BOT_CLIENT(self))
- if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
- return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
- switch(WEP_CVAR(shotgun, secondary))
- {
- case 1: return true; // melee does not use ammo
- case 2: // secondary triple shot
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
- ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
- return ammo_amount;
- }
- default: return false; // secondary unavailable
- }
- }
- METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
- }
- METHOD(Shotgun, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(Shotgun, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SHOTGUN_MURDER_SLAP;
- else
- return WEAPON_SHOTGUN_MURDER;
- }
+METHOD(Shotgun, wr_aim, void(entity thiswep))
+{
+ if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false);
+ else
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false);
+}
+METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+ {
+ // don't force reload an empty shotgun if its melee attack is active
+ if(WEP_CVAR(shotgun, secondary) < 2) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ }
+ }
+ else
+ {
+ if(fire & 1)
+ {
+ if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
+ {
+ W_Shotgun_Attack(thiswep, true);
+ actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+ }
+ }
+ }
+ else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
+ {
+ if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
+ {
+ W_Shotgun_Attack(thiswep, false);
+ actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+ }
+ }
+ }
+ }
+ if(actor.clip_load >= 0) // we are not currently reloading
+ if(!actor.crouch) // no crouchmelee please
+ if(WEP_CVAR(shotgun, secondary) == 1)
+ if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
+ {
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+ }
+}
+METHOD(Shotgun, wr_setup, void(entity thiswep))
+{
+ self.ammo_field = ammo_none;
+}
+METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+ ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+ return ammo_amount;
+}
+METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
+{
+ if(IS_BOT_CLIENT(self))
+ if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
+ return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+ switch(WEP_CVAR(shotgun, secondary))
+ {
+ case 1: return true; // melee does not use ammo
+ case 2: // secondary triple shot
+ {
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+ ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+ return ammo_amount;
+ }
+ default: return false; // secondary unavailable
+ }
+}
+METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
+}
+METHOD(Shotgun, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Shotgun, wr_killmessage, int(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SHOTGUN_MURDER_SLAP;
+ else
+ return WEAPON_SHOTGUN_MURDER;
+}
#endif
#ifdef CSQC
.float prevric;
- METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
- {
- vector org2 = w_org + w_backoff * 2;
- pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent && time - self.prevric > 0.25)
- {
- if(w_random < 0.05)
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
- self.prevric = time;
- }
- }
+METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
+{
+ vector org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent && time - self.prevric > 0.25)
+ {
+ if(w_random < 0.05)
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+ self.prevric = time;
+ }
+}
#endif
#endif
}
}
- METHOD(Vaporizer, wr_aim, void(entity thiswep))
- {
- if(self.(thiswep.ammo_field) > 0)
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 1, false);
- else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
- }
- METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
- // if the laser uses load, we also consider its ammo for reloading
- if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- }
- if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
- {
- W_Vaporizer_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
- }
- }
- if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
- {
- if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
- {
- bool rapid = autocvar_g_rm_laser_rapid;
- if(actor.jump_interval <= time && !actor.held_down)
- {
- if(rapid)
- actor.held_down = true;
- actor.jump_interval = time + autocvar_g_rm_laser_refire;
- actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
- damage_goodhits = 0;
- W_RocketMinsta_Attack2();
- }
- else if(rapid && actor.jump_interval2 <= time && actor.held_down)
- {
- actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
- damage_goodhits = 0;
- W_RocketMinsta_Attack3();
- //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
- }
- }
- else if (actor.jump_interval <= time)
- {
- // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
- actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
-
- // decrease ammo for the laser?
- if(WEP_CVAR_SEC(vaporizer, ammo))
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
-
- // ugly instagib hack to reuse the fire mode of the laser
- makevectors(actor.v_angle);
- Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack
- PS(actor).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- actor,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(vaporizer, shotangle),
- WEP_CVAR_SEC(vaporizer, damage),
- WEP_CVAR_SEC(vaporizer, edgedamage),
- WEP_CVAR_SEC(vaporizer, radius),
- WEP_CVAR_SEC(vaporizer, force),
- WEP_CVAR_SEC(vaporizer, speed),
- WEP_CVAR_SEC(vaporizer, spread),
- WEP_CVAR_SEC(vaporizer, delay),
- WEP_CVAR_SEC(vaporizer, lifetime)
- );
- PS(actor).m_weapon = oldwep;
-
- // now do normal refire
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
- }
- }
- else
- actor.held_down = false;
- }
- METHOD(Vaporizer, wr_setup, void(entity thiswep))
- {
- self.ammo_field = (thiswep.ammo_field);
- self.vaporizer_lasthit = 0;
- }
- METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
- {
- float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
- float ammo_amount = self.(thiswep.ammo_field) >= vaporizer_ammo;
- ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
- return ammo_amount;
- }
- METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
- {
- if(!WEP_CVAR_SEC(vaporizer, ammo))
- return true;
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
- ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
- return ammo_amount;
- }
- METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
- {
- self.vaporizer_lasthit = 0;
- }
- METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
- float used_ammo;
- if(WEP_CVAR_SEC(vaporizer, ammo))
- used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
- else
- used_ammo = vaporizer_ammo;
-
- W_Reload(self, used_ammo, SND(RELOAD));
- }
- METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_VAPORIZER_MURDER;
- }
+METHOD(Vaporizer, wr_aim, void(entity thiswep))
+{
+ if(self.(thiswep.ammo_field) > 0)
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 1, false);
+ else
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
+}
+METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+ // if the laser uses load, we also consider its ammo for reloading
+ if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ }
+ if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
+ {
+ W_Vaporizer_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
+ }
+ }
+ if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
+ {
+ if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
+ {
+ bool rapid = autocvar_g_rm_laser_rapid;
+ if(actor.jump_interval <= time && !actor.held_down)
+ {
+ if(rapid)
+ actor.held_down = true;
+ actor.jump_interval = time + autocvar_g_rm_laser_refire;
+ actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
+ damage_goodhits = 0;
+ W_RocketMinsta_Attack2();
+ }
+ else if(rapid && actor.jump_interval2 <= time && actor.held_down)
+ {
+ actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
+ damage_goodhits = 0;
+ W_RocketMinsta_Attack3();
+ //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
+ }
+ }
+ else if (actor.jump_interval <= time)
+ {
+ // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
+ actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
+
+ // decrease ammo for the laser?
+ if(WEP_CVAR_SEC(vaporizer, ammo))
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
+
+ // ugly instagib hack to reuse the fire mode of the laser
+ makevectors(actor.v_angle);
+ Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack
+ PS(actor).m_weapon = WEP_BLASTER;
+ W_Blaster_Attack(
+ actor,
+ WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+ WEP_CVAR_SEC(vaporizer, shotangle),
+ WEP_CVAR_SEC(vaporizer, damage),
+ WEP_CVAR_SEC(vaporizer, edgedamage),
+ WEP_CVAR_SEC(vaporizer, radius),
+ WEP_CVAR_SEC(vaporizer, force),
+ WEP_CVAR_SEC(vaporizer, speed),
+ WEP_CVAR_SEC(vaporizer, spread),
+ WEP_CVAR_SEC(vaporizer, delay),
+ WEP_CVAR_SEC(vaporizer, lifetime)
+ );
+ PS(actor).m_weapon = oldwep;
+
+ // now do normal refire
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
+ }
+ }
+ else
+ actor.held_down = false;
+}
+METHOD(Vaporizer, wr_setup, void(entity thiswep))
+{
+ self.ammo_field = (thiswep.ammo_field);
+ self.vaporizer_lasthit = 0;
+}
+METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
+{
+ float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+ float ammo_amount = self.(thiswep.ammo_field) >= vaporizer_ammo;
+ ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
+ return ammo_amount;
+}
+METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
+{
+ if(!WEP_CVAR_SEC(vaporizer, ammo))
+ return true;
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
+ ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
+ return ammo_amount;
+}
+METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
+{
+ self.vaporizer_lasthit = 0;
+}
+METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+ float used_ammo;
+ if(WEP_CVAR_SEC(vaporizer, ammo))
+ used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
+ else
+ used_ammo = vaporizer_ammo;
+
+ W_Reload(self, used_ammo, SND(RELOAD));
+}
+METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
+{
+ return WEAPON_VAPORIZER_MURDER;
+}
#endif
#ifdef CSQC
- METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
- {
- vector org2 = w_org + w_backoff * 6;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
- }
- else
- {
- pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
- if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
- }
- }
- METHOD(Vaporizer, wr_init, void(entity thiswep))
- {
- if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
- {
- precache_pic("gfx/reticle_nex");
- }
- }
- METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
- {
- if(button_zoom || zoomscript_caught)
- {
- reticle_image = "gfx/reticle_nex";
- return true;
- }
- else
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
+METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
+{
+ vector org2 = w_org + w_backoff * 6;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+ }
+ else
+ {
+ pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
+ }
+}
+METHOD(Vaporizer, wr_init, void(entity thiswep))
+{
+ if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+ {
+ precache_pic("gfx/reticle_nex");
+ }
+}
+METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
+{
+ if(button_zoom || zoomscript_caught)
+ {
+ reticle_image = "gfx/reticle_nex";
+ return true;
+ }
+ else
+ {
+ // no weapon specific image for this weapon
+ return false;
+ }
+}
#endif
#endif
.float vortex_chargepool_pauseregen_finished;
- METHOD(Vortex, wr_aim, void(entity thiswep))
- {
- if(bot_aim(1000000, 0, 1, false))
- PHYS_INPUT_BUTTON_ATCK(self) = true;
- else
- {
- if(WEP_CVAR(vortex, charge))
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- }
- }
- METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
- actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
-
- if(WEP_CVAR_SEC(vortex, chargepool))
- if(actor.vortex_chargepool_ammo < 1)
- {
- if(actor.vortex_chargepool_pauseregen_finished < time)
- actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
- actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
- }
-
- if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- {
- if(fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
- {
- W_Vortex_Attack(thiswep, 0);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
- }
- }
- if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
- {
- if(WEP_CVAR(vortex, charge))
- {
- actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
- float dt = frametime / W_TICSPERFRAME;
-
- if(actor.vortex_charge < 1)
- {
- if(WEP_CVAR_SEC(vortex, chargepool))
- {
- if(WEP_CVAR_SEC(vortex, ammo))
- {
- // always deplete if secondary is held
- actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
-
- dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
- dt = min(dt, actor.vortex_chargepool_ammo);
- dt = max(0, dt);
-
- actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
- }
- }
-
- else if(WEP_CVAR_SEC(vortex, ammo))
- {
- if(fire & 2) // only eat ammo when the button is pressed
- {
- dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if(autocvar_g_balance_vortex_reload_ammo)
- {
- dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
- dt = max(0, dt);
- if(dt > 0)
- {
- actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
- }
- actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
- }
- else
- {
- dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
- dt = max(0, dt);
- if(dt > 0)
- {
- actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
- }
- }
- }
- actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
- }
- }
-
- else
- {
- dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
- }
- }
- }
- else if(WEP_CVAR(vortex, secondary))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
- {
- W_Vortex_Attack(thiswep, 1);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
- }
- }
- }
- }
- }
- METHOD(Vortex, wr_setup, void(entity thiswep))
- {
- self.vortex_lasthit = 0;
- }
- METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
- ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
- return ammo_amount;
- }
- METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
- {
- if(WEP_CVAR(vortex, secondary))
- {
- // don't allow charging if we don't have enough ammo
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
- ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
- return ammo_amount;
- }
- else
- {
- return false; // zoom is not a fire mode
- }
- }
- METHOD(Vortex, wr_resetplayer, void(entity thiswep))
- {
- if (WEP_CVAR(vortex, charge)) {
- if (WEP_CVAR_SEC(vortex, chargepool)) {
- self.vortex_chargepool_ammo = 1;
- }
- self.vortex_charge = WEP_CVAR(vortex, charge_start);
- }
- self.vortex_lasthit = 0;
- }
- METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
- }
- METHOD(Vortex, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(Vortex, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_VORTEX_MURDER;
- }
+METHOD(Vortex, wr_aim, void(entity thiswep))
+{
+ if(bot_aim(1000000, 0, 1, false))
+ PHYS_INPUT_BUTTON_ATCK(self) = true;
+ else
+ {
+ if(WEP_CVAR(vortex, charge))
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ }
+}
+METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
+ actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
+
+ if(WEP_CVAR_SEC(vortex, chargepool))
+ if(actor.vortex_chargepool_ammo < 1)
+ {
+ if(actor.vortex_chargepool_pauseregen_finished < time)
+ actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
+ actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
+ }
+
+ if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
+ {
+ W_Vortex_Attack(thiswep, 0);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
+ }
+ }
+ if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
+ {
+ if(WEP_CVAR(vortex, charge))
+ {
+ actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
+ float dt = frametime / W_TICSPERFRAME;
+
+ if(actor.vortex_charge < 1)
+ {
+ if(WEP_CVAR_SEC(vortex, chargepool))
+ {
+ if(WEP_CVAR_SEC(vortex, ammo))
+ {
+ // always deplete if secondary is held
+ actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+
+ dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
+ dt = min(dt, actor.vortex_chargepool_ammo);
+ dt = max(0, dt);
+
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ }
+ }
+
+ else if(WEP_CVAR_SEC(vortex, ammo))
+ {
+ if(fire & 2) // only eat ammo when the button is pressed
+ {
+ dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(autocvar_g_balance_vortex_reload_ammo)
+ {
+ dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
+ }
+ actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
+ }
+ else
+ {
+ dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
+ }
+ }
+ }
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ }
+ }
+
+ else
+ {
+ dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ }
+ }
+ }
+ else if(WEP_CVAR(vortex, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
+ {
+ W_Vortex_Attack(thiswep, 1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
+ }
+ }
+ }
+ }
+}
+METHOD(Vortex, wr_setup, void(entity thiswep))
+{
+ self.vortex_lasthit = 0;
+}
+METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
+ ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
+ return ammo_amount;
+}
+METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
+{
+ if(WEP_CVAR(vortex, secondary))
+ {
+ // don't allow charging if we don't have enough ammo
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
+ ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
+ return ammo_amount;
+ }
+ else
+ {
+ return false; // zoom is not a fire mode
+ }
+}
+METHOD(Vortex, wr_resetplayer, void(entity thiswep))
+{
+ if (WEP_CVAR(vortex, charge)) {
+ if (WEP_CVAR_SEC(vortex, chargepool)) {
+ self.vortex_chargepool_ammo = 1;
+ }
+ self.vortex_charge = WEP_CVAR(vortex, charge_start);
+ }
+ self.vortex_lasthit = 0;
+}
+METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
+}
+METHOD(Vortex, wr_suicidemessage, int(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Vortex, wr_killmessage, int(entity thiswep))
+{
+ return WEAPON_VORTEX_MURDER;
+}
#endif
#ifdef CSQC
- METHOD(Vortex, wr_impacteffect, void(entity thiswep))
- {
- vector org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
- }
- METHOD(Vortex, wr_init, void(entity thiswep))
- {
- if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
- {
- precache_pic("gfx/reticle_nex");
- }
- }
- METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
- {
- if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
- {
- reticle_image = "gfx/reticle_nex";
- return true;
- }
- else
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
+METHOD(Vortex, wr_impacteffect, void(entity thiswep))
+{
+ vector org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
+}
+METHOD(Vortex, wr_init, void(entity thiswep))
+{
+ if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+ {
+ precache_pic("gfx/reticle_nex");
+ }
+}
+METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
+{
+ if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
+ {
+ reticle_image = "gfx/reticle_nex";
+ return true;
+ }
+ else
+ {
+ // no weapon specific image for this weapon
+ return false;
+ }
+}
#endif
#endif