--- /dev/null
- set g_balance_electro_primary_comboradius 200
+g_mod_balance XPM
+
+// {{{ starting gear
+set g_start_weapon_laser -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_grenadelauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_nex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_hagar -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms" // UNTIL IT CAN BE REMOVED FROM CODE
+set g_start_weapon_rocketlauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_minstanex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_porto -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_hook -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_tuba -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_fireball -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_balance_health_start 100
+set g_balance_armor_start 0
+set g_start_ammo_shells 15
+set g_start_ammo_nails 0
+set g_start_ammo_rockets 0
+set g_start_ammo_cells 0
+set g_start_ammo_fuel 0
+set g_warmup_start_health 100 "starting values when being in warmup-stage"
+set g_warmup_start_armor 100 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_shells 30 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_nails 160 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_rockets 80 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_cells 90 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_fuel 0 "starting values when being in warmup-stage"
+set g_lms_start_health 200
+set g_lms_start_armor 200
+set g_lms_start_ammo_shells 60
+set g_lms_start_ammo_nails 320
+set g_lms_start_ammo_rockets 160
+set g_lms_start_ammo_cells 180
+set g_lms_start_ammo_fuel 0
+set g_balance_nix_roundtime 25
+set g_balance_nix_incrtime 1.6
+set g_balance_nix_ammo_shells 60
+set g_balance_nix_ammo_nails 320
+set g_balance_nix_ammo_rockets 160
+set g_balance_nix_ammo_cells 180
+set g_balance_nix_ammo_fuel 0
+set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
+set g_balance_nix_ammoincr_nails 6
+set g_balance_nix_ammoincr_rockets 2
+set g_balance_nix_ammoincr_cells 2
+set g_balance_nix_ammoincr_fuel 2
+// }}}
+
+// {{{ pickup items
+set g_pickup_ammo_anyway 1
+set g_pickup_weapons_anyway 1
+set g_pickup_shells 15
+set g_pickup_shells_weapon 15
+set g_pickup_shells_max 60
+set g_pickup_nails 80
+set g_pickup_nails_weapon 80
+set g_pickup_nails_max 320
+set g_pickup_rockets 40
+set g_pickup_rockets_weapon 40
+set g_pickup_rockets_max 160
+set g_pickup_cells 30
+set g_pickup_cells_weapon 30
+set g_pickup_cells_max 180
+set g_pickup_fuel 50
+set g_pickup_fuel_weapon 50
+set g_pickup_fuel_jetpack 100
+set g_pickup_fuel_max 100
+set g_pickup_armorsmall 5
+set g_pickup_armorsmall_max 200
+set g_pickup_armorsmall_anyway 0
+set g_pickup_armormedium 25
+set g_pickup_armormedium_max 100
+set g_pickup_armormedium_anyway 0
+set g_pickup_armorbig 50
+set g_pickup_armorbig_max 100
+set g_pickup_armorbig_anyway 0
+set g_pickup_armorlarge 100
+set g_pickup_armorlarge_max 200
+set g_pickup_armorlarge_anyway 0
+set g_pickup_healthsmall 5
+set g_pickup_healthsmall_max 200
+set g_pickup_healthsmall_anyway 0
+set g_pickup_healthmedium 25
+set g_pickup_healthmedium_max 100
+set g_pickup_healthmedium_anyway 0
+set g_pickup_healthlarge 50
+set g_pickup_healthlarge_max 100
+set g_pickup_healthlarge_anyway 0
+set g_pickup_healthmega 100
+set g_pickup_healthmega_max 200
+set g_pickup_healthmega_anyway 0
+set g_pickup_respawntime_short 15
+set g_pickup_respawntime_medium 20
+set g_pickup_respawntime_long 30
+set g_pickup_respawntime_powerup 120
+set g_pickup_respawntime_weapon 10
+set g_pickup_respawntime_superweapon 120
+set g_pickup_respawntime_ammo 15
+set g_pickup_respawntimejitter_short 0
+set g_pickup_respawntimejitter_medium 0
+set g_pickup_respawntimejitter_long 0
+set g_pickup_respawntimejitter_powerup 30
+set g_pickup_respawntimejitter_weapon 0
+set g_pickup_respawntimejitter_superweapon 10
+set g_pickup_respawntimejitter_ammo 0
+// }}}
+
+// {{{ regen/rot
+set g_balance_health_regen 0.08
+set g_balance_health_regenlinear 0.5
+set g_balance_pause_health_regen 5
+set g_balance_pause_health_regen_spawn 0
+set g_balance_health_rot 0.03
+set g_balance_health_rotlinear 0.75
+set g_balance_pause_health_rot 1
+set g_balance_pause_health_rot_spawn 5
+set g_balance_health_regenstable 100
+set g_balance_health_rotstable 100
+set g_balance_health_limit 999
+set g_balance_armor_regen 0
+set g_balance_armor_regenlinear 0
+set g_balance_armor_rot 0.03
+set g_balance_armor_rotlinear 0.75
+set g_balance_pause_armor_rot 1
+set g_balance_pause_armor_rot_spawn 5
+set g_balance_armor_regenstable 100
+set g_balance_armor_rotstable 100
+set g_balance_armor_limit 999
+set g_balance_armor_blockpercent 0.6
+set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
+set g_balance_fuel_regenlinear 0
+set g_balance_pause_fuel_regen 2 // other than this, fuel uses the health regen counter
+set g_balance_fuel_rot 0.05
+set g_balance_fuel_rotlinear 0
+set g_balance_pause_fuel_rot 5
+set g_balance_pause_fuel_rot_spawn 10
+set g_balance_fuel_regenstable 50
+set g_balance_fuel_rotstable 100
+set g_balance_fuel_limit 999
+// }}}
+
+// {{{ misc
+set g_balance_selfdamagepercent 0.65
+set g_weaponspeedfactor 1 "weapon projectile speed multiplier"
+set g_weaponratefactor 1 "weapon fire rate multiplier"
+set g_weapondamagefactor 1 "weapon damage multiplier"
+set g_weaponforcefactor 1 "weapon force multiplier"
+set g_weaponspreadfactor 1 "weapon spread multiplier"
+set g_balance_firetransfer_time 0.9
+set g_balance_firetransfer_damage 0.8
+set g_throughfloor_damage 0.75
+set g_throughfloor_force 0.75
+set g_projectiles_damage 1
+// possible values:
+// -2: absolutely no damage to projectiles (no exceptions)
+// -1: no damage other than the exceptions (electro combo, hagar join explode, ML mines)
+// 0: only damage from contents (lava/slime) or exceptions
+// 1: only self damage or damage from contents or exceptions
+// 2: allow all damage to projectiles normally
+set g_projectiles_keep_owner 0
+set g_projectiles_newton_style 0
+// possible values:
+// 0: absolute velocity projectiles (like Quake)
+// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
+// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
+set g_projectiles_newton_style_2_minfactor 0.8
+set g_projectiles_newton_style_2_maxfactor 1.5
+set g_projectiles_spread_style 7
+// possible values:
+// 0: forward + solid sphere (like Quake) - varies velocity
+// 1: forward + flattened solid sphere
+// 2: forward + solid circle
+// 3: forward + normal distribution 3D - varies velocity
+// 4: forward + normal distribution on a plane
+// 5: forward + circle with 1-r falloff
+// 6: forward + circle with 1-r^2 falloff
+// 7: forward + circle with (1-r)(2-r) falloff
+set g_balance_falldamage_deadminspeed 250
+set g_balance_falldamage_minspeed 900
+set g_balance_falldamage_factor 0.20
+set g_balance_falldamage_maxdamage 40
+set g_balance_damagepush_speedfactor 2.5
+set g_balance_contents_damagerate 0.2 // ticrate interval for applying damage with playerdamage/projectiledamage
+set g_balance_contents_drowndelay 10 // time under water before a player begins drowning
+set g_balance_contents_playerdamage_drowning 20 // damage per second for while player is drowning
+set g_balance_contents_playerdamage_lava 50 // damage per second for while player is inside lava
+set g_balance_contents_playerdamage_slime 30 // damage per second for while player is inside slime
+set g_balance_contents_projectiledamage 10000 // instantly kill projectiles upon touching lava/slime
+set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
+// }}}
+
+// {{{ powerups
+set g_balance_powerup_invincible_takedamage 0.25 // only 1/4th damage is taken
+set g_balance_powerup_invincible_time 30
+set g_balance_powerup_strength_damage 3
+set g_balance_powerup_strength_force 3
+set g_balance_powerup_strength_time 30
+set g_balance_powerup_strength_selfdamage 1.5
+set g_balance_powerup_strength_selfforce 1.5
+set g_balance_superweapons_time 30
+// }}}
+
+// {{{ jetpack/hook
+set g_jetpack_antigravity 0.8 "factor of gravity compensation of the jetpack"
+set g_jetpack_acceleration_side 1200 "acceleration of the jetpack in xy direction"
+set g_jetpack_acceleration_up 600 "acceleration of the jetpack in z direction (note: you have to factor in gravity here, if antigravity is not 1)"
+set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
+set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
+set g_jetpack_fuel 8 "fuel per second for jetpack"
+set g_jetpack_attenuation 2 "jetpack sound attenuation"
+
+set g_grappling_hook_tarzan 2 // 2: can also pull players
+set g_balance_grapplehook_speed_fly 1800
+set g_balance_grapplehook_speed_pull 2000
+set g_balance_grapplehook_force_rubber 2000
+set g_balance_grapplehook_force_rubber_overstretch 1000
+set g_balance_grapplehook_length_min 50
+set g_balance_grapplehook_stretch 50
+set g_balance_grapplehook_airfriction 0.2
+set g_balance_grapplehook_health 50
+set g_balance_grapplehook_damagedbycontents 1
+// }}}
+
+// {{{ weapon properties
+// {{{ laser
+set g_balance_laser_melee_animtime 0.3
+set g_balance_laser_melee_damage 80
+set g_balance_laser_melee_delay 0.25
+set g_balance_laser_melee_force 200
+set g_balance_laser_melee_multihit 1
+set g_balance_laser_melee_no_doubleslap 1
+set g_balance_laser_melee_nonplayerdamage 40
+set g_balance_laser_melee_range 120
+set g_balance_laser_melee_refire 1.25
+set g_balance_laser_melee_swing_side 120
+set g_balance_laser_melee_swing_up 30
+set g_balance_laser_melee_time 0.15
+set g_balance_laser_melee_traces 10
+
+set g_balance_laser_primary 0 // 0 = shockwave attack, 1 = projectile primary
+set g_balance_laser_primary_damage 25
+set g_balance_laser_primary_edgedamage 12.5
+set g_balance_laser_primary_force 300
+set g_balance_laser_primary_radius 70
+set g_balance_laser_primary_speed 6000
+set g_balance_laser_primary_spread 0
+set g_balance_laser_primary_refire 0.7
+set g_balance_laser_primary_animtime 0.2
+set g_balance_laser_primary_lifetime 5
+set g_balance_laser_primary_shotangle 0
+set g_balance_laser_primary_delay 0
+set g_balance_laser_primary_force_zscale 1.2
+set g_balance_laser_primary_force_velocitybias 0
+set g_balance_laser_primary_force_other_scale 1
+
+set g_balance_laser_secondary 2 // 0 = switch away to last used weapon, 1 = projectile secondary, 2 = melee secondary
+set g_balance_laser_secondary_damage 25
+set g_balance_laser_secondary_edgedamage 12.5
+set g_balance_laser_secondary_force 400
+set g_balance_laser_secondary_radius 70
+set g_balance_laser_secondary_speed 12000
+set g_balance_laser_secondary_spread 0
+set g_balance_laser_secondary_refire 0.7
+set g_balance_laser_secondary_animtime 0.2
+set g_balance_laser_secondary_lifetime 5
+set g_balance_laser_secondary_shotangle -90
+set g_balance_laser_secondary_delay 0
+set g_balance_laser_secondary_force_zscale 1.25
+set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
+
+set g_balance_laser_shockwave_damage 20
+set g_balance_laser_shockwave_distance 2000
+set g_balance_laser_shockwave_edgedamage 0
+set g_balance_laser_shockwave_force 200
+set g_balance_laser_shockwave_force_forwardbias 50
+set g_balance_laser_shockwave_force_zscale 2
+set g_balance_laser_shockwave_jump_damage 20
+set g_balance_laser_shockwave_jump_edgedamage 0
+set g_balance_laser_shockwave_jump_force 300
+set g_balance_laser_shockwave_jump_force_velocitybias 0
+set g_balance_laser_shockwave_jump_force_zscale 1.25
+set g_balance_laser_shockwave_jump_multiplier_accuracy 0.5
+set g_balance_laser_shockwave_jump_multiplier_distance 0.5
+set g_balance_laser_shockwave_jump_multiplier_min 0
+set g_balance_laser_shockwave_jump_radius 150
+set g_balance_laser_shockwave_multiplier_accuracy 0.5
+set g_balance_laser_shockwave_multiplier_distance 0.5
+set g_balance_laser_shockwave_multiplier_min 0
+set g_balance_laser_shockwave_splash_damage 15
+set g_balance_laser_shockwave_splash_edgedamage 0
+set g_balance_laser_shockwave_splash_force 100
+set g_balance_laser_shockwave_splash_force_forwardbias 50
+set g_balance_laser_shockwave_splash_multiplier_accuracy 0.5
+set g_balance_laser_shockwave_splash_multiplier_distance 0.5
+set g_balance_laser_shockwave_splash_multiplier_min 0
+set g_balance_laser_shockwave_splash_radius 70
+set g_balance_laser_shockwave_spread_max 120
+set g_balance_laser_shockwave_spread_min 25
+
+set g_balance_laser_switchdelay_drop 0.15
+set g_balance_laser_switchdelay_raise 0.15
+set g_balance_laser_reload_ammo 0 //default: 6
+set g_balance_laser_reload_time 2
+// }}}
+// {{{ shotgun
+set g_balance_shotgun_primary_bullets 14
+set g_balance_shotgun_primary_damage 4
+set g_balance_shotgun_primary_force 15
+set g_balance_shotgun_primary_spread 0.12
+set g_balance_shotgun_primary_refire 0.75
+set g_balance_shotgun_primary_animtime 0.2
+set g_balance_shotgun_primary_ammo 1
+set g_balance_shotgun_primary_speed 8000
+set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
+set g_balance_shotgun_secondary 1
+set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
+set g_balance_shotgun_secondary_melee_range 120
+set g_balance_shotgun_secondary_melee_swing_side 120
+set g_balance_shotgun_secondary_melee_swing_up 30
+set g_balance_shotgun_secondary_melee_time 0.15
+set g_balance_shotgun_secondary_melee_traces 10
+set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 40
+set g_balance_shotgun_secondary_melee_multihit 1
+set g_balance_shotgun_secondary_damage 80
+set g_balance_shotgun_secondary_force 200
+set g_balance_shotgun_secondary_refire 1.25
+set g_balance_shotgun_secondary_animtime 1
+set g_balance_shotgun_switchdelay_drop 0.2
+set g_balance_shotgun_switchdelay_raise 0.2
+set g_balance_shotgun_reload_ammo 0 //default: 5
+set g_balance_shotgun_reload_time 2
+// }}}
+// {{{ uzi
+set g_balance_uzi_mode 1 // Activates varible spread for sustained & burst mode secondary
+set g_balance_uzi_spread_min 0.02
+set g_balance_uzi_spread_max 0.05
+set g_balance_uzi_spread_add 0.012
+
+set g_balance_uzi_burst 3 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_animtime 0.3
+set g_balance_uzi_burst_refire 0.06 // refire between burst bullets
+set g_balance_uzi_burst_refire2 0.45 // refire after burst
+set g_balance_uzi_burst_spread 0.02
+set g_balance_uzi_burst_damage 25
+set g_balance_uzi_burst_force 20
+set g_balance_uzi_burst_ammo 3
+
+set g_balance_uzi_first 1
+set g_balance_uzi_first_damage 14
+set g_balance_uzi_first_force 5
+set g_balance_uzi_first_spread 0.03
+set g_balance_uzi_first_refire 0.125
+set g_balance_uzi_first_ammo 1
+
+set g_balance_uzi_sustained_damage 10 // 100 dps
+set g_balance_uzi_sustained_force 5
+set g_balance_uzi_sustained_spread 0.03
+set g_balance_uzi_sustained_refire 0.1
+set g_balance_uzi_sustained_ammo 1
+
+set g_balance_uzi_speed 18000
+set g_balance_uzi_bulletconstant 115 // 13.1qu
+
+set g_balance_uzi_switchdelay_drop 0.2
+set g_balance_uzi_switchdelay_raise 0.2
+
+set g_balance_uzi_reload_ammo 60 //default: 30
+set g_balance_uzi_reload_time 2
+// }}}
+// {{{ mortar
+set g_balance_grenadelauncher_primary_type 0
+set g_balance_grenadelauncher_primary_damage 50
+set g_balance_grenadelauncher_primary_edgedamage 25
+set g_balance_grenadelauncher_primary_force 250
+set g_balance_grenadelauncher_primary_radius 120
+set g_balance_grenadelauncher_primary_speed 1900
+set g_balance_grenadelauncher_primary_speed_up 225
+set g_balance_grenadelauncher_primary_speed_z 0
+set g_balance_grenadelauncher_primary_spread 0
+set g_balance_grenadelauncher_primary_lifetime 5
+set g_balance_grenadelauncher_primary_lifetime2 1
+set g_balance_grenadelauncher_primary_refire 0.8
+set g_balance_grenadelauncher_primary_animtime 0.3
+set g_balance_grenadelauncher_primary_ammo 2
+set g_balance_grenadelauncher_primary_health 15
+set g_balance_grenadelauncher_primary_damageforcescale 0
+set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
+
+set g_balance_grenadelauncher_secondary_type 1
+set g_balance_grenadelauncher_secondary_damage 60
+set g_balance_grenadelauncher_secondary_edgedamage 30
+set g_balance_grenadelauncher_secondary_force 250
+set g_balance_grenadelauncher_secondary_radius 120
+set g_balance_grenadelauncher_secondary_speed 1400
+set g_balance_grenadelauncher_secondary_speed_up 150
+set g_balance_grenadelauncher_secondary_speed_z 0
+set g_balance_grenadelauncher_secondary_spread 0
+set g_balance_grenadelauncher_secondary_lifetime 5
+set g_balance_grenadelauncher_secondary_lifetime_bounce 0.5
+set g_balance_grenadelauncher_secondary_lifetime_stick 0
+set g_balance_grenadelauncher_secondary_refire 0.7
+set g_balance_grenadelauncher_secondary_animtime 0.3
+set g_balance_grenadelauncher_secondary_ammo 2
+set g_balance_grenadelauncher_secondary_health 30
+set g_balance_grenadelauncher_secondary_damageforcescale 4
+set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
+
+set g_balance_grenadelauncher_bouncefactor 0.5
+set g_balance_grenadelauncher_bouncestop 0.075
+
+set g_balance_grenadelauncher_switchdelay_drop 0.2
+set g_balance_grenadelauncher_switchdelay_raise 0.2
+
+set g_balance_grenadelauncher_reload_ammo 0 //default: 12
+set g_balance_grenadelauncher_reload_time 2
+// }}}
+// {{{ electro
+set g_balance_electro_lightning 0
+set g_balance_electro_primary_damage 40
+set g_balance_electro_primary_edgedamage 20
+set g_balance_electro_primary_force 200
+set g_balance_electro_primary_force_up 0
+set g_balance_electro_primary_radius 100
++set g_balance_electro_primary_comboradius 300
+set g_balance_electro_primary_speed 2500
+set g_balance_electro_primary_spread 0
+set g_balance_electro_primary_lifetime 5
+set g_balance_electro_primary_refire 0.6
+set g_balance_electro_primary_animtime 0.3
+set g_balance_electro_primary_ammo 4
+set g_balance_electro_primary_range 0
+set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
+set g_balance_electro_primary_falloff_maxdist 850
+set g_balance_electro_primary_falloff_halflifedist 425
+set g_balance_electro_secondary_damage 40
+set g_balance_electro_secondary_edgedamage 20
+set g_balance_electro_secondary_force 50
+set g_balance_electro_secondary_radius 150
+set g_balance_electro_secondary_speed 1000
+set g_balance_electro_secondary_speed_up 200
+set g_balance_electro_secondary_speed_z 0
+set g_balance_electro_secondary_spread 0.04
+set g_balance_electro_secondary_lifetime 4
+set g_balance_electro_secondary_refire 0.2
+set g_balance_electro_secondary_refire2 1.6
+set g_balance_electro_secondary_animtime 0.2
+set g_balance_electro_secondary_ammo 2
+set g_balance_electro_secondary_health 5
+set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_damagedbycontents 1
+set g_balance_electro_secondary_count 3
+set g_balance_electro_secondary_bouncefactor 0.3
+set g_balance_electro_secondary_bouncestop 0.05
+set g_balance_electro_combo_damage 50
+set g_balance_electro_combo_edgedamage 25
+set g_balance_electro_combo_force 120
+set g_balance_electro_combo_radius 150
+set g_balance_electro_combo_comboradius 300
+set g_balance_electro_combo_speed 2000
+set g_balance_electro_combo_safeammocheck 1
+set g_balance_electro_switchdelay_drop 0.2
+set g_balance_electro_switchdelay_raise 0.2
+set g_balance_electro_reload_ammo 0 //default: 20
+set g_balance_electro_reload_time 2
+// }}}
+// {{{ lightning
+set g_balance_lightning_primary_ammo 5
+set g_balance_lightning_primary_animtime 0.2
+set g_balance_lightning_primary_damage 100
+set g_balance_lightning_primary_edgedamage 0
+set g_balance_lightning_primary_falloff_mindist 0
+set g_balance_lightning_primary_falloff_maxdist 0
+set g_balance_lightning_primary_falloff_halflifedist 0
+set g_balance_lightning_primary_force 425
+set g_balance_lightning_primary_lifetime 0
+set g_balance_lightning_primary_radius 850
+set g_balance_lightning_primary_range 800
+set g_balance_lightning_primary_refire 0.4
+set g_balance_lightning_primary_speed 0
+set g_balance_lightning_primary_spread 0
+set g_balance_lightning_secondary_ammo 5
+set g_balance_lightning_secondary_animtime 0.5
+set g_balance_lightning_secondary_damage 100
+set g_balance_lightning_secondary_damageforcescale 4
+set g_balance_lightning_secondary_edgedamage 80
+set g_balance_lightning_secondary_flyingdamage 1
+set g_balance_lightning_secondary_flyingforce -80
+set g_balance_lightning_secondary_flyingradius 200
+set g_balance_lightning_secondary_force -200
+set g_balance_lightning_secondary_health 1
+set g_balance_lightning_secondary_lifetime 30
+set g_balance_lightning_secondary_radius 300
+set g_balance_lightning_secondary_refire 5
+set g_balance_lightning_secondary_speed 600
+// }}}
+// {{{ crylink
+set g_balance_crylink_primary_damage 12
+set g_balance_crylink_primary_edgedamage 6
+set g_balance_crylink_primary_force -50
+set g_balance_crylink_primary_radius 80
+set g_balance_crylink_primary_speed 2000
+set g_balance_crylink_primary_spread 0.08
+set g_balance_crylink_primary_shots 6
+set g_balance_crylink_primary_bounces 1
+set g_balance_crylink_primary_refire 0.7
+set g_balance_crylink_primary_animtime 0.3
+set g_balance_crylink_primary_ammo 3
+set g_balance_crylink_primary_bouncedamagefactor 0.5
+set g_balance_crylink_primary_joindelay 0.1
+set g_balance_crylink_primary_joinspread 0.2
+set g_balance_crylink_primary_joinexplode 1
+set g_balance_crylink_primary_joinexplode_damage 0
+set g_balance_crylink_primary_joinexplode_edgedamage 0
+set g_balance_crylink_primary_joinexplode_radius 0
+set g_balance_crylink_primary_joinexplode_force 0
+set g_balance_crylink_primary_linkexplode 1
+
+set g_balance_crylink_primary_middle_lifetime 5 // range: 35000 full, fades to 70000
+set g_balance_crylink_primary_middle_fadetime 5
+set g_balance_crylink_primary_other_lifetime 5
+set g_balance_crylink_primary_other_fadetime 5
+
+set g_balance_crylink_secondary 1
+set g_balance_crylink_secondary_damage 10
+set g_balance_crylink_secondary_edgedamage 5
+set g_balance_crylink_secondary_force -250
+set g_balance_crylink_secondary_radius 100
+set g_balance_crylink_secondary_speed 3000
+set g_balance_crylink_secondary_spread 0.01
+set g_balance_crylink_secondary_spreadtype 1
+set g_balance_crylink_secondary_shots 5
+set g_balance_crylink_secondary_bounces 0
+set g_balance_crylink_secondary_refire 0.7
+set g_balance_crylink_secondary_animtime 0.2
+set g_balance_crylink_secondary_ammo 2
+set g_balance_crylink_secondary_bouncedamagefactor 0.5
+set g_balance_crylink_secondary_joindelay 0
+set g_balance_crylink_secondary_joinspread 0
+set g_balance_crylink_secondary_joinexplode 0
+set g_balance_crylink_secondary_joinexplode_damage 0
+set g_balance_crylink_secondary_joinexplode_edgedamage 0
+set g_balance_crylink_secondary_joinexplode_radius 0
+set g_balance_crylink_secondary_joinexplode_force 0
+set g_balance_crylink_secondary_linkexplode 1
+
+set g_balance_crylink_secondary_middle_lifetime 5 // range: 35000 full, fades to 70000
+set g_balance_crylink_secondary_middle_fadetime 5
+set g_balance_crylink_secondary_line_lifetime 5
+set g_balance_crylink_secondary_line_fadetime 5
+
+set g_balance_crylink_switchdelay_drop 0.2
+set g_balance_crylink_switchdelay_raise 0.2
+
+set g_balance_crylink_reload_ammo 0 //default: 10
+set g_balance_crylink_reload_time 2
+// }}}
+// {{{ nex
+set g_balance_nex_primary_damage 80
+set g_balance_nex_primary_force 400
+set g_balance_nex_primary_refire 1.5
+set g_balance_nex_primary_animtime 0.6
+set g_balance_nex_primary_ammo 6
+set g_balance_nex_primary_damagefalloff_mindist 0 // 1000 For tZork ;3
+set g_balance_nex_primary_damagefalloff_maxdist 0 // 3000
+set g_balance_nex_primary_damagefalloff_halflife 0 // 1500
+set g_balance_nex_primary_damagefalloff_forcehalflife 0 // 1500
+
+set g_balance_nex_secondary 0
+set g_balance_nex_secondary_charge 0
+set g_balance_nex_secondary_charge_rate 0.1
+set g_balance_nex_secondary_chargepool 0
+set g_balance_nex_secondary_chargepool_regen 0.15
+set g_balance_nex_secondary_chargepool_pause_regen 1
+set g_balance_nex_secondary_chargepool_pause_health_regen 1
+set g_balance_nex_secondary_damage 0
+set g_balance_nex_secondary_force 0
+set g_balance_nex_secondary_refire 0
+set g_balance_nex_secondary_animtime 0
+set g_balance_nex_secondary_ammo 2
+set g_balance_nex_secondary_damagefalloff_mindist 0
+set g_balance_nex_secondary_damagefalloff_maxdist 0
+set g_balance_nex_secondary_damagefalloff_halflife 0
+set g_balance_nex_secondary_damagefalloff_forcehalflife 0
+
+set g_balance_nex_charge 1
+set g_balance_nex_charge_mindmg 40
+set g_balance_nex_charge_start 0.5
+set g_balance_nex_charge_rate 0.4
+set g_balance_nex_charge_animlimit 0.5
+set g_balance_nex_charge_limit 1
+set g_balance_nex_charge_rot_rate 0
+set g_balance_nex_charge_rot_pause 0 // Dont rot down until this long after release of charge button
+set g_balance_nex_charge_shot_multiplier 0
+set g_balance_nex_charge_velocity_rate 0
+set g_balance_nex_charge_minspeed 400
+set g_balance_nex_charge_maxspeed 800
+
+set g_balance_nex_switchdelay_drop 0.3
+set g_balance_nex_switchdelay_raise 0.25
+
+set g_balance_nex_reload_ammo 0 //default: 25
+set g_balance_nex_reload_time 2
+// }}}
+// {{{ minstanex
+set g_balance_minstanex_refire 1
+set g_balance_minstanex_animtime 0.3
+set g_balance_minstanex_ammo 10
+set g_balance_minstanex_laser_ammo 0
+set g_balance_minstanex_laser_animtime 0.3
+set g_balance_minstanex_laser_refire 0.7
+set g_balance_minstanex_switchdelay_drop 0.2
+set g_balance_minstanex_switchdelay_raise 0.2
+set g_balance_minstanex_reload_ammo 0 //default: 50
+set g_balance_minstanex_reload_time 2
+// }}}
+// {{{ hagar
+set g_balance_hagar_primary_damage 25
+set g_balance_hagar_primary_edgedamage 12.5
+set g_balance_hagar_primary_force 100
+set g_balance_hagar_primary_health 15
+set g_balance_hagar_primary_damageforcescale 0
+set g_balance_hagar_primary_radius 65
+set g_balance_hagar_primary_spread 0.03
+set g_balance_hagar_primary_speed 2500
+set g_balance_hagar_primary_lifetime 5
+set g_balance_hagar_primary_refire 0.16667 // 6 rockets per second
+set g_balance_hagar_primary_ammo 1
+set g_balance_hagar_secondary 1
+set g_balance_hagar_secondary_load 1
+set g_balance_hagar_secondary_load_speed 0.5
+set g_balance_hagar_secondary_load_spread 0.075
+set g_balance_hagar_secondary_load_spread_bias 0.5
+set g_balance_hagar_secondary_load_max 4
+set g_balance_hagar_secondary_load_hold 4
+set g_balance_hagar_secondary_load_releasedeath 0
+set g_balance_hagar_secondary_load_abort 0
+set g_balance_hagar_secondary_load_linkexplode 0
+set g_balance_hagar_secondary_load_animtime 0.2
+set g_balance_hagar_secondary_damage 40
+set g_balance_hagar_secondary_edgedamage 20
+set g_balance_hagar_secondary_force 75
+set g_balance_hagar_secondary_health 15
+set g_balance_hagar_secondary_damageforcescale 0
+set g_balance_hagar_secondary_radius 80
+set g_balance_hagar_secondary_spread 0.05
+set g_balance_hagar_secondary_speed 2000
+set g_balance_hagar_secondary_lifetime_min 10
+set g_balance_hagar_secondary_lifetime_rand 0
+set g_balance_hagar_secondary_refire 0.5
+set g_balance_hagar_secondary_ammo 1
+set g_balance_hagar_switchdelay_drop 0.2
+set g_balance_hagar_switchdelay_raise 0.2
+set g_balance_hagar_reload_ammo 0 //default: 25
+set g_balance_hagar_reload_time 2
+// }}}
+// {{{ rocketlauncher
+set g_balance_rocketlauncher_damage 80
+set g_balance_rocketlauncher_edgedamage 40
+set g_balance_rocketlauncher_force 450
+set g_balance_rocketlauncher_radius 110
+set g_balance_rocketlauncher_speed 1300
+set g_balance_rocketlauncher_speedaccel 1300
+set g_balance_rocketlauncher_speedstart 1000
+set g_balance_rocketlauncher_lifetime 10
+set g_balance_rocketlauncher_refire 1.1
+set g_balance_rocketlauncher_animtime 0.4
+set g_balance_rocketlauncher_ammo 4
+set g_balance_rocketlauncher_health 30 // 30 // 5 hitpoints above maximum laser value -- this way lasers can't blow it up, but grenadelauncher still can most the time.
+set g_balance_rocketlauncher_damageforcescale 1 // low damage force scale so that it can still be affected by other hits, but not so much that it does a 90 degree turn
+set g_balance_rocketlauncher_detonatedelay 0.02 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
+set g_balance_rocketlauncher_guiderate 90 // max degrees per second
+set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
+set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
+set g_balance_rocketlauncher_guidedelay 0.2 // delay before guiding kicks in
+set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
+set g_balance_rocketlauncher_remote_damage 70
+set g_balance_rocketlauncher_remote_edgedamage 35
+set g_balance_rocketlauncher_remote_radius 110
+set g_balance_rocketlauncher_remote_force 400
+set g_balance_rocketlauncher_switchdelay_drop 0.2
+set g_balance_rocketlauncher_switchdelay_raise 0.2
+set g_balance_rocketlauncher_reload_ammo 0 //default: 25
+set g_balance_rocketlauncher_reload_time 2
+// }}}
+// {{{ porto
+set g_balance_porto_primary_refire 1.5
+set g_balance_porto_primary_animtime 0.3
+set g_balance_porto_primary_speed 1000
+set g_balance_porto_primary_lifetime 5
+set g_balance_porto_secondary 1
+set g_balance_porto_secondary_refire 1.5
+set g_balance_porto_secondary_animtime 0.3
+set g_balance_porto_secondary_speed 1000
+set g_balance_porto_secondary_lifetime 5
+set g_balance_porto_switchdelay_drop 0.2
+set g_balance_porto_switchdelay_raise 0.2
+set g_balance_portal_health 200 // these get recharged whenever the portal is used
+set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
+// }}}
+// {{{ hook
+set g_balance_hook_primary_fuel 5 // hook monkeys set 0
+set g_balance_hook_primary_refire 0 // hook monkeys set 0
+set g_balance_hook_primary_animtime 0.3 // good shoot anim
+set g_balance_hook_primary_hooked_time_max 0 // infinite
+set g_balance_hook_primary_hooked_time_free 2 // 2s being hooked are free
+set g_balance_hook_primary_hooked_fuel 5 // fuel per second hooked
+set g_balance_hook_secondary_damage 25 // not much
+set g_balance_hook_secondary_edgedamage 5 // not much
+set g_balance_hook_secondary_radius 500 // LOTS
+set g_balance_hook_secondary_force -2000 // LOTS
+set g_balance_hook_secondary_ammo 30 // a whole pack
+set g_balance_hook_secondary_lifetime 5 // infinite
+set g_balance_hook_secondary_speed 0 // not much throwing
+set g_balance_hook_secondary_gravity 5 // fast falling
+set g_balance_hook_secondary_refire 3 // don't drop too many bombs...
+set g_balance_hook_secondary_animtime 0.3 // good shoot anim
+set g_balance_hook_secondary_power 3 // effect behaves like a square function
+set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 15
+set g_balance_hook_secondary_damageforcescale 0
+set g_balance_hook_switchdelay_drop 0.2
+set g_balance_hook_switchdelay_raise 0.2
+// }}}
+// {{{ tuba
+set g_balance_tuba_refire 0.05
+set g_balance_tuba_animtime 0.05
+set g_balance_tuba_attenuation 0.5
+set g_balance_tuba_volume 1
+set g_balance_tuba_fadetime 0.25
+set g_balance_tuba_damage 5
+set g_balance_tuba_edgedamage 0
+set g_balance_tuba_radius 200
+set g_balance_tuba_force 40
+set g_balance_tuba_pitchstep 6
+set g_balance_tuba_switchdelay_drop 0.2
+set g_balance_tuba_switchdelay_raise 0.2
+// }}}
+// {{{ fireball // this is a superweapon -- lets make it behave as one.
+set g_balance_fireball_primary_animtime 0.2
+set g_balance_fireball_primary_bfgdamage 100
+set g_balance_fireball_primary_bfgforce 0
+set g_balance_fireball_primary_bfgradius 1000
+set g_balance_fireball_primary_damage 200
+set g_balance_fireball_primary_damageforcescale 0
+set g_balance_fireball_primary_edgedamage 50
+set g_balance_fireball_primary_force 600
+set g_balance_fireball_primary_health 0
+set g_balance_fireball_primary_laserburntime 0.5
+set g_balance_fireball_primary_laserdamage 80
+set g_balance_fireball_primary_laseredgedamage 20
+set g_balance_fireball_primary_laserradius 256
+set g_balance_fireball_primary_lifetime 15
+set g_balance_fireball_primary_radius 200
+set g_balance_fireball_primary_refire 2
+set g_balance_fireball_primary_refire2 0
+set g_balance_fireball_primary_speed 1200
+set g_balance_fireball_primary_spread 0
+set g_balance_fireball_secondary_animtime 0.3
+set g_balance_fireball_secondary_damage 40
+set g_balance_fireball_secondary_damageforcescale 4
+set g_balance_fireball_secondary_damagetime 5
+set g_balance_fireball_secondary_force 100
+set g_balance_fireball_secondary_laserburntime 0.5
+set g_balance_fireball_secondary_laserdamage 50
+set g_balance_fireball_secondary_laseredgedamage 20
+set g_balance_fireball_secondary_laserradius 110
+set g_balance_fireball_secondary_lifetime 7
+set g_balance_fireball_secondary_refire 1.5
+set g_balance_fireball_secondary_speed 900
+set g_balance_fireball_secondary_speed_up 100
+set g_balance_fireball_secondary_speed_z 0
+set g_balance_fireball_secondary_spread 0
+set g_balance_fireball_switchdelay_drop 0.2
+set g_balance_fireball_switchdelay_raise 0.2
+// }}}
setmodel(self, "models/hook.md3");
self.drawmask = MASK_NORMAL;
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
- sound (self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
break;
- case ENT_CLIENT_GAUNTLET:
- sound (self, CH_SHOTS_SINGLE, "weapons/gauntletbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+ case ENT_CLIENT_ARC_BEAM:
- sound (self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTN_NORM);
++ sound (self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
break;
}
}
--- /dev/null
- //self.move_flags &~= FL_ONGROUND;
+.vector iorigin1, iorigin2;
+.float spawntime;
+.vector trail_oldorigin;
+.float trail_oldtime;
+.float fade_time, fade_rate;
+
+void SUB_Stop()
+{
+ self.move_velocity = self.move_avelocity = '0 0 0';
+ self.move_movetype = MOVETYPE_NONE;
+}
+
+.float alphamod;
+.float count; // set if clientside projectile
+.float cnt; // sound index
+.float gravity;
+.float snd_looping;
+.float silent;
+
+void Projectile_ResetTrail(vector to)
+{
+ self.trail_oldorigin = to;
+ self.trail_oldtime = time;
+}
+
+void Projectile_DrawTrail(vector to)
+{
+ vector from;
+ float t0;
+
+ from = self.trail_oldorigin;
+ t0 = self.trail_oldtime;
+ self.trail_oldorigin = to;
+ self.trail_oldtime = time;
+
+ // force the effect even for stationary firemine
+ if(self.cnt == PROJECTILE_FIREMINE)
+ if(from == to)
+ from_z += 1;
+
+ if (self.traileffect)
+ {
+ particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
+ boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
+ }
+}
+
+void Projectile_Draw()
+{
+ vector rot;
+ vector trailorigin;
+ float f;
+ float drawn;
+ float t;
+ float a;
+
+ f = self.move_flags;
+
+ if(self.count & 0x80)
+ {
- self.move_flags &~= FL_ONGROUND;
++ //self.move_flags &= ~FL_ONGROUND;
+ if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
+ Movetype_Physics_NoMatchServer();
+ // the trivial movetypes do not have to match the
+ // server's ticrate as they are ticrate independent
+ // NOTE: this assumption is only true if MOVETYPE_FLY
+ // projectiles detonate on impact. If they continue
+ // moving, we might still be ticrate dependent.
+ else
+ Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+ if(!(self.move_flags & FL_ONGROUND))
+ if(self.velocity != '0 0 0')
+ self.move_angles = self.angles = vectoangles(self.velocity);
+ }
+ else
+ {
+ InterpolateOrigin_Do();
+ }
+
+ if(self.count & 0x80)
+ {
+ drawn = (time >= self.spawntime - 0.02);
+ t = max(time, self.spawntime);
+ }
+ else
+ {
+ drawn = (self.iflags & IFLAG_VALID);
+ t = time;
+ }
+
+ if(!(f & FL_ONGROUND))
+ {
+ rot = '0 0 0';
+ switch(self.cnt)
+ {
+ /*
+ case PROJECTILE_GRENADE:
+ rot = '-2000 0 0'; // forward
+ break;
+ */
+ case PROJECTILE_GRENADE_BOUNCING:
+ rot = '0 -1000 0'; // sideways
+ break;
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ case PROJECTILE_NADE_YELLOW_BURN:
+ case PROJECTILE_NADE_YELLOW:
+ case PROJECTILE_NADE_PINK_BURN:
+ case PROJECTILE_NADE_PINK:
+ case PROJECTILE_NADE_BURN:
+ case PROJECTILE_NADE:
+ rot = self.avelocity;
+ break;
+ case PROJECTILE_HOOKBOMB:
+ rot = '1000 0 0'; // forward
+ break;
+ default:
+ break;
+ }
+ self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
+ }
+
+ vector ang;
+ ang = self.angles;
+ ang_x = -ang_x;
+ makevectors(ang);
+
+ a = 1 - (time - self.fade_time) * self.fade_rate;
+ self.alpha = bound(0, self.alphamod * a, 1);
+ if(self.alpha <= 0)
+ drawn = 0;
+ self.renderflags = 0;
+
+ trailorigin = self.origin;
+ switch(self.cnt)
+ {
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ case PROJECTILE_NADE_YELLOW_BURN:
+ case PROJECTILE_NADE_YELLOW:
+ case PROJECTILE_NADE_PINK_BURN:
+ case PROJECTILE_NADE_PINK:
+ case PROJECTILE_NADE_BURN:
+ case PROJECTILE_NADE:
+ trailorigin += v_up * 4;
+ break;
+ case PROJECTILE_GRENADE:
+ case PROJECTILE_GRENADE_BOUNCING:
+ trailorigin += v_right * 1 + v_forward * -10;
+ break;
+ default:
+ break;
+ }
+ if(drawn)
+ Projectile_DrawTrail(trailorigin);
+ else
+ Projectile_ResetTrail(trailorigin);
+
+ self.drawmask = 0;
+
+ if(!drawn)
+ return;
+
+ switch(self.cnt)
+ {
+ case PROJECTILE_BULLET_GLOWING:
+ case PROJECTILE_BULLET_GLOWING_TRACER:
+ adddynamiclight(self.origin, 50 * a, '1 1 0');
+ break;
+ default:
+ break;
+ }
+
+ self.drawmask = MASK_NORMAL;
+}
+
+void loopsound(entity e, float ch, string samp, float vol, float attn)
+{
+ if(self.silent)
+ return;
+
+ sound(e, ch, samp, vol, attn);
+ e.snd_looping = ch;
+}
+
+void Ent_RemoveProjectile()
+{
+ if(self.count & 0x80)
+ {
+ tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
+ Projectile_DrawTrail(trace_endpos);
+ }
+}
+
+void Ent_Projectile()
+{
+ float f;
+
+ // projectile properties:
+ // kind (interpolated, or clientside)
+ //
+ // modelindex
+ // origin
+ // scale
+ // if clientside:
+ // velocity
+ // gravity
+ // soundindex (hardcoded list)
+ // effects
+ //
+ // projectiles don't send angles, because they always follow the velocity
+
+ f = ReadByte();
+ self.count = (f & 0x80);
+ self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
+ self.solid = SOLID_TRIGGER;
+ //self.effects = EF_NOMODELFLAGS;
+
+ // this should make collisions with bmodels more exact, but it leads to
+ // projectiles no longer being able to lie on a bmodel
+ self.move_nomonsters = MOVE_WORLDONLY;
+ if(f & 0x40)
+ self.move_flags |= FL_ONGROUND;
+ else
- loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
++ self.move_flags &= ~FL_ONGROUND;
+
+ if(!self.move_time)
+ {
+ // for some unknown reason, we don't need to care for
+ // sv_gameplayfix_delayprojectiles here.
+ self.move_time = time;
+ self.spawntime = time;
+ }
+ else
+ self.move_time = max(self.move_time, time);
+
+ if(!(self.count & 0x80))
+ InterpolateOrigin_Undo();
+
+ if(f & 1)
+ {
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ setorigin(self, self.origin);
+ if(self.count & 0x80)
+ {
+ self.velocity_x = ReadCoord();
+ self.velocity_y = ReadCoord();
+ self.velocity_z = ReadCoord();
+ if(f & 0x10)
+ self.gravity = ReadCoord();
+ else
+ self.gravity = 0; // none
+ self.move_origin = self.origin;
+ self.move_velocity = self.velocity;
+ }
+
+ if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
+ {
+ self.trail_oldorigin = self.origin;
+ if(!(self.count & 0x80))
+ InterpolateOrigin_Reset();
+ }
+
+ if(f & 0x20)
+ {
+ self.fade_time = time + ReadByte() * ticrate;
+ self.fade_rate = 1 / (ReadByte() * ticrate);
+ }
+ else
+ {
+ self.fade_time = 0;
+ self.fade_rate = 0;
+ }
+ }
+
+ if(f & 2)
+ {
+ self.cnt = ReadByte();
+
+ self.silent = (self.cnt & 0x80);
+ self.cnt = (self.cnt & 0x7F);
+
+ self.scale = 1;
+ self.traileffect = 0;
+ switch(self.cnt)
+ {
+ case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+ case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
+ case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_bullet"); break;
+ case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle_weak"); break;
+ case PROJECTILE_BULLET_GLOWING_TRACER: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle"); break;
+ case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
+ case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
+ case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+ case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_LASER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
+ case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
+ case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
+ case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
+ case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
+ case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
+ case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
+ case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
+ case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
+ case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
+
+ case PROJECTILE_RAPTORBOMB: setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_RAPTORCANNON: setmodel(self, "models/plasmatrail.mdl"); self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
+
+ case PROJECTILE_SPIDERROCKET: setmodel(self, "models/vehicles/rocket02.md3"); self.traileffect = particleeffectnum("spiderbot_rocket_thrust"); break;
+ case PROJECTILE_WAKIROCKET: setmodel(self, "models/vehicles/rocket01.md3"); self.traileffect = particleeffectnum("wakizashi_rocket_thrust"); break;
+ case PROJECTILE_WAKICANNON: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum(""); break;
+
+ case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+ case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+
+ case PROJECTILE_NADE_RED: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red"); break;
+ case PROJECTILE_NADE_RED_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red_burn"); break;
+ case PROJECTILE_NADE_BLUE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue"); break;
+ case PROJECTILE_NADE_BLUE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue_burn"); break;
+ case PROJECTILE_NADE_YELLOW: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow"); break;
+ case PROJECTILE_NADE_YELLOW_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow_burn"); break;
+ case PROJECTILE_NADE_PINK: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink"); break;
+ case PROJECTILE_NADE_PINK_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink_burn"); break;
+ case PROJECTILE_NADE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade"); break;
+ case PROJECTILE_NADE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_burn"); break;
+
+ default:
+ error("Received invalid CSQC projectile, can't work with this!");
+ break;
+ }
+
+ self.mins = '0 0 0';
+ self.maxs = '0 0 0';
+ self.colormod = '0 0 0';
+ self.move_touch = SUB_Stop;
+ self.move_movetype = MOVETYPE_TOSS;
+ self.alphamod = 1;
+
+ switch(self.cnt)
+ {
+ case PROJECTILE_ELECTRO:
+ // only new engines support sound moving with object
- loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
++ loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '0 0 -4';
+ self.maxs = '0 0 -4';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
+ self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
+ break;
+ case PROJECTILE_ROCKET:
- loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTN_NORM);
++ loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ break;
+ case PROJECTILE_GRENADE:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ break;
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.scale = 1.5;
+ self.avelocity = randomvec() * 720;
+ break;
+ case PROJECTILE_GRENADE_BOUNCING:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.move_bounce_factor = g_balance_grenadelauncher_bouncefactor;
+ self.move_bounce_stopspeed = g_balance_grenadelauncher_bouncestop;
+ break;
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ case PROJECTILE_NADE_YELLOW_BURN:
+ case PROJECTILE_NADE_YELLOW:
+ case PROJECTILE_NADE_PINK_BURN:
+ case PROJECTILE_NADE_PINK:
+ case PROJECTILE_NADE_BURN:
+ case PROJECTILE_NADE:
+ self.mins = '-16 -16 -16';
+ self.maxs = '16 16 16';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.scale = 1.5;
+ self.avelocity = randomvec() * 720;
+ break;
+ case PROJECTILE_MINE:
+ self.mins = '-4 -4 -4';
+ self.maxs = '4 4 4';
+ break;
+ case PROJECTILE_PORTO_RED:
+ self.colormod = '2 1 1';
+ self.alphamod = 0.5;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_PORTO_BLUE:
+ self.colormod = '1 1 2';
+ self.alphamod = 0.5;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_HAGAR_BOUNCING:
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_CRYLINK_BOUNCING:
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_FIREBALL:
- loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTN_NORM);
++ loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '-16 -16 -16';
+ self.maxs = '16 16 16';
+ break;
+ case PROJECTILE_FIREMINE:
- loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
++ loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.mins = '-4 -4 -4';
+ self.maxs = '4 4 4';
+ break;
+ case PROJECTILE_TAG:
+ self.mins = '-2 -2 -2';
+ self.maxs = '2 2 2';
+ break;
+ case PROJECTILE_FLAC:
+ self.mins = '-2 -2 -2';
+ self.maxs = '2 2 2';
+ break;
+ case PROJECTILE_SEEKER:
- loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
++ loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '-4 -4 -4';
+ self.maxs = '4 4 4';
+ break;
+ case PROJECTILE_RAPTORBOMB:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ break;
+ case PROJECTILE_RAPTORBOMBLET:
+ break;
+ case PROJECTILE_RAPTORCANNON:
+ break;
+ case PROJECTILE_SPIDERROCKET:
- loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
++ loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ break;
+ case PROJECTILE_WAKIROCKET:
- loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
++ loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ break;
+ /*
+ case PROJECTILE_WAKICANNON:
+ break;
+ case PROJECTILE_BUMBLE_GUN:
+ // only new engines support sound moving with object
++ loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '0 0 -4';
+ self.maxs = '0 0 -4';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
+ self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
+ break;
+ */
+ default:
+ break;
+ }
+ setsize(self, self.mins, self.maxs);
+ }
+
+ if(self.gravity)
+ {
+ if(self.move_movetype == MOVETYPE_FLY)
+ self.move_movetype = MOVETYPE_TOSS;
+ if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
+ self.move_movetype = MOVETYPE_BOUNCE;
+ }
+ else
+ {
+ if(self.move_movetype == MOVETYPE_TOSS)
+ self.move_movetype = MOVETYPE_FLY;
+ if(self.move_movetype == MOVETYPE_BOUNCE)
+ self.move_movetype = MOVETYPE_BOUNCEMISSILE;
+ }
+
+ if(!(self.count & 0x80))
+ InterpolateOrigin_Note();
+
+ self.draw = Projectile_Draw;
+ self.entremove = Ent_RemoveProjectile;
+}
+
+void Projectile_Precache()
+{
+ precache_model("models/ebomb.mdl");
+ precache_model("models/elaser.mdl");
+ precache_model("models/grenademodel.md3");
+ precache_model("models/mine.md3");
+ precache_model("models/hagarmissile.mdl");
+ precache_model("models/hlac_bullet.md3");
+ precache_model("models/laser.mdl");
+ precache_model("models/plasmatrail.mdl");
+ precache_model("models/rocket.md3");
+ precache_model("models/tagrocket.md3");
+ precache_model("models/tracer.mdl");
+
+ precache_model("models/weapons/v_ok_grenade.md3");
+
+ precache_sound("weapons/electro_fly.wav");
+ precache_sound("weapons/rocket_fly.wav");
+ precache_sound("weapons/fireball_fly.wav");
+ precache_sound("weapons/fireball_fly2.wav");
+ precache_sound("weapons/tag_rocket_fly.wav");
+
+}
// we can use this frags value for both
// water levels
- float WATERLEVEL_NONE = 0;
- float WATERLEVEL_WETFEET = 1;
- float WATERLEVEL_SWIMMING = 2;
- float WATERLEVEL_SUBMERGED = 3;
-
+ const float WATERLEVEL_NONE = 0;
+ const float WATERLEVEL_WETFEET = 1;
+ const float WATERLEVEL_SWIMMING = 2;
+ const float WATERLEVEL_SUBMERGED = 3;
-
-const float MAX_SHOT_DISTANCE = 32768;
-
-// weapon requests
-const float WR_SETUP = 1; // (SVQC) setup weapon data
-const float WR_THINK = 2; // (SVQC) logic to run every frame
-const float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
-const float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
-const float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
-const float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
-const float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details)
-const float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details)
-const float WR_RELOAD = 9; // (SVQC) does not need to do anything
-const float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
-const float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
-const float WR_SWITCHABLE = 12; // (CSQC) impact effect
-const float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
-const float WR_GONETHINK = 14; // (SVQC) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
-
#define SERVERFLAG_ALLOW_FULLBRIGHT 1
#define SERVERFLAG_TEAMPLAY 2
#define SERVERFLAG_PLAYERSTATS 4
--- /dev/null
- spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ ELECTRO,
+/* function */ w_electro,
+/* ammotype */ IT_CELLS,
+/* impulse */ 5,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* model */ "electro",
+/* netname */ "electro",
+/* fullname */ _("Electro")
+);
+
+#ifdef SVQC
+void ElectroInit();
+vector electro_shotorigin[4];
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
+
+.float electro_count;
+.float electro_secondarytime;
+
+void W_Plasma_Explode_Combo (void);
+
+void W_Plasma_TriggerCombo(vector org, float rad, entity own)
+{
+ entity e;
+ e = WarpZone_FindRadius(org, rad, TRUE);
+ while (e)
+ {
+ if (e.classname == "plasma")
+ {
+ // change owner to whoever caused the combo explosion
+ e.realowner = own;
+ e.takedamage = DAMAGE_NO;
+ e.classname = "plasma_chain";
+ e.think = W_Plasma_Explode_Combo;
+ e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
+ }
+ e = e.chain;
+ }
+}
+
+void W_Plasma_Explode (void)
+{
+ if(other.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(other))
+ if(IsDifferentTeam(self.realowner, other))
+ if(other.deadflag == DEAD_NO)
+ if(IsFlying(other))
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+ if (self.movetype == MOVETYPE_BOUNCE)
+ {
+ RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
+ }
+ else
+ {
+ W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
+ }
+
+ remove (self);
+}
+
+void W_Plasma_Explode_Combo (void)
+{
+ W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
+
+ self.event_damage = func_null;
+ RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
+
+ remove (self);
+}
+
+void W_Plasma_Touch (void)
+{
+ //self.velocity = self.velocity * 0.1;
+
+ PROJECTILE_TOUCH;
+ if (other.takedamage == DAMAGE_AIM) {
+ W_Plasma_Explode ();
+ } else {
+ //UpdateCSQCProjectile(self);
- sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
++ spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ }
+}
+
+void W_Plasma_TouchExplode (void)
+{
+ PROJECTILE_TOUCH;
+ W_Plasma_Explode ();
+}
+
+void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(self.health <= 0)
+ return;
+
+ // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
+ float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+ if (self.health <= 0)
+ {
+ self.takedamage = DAMAGE_NO;
+ self.nextthink = time;
+ if (is_combo)
+ {
+ // change owner to whoever caused the combo explosion
+ self.realowner = inflictor.realowner;
+ self.classname = "plasma_chain";
+ self.think = W_Plasma_Explode_Combo;
+ self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
+ // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
+ }
+ else
+ {
+ self.use = W_Plasma_Explode;
+ self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
+ }
+ }
+}
+
+void W_Electro_Attack()
+{
+ entity proj;
+
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
+
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage);
+
+ pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ proj = spawn ();
+ proj.classname = "plasma_prim";
+ proj.owner = proj.realowner = self;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
+ proj.use = W_Plasma_Explode;
+ proj.think = adaptor_think2use_hittype_splash;
+ proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = WEP_ELECTRO;
+ setorigin(proj, w_shotorg);
+
+ proj.movetype = MOVETYPE_FLY;
+ W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
+ proj.angles = vectoangles(proj.velocity);
+ proj.touch = W_Plasma_TouchExplode;
+ setsize(proj, '0 0 -3', '0 0 -3');
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH;
+
+ CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+void W_Electro_Attack2()
+{
+ entity proj;
+
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
+
+ W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage);
+
+ w_shotdir = v_forward; // no TrueAim for grenades please
+
+ pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ proj = spawn ();
+ proj.classname = "plasma";
+ proj.owner = proj.realowner = self;
+ proj.use = W_Plasma_Explode;
+ proj.think = adaptor_think2use_hittype_splash;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
+ proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
+ setorigin(proj, w_shotorg);
+
+ //proj.glow_size = 50;
+ //proj.glow_color = 45;
+ proj.movetype = MOVETYPE_BOUNCE;
+ W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
+ proj.touch = W_Plasma_Touch;
+ setsize(proj, '0 0 -4', '0 0 -4');
+ proj.takedamage = DAMAGE_YES;
+ proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
+ proj.health = autocvar_g_balance_electro_secondary_health;
+ proj.event_damage = W_Plasma_Damage;
+ proj.flags = FL_PROJECTILE;
+ proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
+
+ proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
+ proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
+ proj.missile_flags = MIF_SPLASH | MIF_ARC;
+
+#if 0
+ entity p2;
+ p2 = spawn();
+ copyentity(proj, p2);
+ setmodel(p2, "models/ebomb.mdl");
+ setsize(p2, proj.mins, proj.maxs);
+#endif
+
+ CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+.vector hook_start, hook_end;
+float lgbeam_send(entity to, float sf)
+{
+ WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
+ sf = sf & 0x7F;
+ if(sound_allowed(MSG_BROADCAST, self.realowner))
+ sf |= 0x80;
+ WriteByte(MSG_ENTITY, sf);
+ if(sf & 1)
+ {
+ WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
+ WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
+ }
+ if(sf & 2)
+ {
+ WriteCoord(MSG_ENTITY, self.hook_start_x);
+ WriteCoord(MSG_ENTITY, self.hook_start_y);
+ WriteCoord(MSG_ENTITY, self.hook_start_z);
+ }
+ if(sf & 4)
+ {
+ WriteCoord(MSG_ENTITY, self.hook_end_x);
+ WriteCoord(MSG_ENTITY, self.hook_end_y);
+ WriteCoord(MSG_ENTITY, self.hook_end_z);
+ }
+ return TRUE;
+}
+.entity lgbeam;
+.float prevlgfire;
+float lgbeam_checkammo()
+{
+ if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
+ return TRUE;
+ else if(autocvar_g_balance_electro_reload_ammo)
+ return self.realowner.clip_load > 0;
+ else
+ return self.realowner.ammo_cells > 0;
+}
+
+entity lgbeam_owner_ent;
+void lgbeam_think()
+{
+ entity owner_player;
+ owner_player = self.realowner;
+
+ owner_player.prevlgfire = time;
+ if (self != owner_player.lgbeam)
+ {
+ remove(self);
+ return;
+ }
+
+ if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
+ {
+ if(self == owner_player.lgbeam)
+ owner_player.lgbeam = world;
+ remove(self);
+ return;
+ }
+
+ self.nextthink = time;
+
+ makevectors(owner_player.v_angle);
+
+ float dt, f;
+ dt = frametime;
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_electro_primary_ammo)
+ {
+ if(autocvar_g_balance_electro_reload_ammo)
+ {
+ dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
+ owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
+ owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
+ }
+ else
+ {
+ dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+ owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+ }
+ }
+ }
+
+ W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
+ if(!lgbeam_owner_ent)
+ {
+ lgbeam_owner_ent = spawn();
+ lgbeam_owner_ent.classname = "lgbeam_owner_ent";
+ }
+ WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
+
+ // apply the damage
+ if(trace_ent)
+ {
+ vector force;
+ force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
+
+ f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
+
+ if(accuracy_isgooddamage(owner_player, trace_ent))
+ accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
+ Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
+ }
+ W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
+
+ // draw effect
+ if(w_shotorg != self.hook_start)
+ {
+ self.SendFlags |= 2;
+ self.hook_start = w_shotorg;
+ }
+ if(w_shotend != self.hook_end)
+ {
+ self.SendFlags |= 4;
+ self.hook_end = w_shotend;
+ }
+}
+
+// experimental lightning gun
+void W_Electro_Attack3 (void)
+{
+ // only play fire sound if 0.5 sec has passed since player let go the fire button
+ if(time - self.prevlgfire > 0.5)
- sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
++ sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTEN_NORM);
+
+ entity beam, oldself;
+
+ self.lgbeam = beam = spawn();
+ beam.classname = "lgbeam";
+ beam.solid = SOLID_NOT;
+ beam.think = lgbeam_think;
+ beam.owner = beam.realowner = self;
+ beam.movetype = MOVETYPE_NONE;
+ beam.shot_spread = 0;
+ beam.bot_dodge = TRUE;
+ beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
+ Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
+
+ oldself = self;
+ self = beam;
+ self.think();
+ self = oldself;
+}
+
+void ElectroInit()
+{
+ WEP_ACTION(WEP_ELECTRO, WR_INIT);
+ electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
+ electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
+ electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
+ electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
+}
+
+void w_electro_checkattack()
+{
+ if(self.electro_count > 1)
+ if(self.BUTTON_ATCK2)
+ if(weapon_prepareattack(1, -1))
+ {
+ W_Electro_Attack2();
+ self.electro_count -= 1;
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+ return;
+ }
+
+ w_ready();
+}
+
+.float bot_secondary_electromooth;
+.float BUTTON_ATCK_prev;
+float w_electro(float req)
+{
+ float ammo_amount;
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ self.BUTTON_ATCK=FALSE;
+ self.BUTTON_ATCK2=FALSE;
+ if(vlen(self.origin-self.enemy.origin) > 1000)
+ self.bot_secondary_electromooth = 0;
+ if(self.bot_secondary_electromooth == 0)
+ {
+ float shoot;
+
+ if(autocvar_g_balance_electro_primary_speed)
+ shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
+ else
+ shoot = bot_aim(1000000, 0, 0.001, FALSE);
+
+ if(shoot)
+ {
+ self.BUTTON_ATCK = TRUE;
+ if(random() < 0.01) self.bot_secondary_electromooth = 1;
+ }
+ }
+ else
+ {
+ if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_mortar_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
+ {
+ self.BUTTON_ATCK2 = TRUE;
+ if(random() < 0.03) self.bot_secondary_electromooth = 0;
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if(autocvar_g_balance_electro_reload_ammo) // forced reload
+ {
+ ammo_amount = 0;
+ if(autocvar_g_balance_electro_lightning)
+ {
+ if(self.clip_load > 0)
+ ammo_amount = 1;
+ }
+ else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
+ ammo_amount = 1;
+ if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
+ ammo_amount += 1;
+
+ if(!ammo_amount)
+ {
+ WEP_ACTION(self.weapon, WR_RELOAD);
+ return FALSE;
+ }
+
+ return TRUE;
+ }
+ if (self.BUTTON_ATCK)
+ {
+ if(autocvar_g_balance_electro_lightning)
+ if(self.BUTTON_ATCK_prev)
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+
+ if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
+ {
+ if(autocvar_g_balance_electro_lightning)
+ {
+ if ((!self.lgbeam) || wasfreed(self.lgbeam))
+ {
+ W_Electro_Attack3();
+ }
+ if(!self.BUTTON_ATCK_prev)
+ {
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+ self.BUTTON_ATCK_prev = 1;
+ }
+ }
+ else
+ {
+ W_Electro_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+ }
+ }
+ } else {
+ if(autocvar_g_balance_electro_lightning)
+ {
+ if (self.BUTTON_ATCK_prev != 0)
+ {
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
+ }
+ self.BUTTON_ATCK_prev = 0;
+ }
+
+ if (self.BUTTON_ATCK2)
+ {
+ if (time >= self.electro_secondarytime)
+ if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
+ {
+ W_Electro_Attack2();
+ self.electro_count = autocvar_g_balance_electro_secondary_count;
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+ self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
+ }
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model ("models/weapons/g_electro.md3");
+ precache_model ("models/weapons/v_electro.md3");
+ precache_model ("models/weapons/h_electro.iqm");
+ precache_sound ("weapons/electro_bounce.wav");
+ precache_sound ("weapons/electro_fire.wav");
+ precache_sound ("weapons/electro_fire2.wav");
+ precache_sound ("weapons/electro_impact.wav");
+ precache_sound ("weapons/electro_impact_combo.wav");
+
+ if(autocvar_g_balance_electro_lightning)
+ precache_sound ("weapons/lgbeam_fire.wav");
+
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_cells;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ if(autocvar_g_balance_electro_lightning)
+ {
+ if(!autocvar_g_balance_electro_primary_ammo)
+ ammo_amount = 1;
+ else
+ ammo_amount = self.ammo_cells > 0;
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
+ }
+ else
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
+ }
+ return ammo_amount;
+ }
+ case WR_CHECKAMMO2:
+ {
+ if(autocvar_g_balance_electro_combo_safeammocheck) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
+ }
+ else
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
+ }
+ return ammo_amount;
+ }
+ case WR_RESETPLAYER:
+ {
+ self.electro_secondarytime = time;
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), "weapons/reload.wav");
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ELECTRO_SUICIDE_ORBS;
+ else
+ return WEAPON_ELECTRO_SUICIDE_BOLT;
+ }
+ case WR_KILLMESSAGE:
+ {
+ 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;
+ }
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_electro(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
+ if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "weapons/electro_impact.wav", 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(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
+ if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
+ }
+ else
+ {
+ pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
+ if(!w_issilent)
++ sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/electro_impact.wav");
+ precache_sound("weapons/electro_impact_combo.wav");
+ return TRUE;
+ }
+ }
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
- sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ FIREBALL,
+/* function */ w_fireball,
+/* ammotype */ 0,
+/* impulse */ 9,
+/* flags */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* model */ "fireball",
+/* netname */ "fireball",
+/* fullname */ _("Fireball")
+);
+#define FIREBALL_SETTINGS(weapon) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, laserburntime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, laserdamage) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, laseredgedamage) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, laserradius) \
+ WEP_ADD_CVAR(weapon, MO_PRI, edgedamage) \
+ WEP_ADD_CVAR(weapon, MO_PRI, force) \
+ WEP_ADD_CVAR(weapon, MO_PRI, radius) \
+ WEP_ADD_CVAR(weapon, MO_PRI, health) \
+ WEP_ADD_CVAR(weapon, MO_PRI, refire2) \
+ WEP_ADD_CVAR(weapon, MO_PRI, bfgdamage) \
+ WEP_ADD_CVAR(weapon, MO_PRI, bfgforce) \
+ WEP_ADD_CVAR(weapon, MO_PRI, bfgradius) \
+ WEP_ADD_CVAR(weapon, MO_SEC, damagetime) \
+ WEP_ADD_CVAR(weapon, MO_SEC, speed_up) \
+ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+ WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+FIREBALL_SETTINGS(fireball)
+.float bot_primary_fireballmooth; // whatever a mooth is
+.vector fireball_impactvec;
+.float fireball_primarytime;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); }
+
+void W_Fireball_Explode (void)
+{
+ entity e;
+ float dist;
+ float points;
+ vector dir;
+ float d;
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+
+ // 1. dist damage
+ d = (self.realowner.health + self.realowner.armorvalue);
+ RadiusDamage (self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
+ if(self.realowner.health + self.realowner.armorvalue >= d)
+ if(!self.cnt)
+ {
+ modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
+
+ // 2. bfg effect
+ // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
+ for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || IsDifferentTeam(e, self))
+ {
+ // can we see fireball?
+ traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
+ if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
+ continue;
+ // can we see player who shot fireball?
+ traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
+ if(trace_ent != self.realowner)
+ if(/* trace_startsolid || */ trace_fraction != 1)
+ continue;
+ dist = vlen(self.origin - e.origin - e.view_ofs);
+ points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
+ if(points <= 0)
+ continue;
+ dir = normalize(e.origin + e.view_ofs - self.origin);
+
+ if(accuracy_isgooddamage(self.realowner, e))
+ accuracy_add(self.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+
+ Damage(e, self, self.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
+ pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
+ }
+ }
+
+ remove (self);
+}
+
+void W_Fireball_TouchExplode (void)
+{
+ PROJECTILE_TOUCH;
+ W_Fireball_Explode ();
+}
+
+void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
+{
+ entity e;
+ float d;
+ vector p;
+
+ if(damage <= 0)
+ return;
+
+ RandomSelection_Init();
+ for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || IsDifferentTeam(e, self))
+ {
+ p = e.origin;
+ p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
+ p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
+ p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
+ d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
+ if(d < dist)
+ {
+ e.fireball_impactvec = p;
+ RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
+ }
+ }
+ if(RandomSelection_chosen_ent)
+ {
+ d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
+ d = damage + (edgedamage - damage) * (d / dist);
+ Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
+ //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
+ pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
+ }
+}
+
+void W_Fireball_Think()
+{
+ if(time > self.pushltime)
+ {
+ self.cnt = 1;
+ self.projectiledeathtype |= HITTYPE_SPLASH;
+ W_Fireball_Explode();
+ return;
+ }
+
+ W_Fireball_LaserPlay(0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime));
+
+ self.nextthink = time + 0.1;
+}
+
+void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(self.health <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+ if (self.health <= 0)
+ {
+ self.cnt = 1;
+ W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
+ }
+}
+
+void W_Fireball_Attack1()
+{
+ entity proj;
+
+ W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+
+ pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ proj = spawn ();
+ proj.classname = "plasma_prim";
+ proj.owner = proj.realowner = self;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
+ proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
+ proj.use = W_Fireball_Explode;
+ proj.think = W_Fireball_Think;
+ proj.nextthink = time;
+ proj.health = WEP_CVAR_PRI(fireball, health);
+ proj.team = self.team;
+ proj.event_damage = W_Fireball_Damage;
+ proj.takedamage = DAMAGE_YES;
+ proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = WEP_FIREBALL;
+ setorigin(proj, w_shotorg);
+
+ proj.movetype = MOVETYPE_FLY;
+ W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
+ proj.angles = vectoangles(proj.velocity);
+ proj.touch = W_Fireball_TouchExplode;
+ setsize(proj, '-16 -16 -16', '16 16 16');
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY;
+
+ CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+void W_Fireball_AttackEffect(float i, vector f_diff)
+{
+ W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
+ w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
+ pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+}
+
+void W_Fireball_Attack1_Frame4()
+{
+ W_Fireball_Attack1();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
+}
+
+void W_Fireball_Attack1_Frame3()
+{
+ W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
+}
+
+void W_Fireball_Attack1_Frame2()
+{
+ W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
+}
+
+void W_Fireball_Attack1_Frame1()
+{
+ W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
+}
+
+void W_Fireball_Attack1_Frame0()
+{
+ W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
- sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
++ sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
+}
+
+void W_Firemine_Think()
+{
+ if(time > self.pushltime)
+ {
+ remove(self);
+ return;
+ }
+
+ // make it "hot" once it leaves its owner
+ if(self.owner)
+ {
+ if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius))
+ {
+ self.cnt += 1;
+ if(self.cnt == 3)
+ self.owner = world;
+ }
+ else
+ self.cnt = 0;
+ }
+
+ W_Fireball_LaserPlay(0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
+
+ self.nextthink = time + 0.1;
+}
+
+void W_Firemine_Touch (void)
+{
+ PROJECTILE_TOUCH;
+ if (other.takedamage == DAMAGE_AIM)
+ if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
+ {
+ remove(self);
+ return;
+ }
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+}
+
+void W_Fireball_Attack2()
+{
+ entity proj;
+ vector f_diff;
+ float c;
+
+ c = mod(self.bulletcounter, 4);
+ switch(c)
+ {
+ case 0:
+ f_diff = '-1.25 -3.75 0';
+ break;
+ case 1:
+ f_diff = '+1.25 -3.75 0';
+ break;
+ case 2:
+ f_diff = '-1.25 +3.75 0';
+ break;
+ case 3:
+ default:
+ f_diff = '+1.25 +3.75 0';
+ break;
+ }
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
+ traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
+ w_shotorg = trace_endpos;
+
+ pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ proj = spawn ();
+ proj.owner = proj.realowner = self;
+ proj.classname = "grenade";
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
+ proj.movetype = MOVETYPE_BOUNCE;
+ proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
+ proj.touch = W_Firemine_Touch;
+ PROJECTILE_MAKETRIGGER(proj);
+ setsize(proj, '-4 -4 -4', '4 4 4');
+ setorigin(proj, w_shotorg);
+ proj.think = W_Firemine_Think;
+ proj.nextthink = time;
+ proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
+ proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
+ W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
+
+ proj.angles = vectoangles(proj.velocity);
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
+
+ CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+float w_fireball(float req)
+{
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ self.BUTTON_ATCK = FALSE;
+ self.BUTTON_ATCK2 = FALSE;
+ if (self.bot_primary_fireballmooth == 0)
+ {
+ if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), FALSE))
+ {
+ self.BUTTON_ATCK = 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))
+ {
+ self.BUTTON_ATCK2 = TRUE;
+ if(random() < 0.01) self.bot_primary_fireballmooth = 1;
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if (self.BUTTON_ATCK)
+ {
+ if (time >= self.fireball_primarytime)
+ if (weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
+ {
+ W_Fireball_Attack1_Frame0();
+ self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
+ }
+ }
+ else if (self.BUTTON_ATCK2)
+ {
+ if (weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
+ {
+ W_Fireball_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model ("models/weapons/g_fireball.md3");
+ precache_model ("models/weapons/v_fireball.md3");
+ precache_model ("models/weapons/h_fireball.iqm");
+ precache_model ("models/sphere/sphere.md3");
+ precache_sound ("weapons/fireball_fire.wav");
+ precache_sound ("weapons/fireball_fire2.wav");
+ precache_sound ("weapons/fireball_prefire2.wav");
+ WEP_SET_PROPS(FIREBALL_SETTINGS(fireball), WEP_FIREBALL)
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_none;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ case WR_CHECKAMMO2:
+ {
+ return TRUE; // fireball has infinite ammo
+ }
+ case WR_CONFIG:
+ {
+ WEP_CONFIG_SETTINGS(FIREBALL_SETTINGS(fireball))
+ return TRUE;
+ }
+ case WR_RESETPLAYER:
+ {
+ self.fireball_primarytime = time;
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_FIREBALL_SUICIDE_FIREMINE;
+ else
+ return WEAPON_FIREBALL_SUICIDE_BLAST;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_FIREBALL_MURDER_FIREMINE;
+ else
+ return WEAPON_FIREBALL_MURDER_BLAST;
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_fireball(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ // firemine goes out silently
+ }
+ else
+ {
+ org2 = w_org + w_backoff * 16;
+ pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
++ sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM * 0.25); // long range boom
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/fireball_impact2.wav");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
- self.hook_state &~= HOOK_PULLING;
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ HOOK,
+/* function */ w_hook,
+/* ammotype */ IT_CELLS|IT_FUEL,
+/* impulse */ 0,
+/* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating */ 0,
+/* model */ "hookgun",
+/* netname */ "hook",
+/* fullname */ _("Grappling Hook")
+);
+
+#define HOOK_SETTINGS(weapon) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
+ WEP_ADD_CVAR(weapon, MO_PRI, hooked_ammo) \
+ WEP_ADD_CVAR(weapon, MO_PRI, hooked_time_free) \
+ WEP_ADD_CVAR(weapon, MO_PRI, hooked_time_max) \
+ WEP_ADD_CVAR(weapon, MO_SEC, damage) \
+ WEP_ADD_CVAR(weapon, MO_SEC, duration) \
+ WEP_ADD_CVAR(weapon, MO_SEC, edgedamage) \
+ WEP_ADD_CVAR(weapon, MO_SEC, force) \
+ WEP_ADD_CVAR(weapon, MO_SEC, gravity) \
+ WEP_ADD_CVAR(weapon, MO_SEC, lifetime) \
+ WEP_ADD_CVAR(weapon, MO_SEC, power) \
+ WEP_ADD_CVAR(weapon, MO_SEC, radius) \
+ WEP_ADD_CVAR(weapon, MO_SEC, speed) \
+ WEP_ADD_CVAR(weapon, MO_SEC, health) \
+ WEP_ADD_CVAR(weapon, MO_SEC, damageforcescale) \
+ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+ WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+HOOK_SETTINGS(hook)
+
+.float dmg;
+.float dmg_edge;
+.float dmg_radius;
+.float dmg_force;
+.float dmg_power;
+.float dmg_duration;
+.float dmg_last;
+.float hook_refire;
+.float hook_time_hooked;
+.float hook_time_fueldecrease;
+#endif
+#else
+#ifdef SVQC
+
+void spawnfunc_weapon_hook()
+{
+ if(g_grappling_hook) // offhand hook
+ {
+ startitem_failed = TRUE;
+ remove(self);
+ return;
+ }
+ weapon_defaultspawnfunc(WEP_HOOK);
+}
+
+void W_Hook_ExplodeThink (void)
+{
+ float dt, dmg_remaining_next, f;
+
+ dt = time - self.teleport_time;
+ dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
+
+ f = self.dmg_last - dmg_remaining_next;
+ self.dmg_last = dmg_remaining_next;
+
+ RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
+
+ if(dt < self.dmg_duration)
+ self.nextthink = time + 0.05; // soon
+ else
+ remove(self);
+}
+
+void W_Hook_Explode2 (void)
+{
+ self.event_damage = func_null;
+ self.touch = func_null;
+ self.effects |= EF_NODRAW;
+
+ self.think = W_Hook_ExplodeThink;
+ self.nextthink = time;
+ self.dmg = WEP_CVAR_SEC(hook, damage);
+ self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
+ self.dmg_radius = WEP_CVAR_SEC(hook, radius);
+ self.dmg_force = WEP_CVAR_SEC(hook, force);
+ self.dmg_power = WEP_CVAR_SEC(hook, power);
+ self.dmg_duration = WEP_CVAR_SEC(hook, duration);
+ self.teleport_time = time;
+ self.dmg_last = 1;
+ self.movetype = MOVETYPE_NONE;
+}
+
+void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
+}
+
+void W_Hook_Touch2 (void)
+{
+ PROJECTILE_TOUCH;
+ self.use();
+}
+
+void W_Hook_Attack2()
+{
+ entity gren;
+
+ W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hook, ammo), FALSE);
+ W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+
+ gren = spawn ();
+ gren.owner = gren.realowner = self;
+ gren.classname = "hookbomb";
+ gren.bot_dodge = TRUE;
+ gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
+ gren.movetype = MOVETYPE_TOSS;
+ PROJECTILE_MAKETRIGGER(gren);
+ gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
+ setorigin(gren, w_shotorg);
+ setsize(gren, '0 0 0', '0 0 0');
+
+ gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
+ gren.think = adaptor_think2use_hittype_splash;
+ gren.use = W_Hook_Explode2;
+ gren.touch = W_Hook_Touch2;
+
+ gren.takedamage = DAMAGE_YES;
+ gren.health = WEP_CVAR_SEC(hook, health);
+ gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
+ gren.event_damage = W_Hook_Damage;
+ gren.damagedbycontents = TRUE;
+ gren.missile_flags = MIF_SPLASH | MIF_ARC;
+
+ gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
+ if(autocvar_g_projectiles_newton_style)
+ gren.velocity = gren.velocity + self.velocity;
+
+ gren.gravity = WEP_CVAR_SEC(hook, gravity);
+ //W_SetupProjectileVelocity(gren); // just falling down!
+
+ gren.angles = '0 0 0';
+ gren.flags = FL_PROJECTILE;
+
+ CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
+
+ other = gren; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+float w_hook(float req)
+{
+ float hooked_time_max, hooked_fuel;
+
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ // no bot AI for hook (yet?)
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+ {
+ if(!self.hook)
+ if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
+ if not(self.hook_state & HOOK_FIRING)
+ if (time > self.hook_refire)
+ if (weapon_prepareattack(0, -1))
+ {
+ W_DecreaseAmmo(ammo_fuel, WEP_CVAR_PRI(hook, ammo), FALSE);
+ self.hook_state |= HOOK_FIRING;
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
+ }
+ }
+
+ if (self.BUTTON_ATCK2)
+ {
+ if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
+ {
+ W_Hook_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
+ }
+ }
+
+ if(self.hook)
+ {
+ // if hooked, no bombs, and increase the timer
+ self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
+
+ // hook also inhibits health regeneration, but only for 1 second
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+ }
+
+ if(self.hook && self.hook.state == 1)
+ {
+ hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
+ if (hooked_time_max > 0)
+ {
+ if ( time > self.hook_time_hooked + hooked_time_max )
+ self.hook_state |= HOOK_REMOVING;
+ }
+
+ hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
+ if (hooked_fuel > 0)
+ {
+ if ( time > self.hook_time_fueldecrease )
+ {
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
+ {
+ W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE);
+ self.hook_time_fueldecrease = time;
+ // decrease next frame again
+ }
+ else
+ {
+ self.ammo_fuel = 0;
+ self.hook_state |= HOOK_REMOVING;
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ self.hook_time_hooked = time;
+ self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
+ }
+
+ if (self.BUTTON_CROUCH)
+ {
- self.hook_state &~= HOOK_RELEASING;
++ self.hook_state &= ~HOOK_PULLING;
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
- self.hook_state &~= HOOK_RELEASING;
++ self.hook_state &= ~HOOK_RELEASING;
+ else
+ self.hook_state |= HOOK_RELEASING;
+ }
+ else
+ {
+ self.hook_state |= HOOK_PULLING;
- self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
++ self.hook_state &= ~HOOK_RELEASING;
+
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+ {
+ // already fired
+ if(self.hook)
+ self.hook_state |= HOOK_WAITING_FOR_RELEASE;
+ }
+ else
+ {
+ self.hook_state |= HOOK_REMOVING;
- self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
++ self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model ("models/weapons/g_hookgun.md3");
+ precache_model ("models/weapons/v_hookgun.md3");
+ precache_model ("models/weapons/h_hookgun.iqm");
+ precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
+ precache_sound ("weapons/hook_fire.wav");
+ precache_sound ("weapons/hookbomb_fire.wav");
+ WEP_SET_PROPS(HOOK_SETTINGS(hook), WEP_HOOK)
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_fuel;
++ self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ if(self.hook)
+ return self.ammo_fuel > 0;
+ else
+ return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
+ }
+ case WR_CHECKAMMO2:
+ {
+ return self.ammo_cells >= WEP_CVAR_SEC(hook, ammo);
+ }
+ case WR_CONFIG:
+ {
+ WEP_CONFIG_SETTINGS(HOOK_SETTINGS(hook))
+ return TRUE;
+ }
+ case WR_RESETPLAYER:
+ {
+ self.hook_refire = time;
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ return FALSE;
+ }
+ case WR_KILLMESSAGE:
+ {
+ return WEAPON_HOOK_MURDER;
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_hook(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/hookbomb_impact.wav");
+ return TRUE;
+ }
+ }
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
- if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !WEPSET_CONTAINS_EW(self.realowner, WEP_PORTO))
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ PORTO,
+/* function */ w_porto,
+/* ammotype */ 0,
+/* impulse */ 0,
+/* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
+/* rating */ 0,
+/* model */ "porto" ,
+/* netname */ "porto",
+/* fullname */ _("Port-O-Launch")
+);
+
+#define PORTO_SETTINGS(weapon) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
+ WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
+ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+ WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+PORTO_SETTINGS(porto)
+.entity porto_current;
+.vector porto_v_angle; // holds "held" view angles
+.float porto_v_angle_held;
+.vector right_vector;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
+
+void W_Porto_Success (void)
+{
+ if(self.realowner == world)
+ {
+ objerror("Cannot succeed successfully: no owner\n");
+ return;
+ }
+
+ self.realowner.porto_current = world;
+ remove(self);
+}
+
+string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
+void W_Porto_Fail (float failhard)
+{
+ if(self.realowner == world)
+ {
+ objerror("Cannot fail successfully: no owner\n");
+ return;
+ }
+
+ // no portals here!
+ if(self.cnt < 0)
+ {
+ Portal_ClearWithID(self.realowner, self.portal_id);
+ }
+
+ self.realowner.porto_current = world;
+
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
++ if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
+ {
+ setsize (self, '-16 -16 0', '16 16 32');
+ setorigin(self, self.origin + trace_plane_normal);
+ if(move_out_of_solid(self))
+ {
+ self.flags = FL_ITEM;
+ self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
+ tracetoss(self, self);
+ if(vlen(trace_endpos - self.realowner.origin) < 128)
+ {
+ W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
+ centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
+ }
+ }
+ }
+ remove(self);
+}
+
+void W_Porto_Remove (entity p)
+{
+ if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
+ {
+ entity oldself;
+ oldself = self;
+ self = p.porto_current;
+ W_Porto_Fail(1);
+ self = oldself;
+ }
+}
+
+void W_Porto_Think (void)
+{
+ trace_plane_normal = '0 0 0';
+ if(self.realowner.playerid != self.playerid)
+ remove(self);
+ else
+ W_Porto_Fail(0);
+}
+
+void W_Porto_Touch (void)
+{
+ vector norm;
+
+ // do not use PROJECTILE_TOUCH here
+ // FIXME but DO handle warpzones!
+
+ if(other.classname == "portal")
+ return; // handled by the portal
+
+ norm = trace_plane_normal;
+ if(trace_ent.iscreature)
+ {
+ traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_z, MOVE_WORLDONLY, self);
+ if(trace_fraction >= 1)
+ return;
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+ return;
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ return;
+ }
+
+ if(self.realowner.playerid != self.playerid)
+ {
- spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
+ remove(self);
+ }
+ else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+ {
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
++ spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
+ // just reflect
+ self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
+ self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
+ }
+ else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ {
- sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
+ W_Porto_Fail(0);
+ if(self.cnt < 0)
+ Portal_ClearAll_PortalsOnly(self.realowner);
+ }
+ else if(self.cnt == 0)
+ {
+ // in-portal only
+ if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
+ {
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
+ trace_plane_normal = norm;
+ centerprint(self.realowner, "^1In^7-portal created.");
+ W_Porto_Success();
+ }
+ else
+ {
- sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
+ trace_plane_normal = norm;
+ W_Porto_Fail(0);
+ }
+ }
+ else if(self.cnt == 1)
+ {
+ // out-portal only
+ if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
+ {
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
+ trace_plane_normal = norm;
+ centerprint(self.realowner, "^4Out^7-portal created.");
+ W_Porto_Success();
+ }
+ else
+ {
- sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
+ trace_plane_normal = norm;
+ W_Porto_Fail(0);
+ }
+ }
+ else if(self.effects & EF_RED)
+ {
+ self.effects += EF_BLUE - EF_RED;
+ if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
+ {
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
+ trace_plane_normal = norm;
+ centerprint(self.realowner, "^1In^7-portal created.");
+ self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
+ self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
+ CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type
+ }
+ else
+ {
- sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
+ trace_plane_normal = norm;
+ Portal_ClearAll_PortalsOnly(self.realowner);
+ W_Porto_Fail(0);
+ }
+ }
+ else
+ {
+ if(self.realowner.portal_in.portal_id == self.portal_id)
+ {
+ if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
+ {
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
+ trace_plane_normal = norm;
+ centerprint(self.realowner, "^4Out^7-portal created.");
+ W_Porto_Success();
+ }
+ else
+ {
- sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
+ Portal_ClearAll_PortalsOnly(self.realowner);
+ W_Porto_Fail(0);
+ }
+ }
+ else
+ {
++ sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
+ Portal_ClearAll_PortalsOnly(self.realowner);
+ W_Porto_Fail(0);
+ }
+ }
+}
+
+void W_Porto_Attack (float type)
+{
+ entity gren;
+
+ W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
+ // always shoot from the eye
+ w_shotdir = v_forward;
+ w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
+
+ //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ gren = spawn ();
+ gren.cnt = type;
+ gren.owner = gren.realowner = self;
+ gren.playerid = self.playerid;
+ gren.classname = "porto";
+ gren.bot_dodge = TRUE;
+ gren.bot_dodgerating = 200;
+ gren.movetype = MOVETYPE_BOUNCEMISSILE;
+ PROJECTILE_MAKETRIGGER(gren);
+ gren.effects = EF_RED;
+ gren.scale = 4;
+ setorigin(gren, w_shotorg);
+ setsize(gren, '0 0 0', '0 0 0');
+
+ gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
+ gren.think = W_Porto_Think;
+ gren.touch = W_Porto_Touch;
+
+ if(self.items & IT_STRENGTH)
+ W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
+ else
+ W_SetupProjectileVelocity(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
+
+ gren.angles = vectoangles (gren.velocity);
+ gren.flags = FL_PROJECTILE;
+
+ gren.portal_id = time;
+ self.porto_current = gren;
+ gren.playerid = self.playerid;
+ fixedmakevectors(fixedvectoangles(gren.velocity));
+ gren.right_vector = v_right;
+
+ gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+
+ if(type > 0)
+ CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
+ else
+ CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
+
+ other = gren; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+float w_nexball_weapon(float req);
+float w_porto(float req)
+{
+ //vector v_angle_save;
+
+ if (g_nexball) { return w_nexball_weapon(req); }
+
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ self.BUTTON_ATCK = FALSE;
+ self.BUTTON_ATCK2 = FALSE;
+ if(!WEP_CVAR(porto, secondary))
+ if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), FALSE))
+ self.BUTTON_ATCK = TRUE;
+
+ return TRUE;
+ }
+ case WR_CONFIG:
+ {
+ WEP_CONFIG_SETTINGS(PORTO_SETTINGS(porto))
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if(WEP_CVAR(porto, secondary))
+ {
+ if (self.BUTTON_ATCK)
+ if (!self.porto_current)
+ if (!self.porto_forbidden)
+ if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+ {
+ W_Porto_Attack(0);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ }
+
+ if (self.BUTTON_ATCK2)
+ if (!self.porto_current)
+ if (!self.porto_forbidden)
+ if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
+ {
+ W_Porto_Attack(1);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
+ }
+ }
+ else
+ {
+ if(self.porto_v_angle_held)
+ {
+ if(!self.BUTTON_ATCK2)
+ {
+ self.porto_v_angle_held = 0;
+
+ ClientData_Touch(self);
+ }
+ }
+ else
+ {
+ if(self.BUTTON_ATCK2)
+ {
+ self.porto_v_angle = self.v_angle;
+ self.porto_v_angle_held = 1;
+
+ ClientData_Touch(self);
+ }
+ }
+ if(self.porto_v_angle_held)
+ makevectors(self.porto_v_angle); // override the previously set angles
+
+ if (self.BUTTON_ATCK)
+ if (!self.porto_current)
+ if (!self.porto_forbidden)
+ if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+ {
+ W_Porto_Attack(-1);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model ("models/weapons/g_porto.md3");
+ precache_model ("models/weapons/v_porto.md3");
+ precache_model ("models/weapons/h_porto.iqm");
+ precache_model ("models/portal.md3");
+ precache_sound ("porto/bounce.wav");
+ precache_sound ("porto/create.wav");
+ precache_sound ("porto/expire.wav");
+ precache_sound ("porto/explode.wav");
+ precache_sound ("porto/fire.wav");
+ precache_sound ("porto/unsupported.wav");
+ WEP_SET_PROPS(PORTO_SETTINGS(porto), WEP_PORTO)
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_none;
+ return TRUE;
+ }
+ case WR_RESETPLAYER:
+ {
+ self.porto_current = world;
+ return TRUE;
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_porto(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ print("Since when does Porto send DamageInfo?\n");
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ // nothing to do
+ return TRUE;
+ }
+ }
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
- sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTN_NORM);
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ SEEKER,
+/* function */ w_seeker,
+/* ammotype */ IT_ROCKETS,
+/* impulse */ 8,
+/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* model */ "seeker",
+/* netname */ "seeker",
+/* fullname */ _("T.A.G. Seeker")
+);
+
+#define SEEKER_SETTINGS(weapon) \
+ WEP_ADD_CVAR(weapon, MO_NONE, type) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_ammo) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_animtime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_damage) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_edgedamage) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_force) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime_rand) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_radius) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_refire) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_accel) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_ammo) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_animtime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_count) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_damage) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_damageforcescale) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_decel) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_delay) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_edgedamage) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_force) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_health) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_lifetime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_delay) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_maxrange) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_radius) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_refire) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_smart) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_mindist) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_max) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_min) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_speed_max) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_turnrate) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_ammo) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_animtime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_damageforcescale) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_health) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_lifetime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_refire) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_speed) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_tracker_lifetime) \
+ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+ WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+SEEKER_SETTINGS(seeker)
+.entity tag_target, wps_tag_tracker;
+.float tag_time;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
+
+// ============================
+// Begin: Missile functions, these are general functions to be manipulated by other code
+// ============================
+void Seeker_Missile_Explode ()
+{
+ self.event_damage = func_null;
+ RadiusDamage (self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
+
+ remove (self);
+}
+
+void Seeker_Missile_Touch()
+{
+ PROJECTILE_TOUCH;
+
+ Seeker_Missile_Explode();
+}
+
+void Seeker_Missile_Think()
+{
+ entity e;
+ vector desireddir, olddir, newdir, eorg;
+ float turnrate;
+ float dist;
+ float spd;
+
+ if (time > self.cnt)
+ {
+ self.projectiledeathtype |= HITTYPE_SPLASH;
+ Seeker_Missile_Explode();
+ }
+
+ spd = vlen(self.velocity);
+ spd = bound(
+ spd - WEP_CVAR(seeker, missile_decel) * frametime,
+ WEP_CVAR(seeker, missile_speed_max),
+ spd + WEP_CVAR(seeker, missile_accel) * frametime
+ );
+
+ if (self.enemy != world)
+ if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ if (self.enemy != world)
+ {
+ e = self.enemy;
+ eorg = 0.5 * (e.absmin + e.absmax);
+ turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
+ desireddir = normalize(eorg - self.origin);
+ olddir = normalize(self.velocity); // get my current direction
+ dist = vlen(eorg - self.origin);
+
+ // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
+ if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
+ {
+ // Is it a better idea (shorter distance) to trace to the target itself?
+ if ( vlen(self.origin + olddir * self.wait) < dist)
+ traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
+ else
+ traceline(self.origin, eorg, FALSE, self);
+
+ // Setup adaptive tracelength
+ self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
+
+ // Calc how important it is that we turn and add this to the desierd (enemy) dir.
+ desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
+ }
+
+ newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
+ self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
+ }
+ else
+ dist = 0;
+
+ // Proxy
+ if (WEP_CVAR(seeker, missile_proxy))
+ {
+ if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
+ {
+ if (self.autoswitch == 0)
+ {
+ self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
+ }
+ else
+ {
+ if (self.autoswitch <= time)
+ {
+ Seeker_Missile_Explode();
+ self.autoswitch = 0;
+ }
+ }
+ }
+ else
+ {
+ if (self.autoswitch != 0)
+ self.autoswitch = 0;
+ }
+ }
+ ///////////////
+
+ if (self.enemy.deadflag != DEAD_NO)
+ {
+ self.enemy = world;
+ self.cnt = time + 1 + (random() * 4);
+ self.nextthink = self.cnt;
+ return;
+ }
+
+ //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
+ self.nextthink = time;// + 0.05; // csqc projectiles
+ UpdateCSQCProjectile(self);
+}
+
+
+
+void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ if (self.realowner == attacker)
+ self.health = self.health - (damage * 0.25);
+ else
+ self.health = self.health - damage;
+
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
+}
+
+/*
+void Seeker_Missile_Animate()
+{
+ self.frame = self.frame +1;
+ self.nextthink = time + 0.05;
+
+ if (self.enemy != world)
+ if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ if(self.frame == 5)
+ {
+ self.think = Seeker_Missile_Think;
+ self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
+
+ if (autocvar_g_balance_seeker_missile_proxy)
+ self.movetype = MOVETYPE_BOUNCEMISSILE;
+ else
+ self.movetype = MOVETYPE_FLYMISSILE;
+ }
+
+ UpdateCSQCProjectile(self);
+}
+*/
+
+void Seeker_Fire_Missile(vector f_diff, entity m_target)
+{
+ entity missile;
+
+ W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
+
+ makevectors(self.v_angle);
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
+ w_shotorg += f_diff;
+ pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ //self.detornator = FALSE;
+
+ missile = spawn();
+ missile.owner = missile.realowner = self;
+ missile.classname = "seeker_missile";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
+
+ missile.think = Seeker_Missile_Think;
+ missile.touch = Seeker_Missile_Touch;
+ missile.event_damage = Seeker_Missile_Damage;
+ missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
+ missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
+ missile.enemy = m_target;
+ missile.solid = SOLID_BBOX;
+ missile.scale = 2;
+ missile.takedamage = DAMAGE_YES;
+ missile.health = WEP_CVAR(seeker, missile_health);
+ missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
+ missile.damagedbycontents = TRUE;
+ //missile.think = Seeker_Missile_Animate; // csqc projectiles.
+
+ if (missile.enemy != world)
+ missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
+ else
+ missile.projectiledeathtype = WEP_SEEKER;
+
+
+ setorigin (missile, w_shotorg);
+ setsize (missile, '-4 -4 -4', '4 4 4');
+ missile.movetype = MOVETYPE_FLYMISSILE;
+ missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
+
+ W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
+
+ missile.angles = vectoangles (missile.velocity);
+
+ CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+// ============================
+// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
+// ============================
+void Seeker_Flac_Explode ()
+{
+ self.event_damage = func_null;
+
+ RadiusDamage (self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other);
+
+ remove (self);
+}
+
+void Seeker_Flac_Touch()
+{
+ PROJECTILE_TOUCH;
+
+ Seeker_Flac_Explode();
+}
+
+void Seeker_Fire_Flac()
+{
+ entity missile;
+ vector f_diff;
+ float c;
+
+ W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
+
+ c = mod(self.bulletcounter, 4);
+ switch(c)
+ {
+ case 0:
+ f_diff = '-1.25 -3.75 0';
+ break;
+ case 1:
+ f_diff = '+1.25 -3.75 0';
+ break;
+ case 2:
+ f_diff = '-1.25 +3.75 0';
+ break;
+ case 3:
+ default:
+ f_diff = '+1.25 +3.75 0';
+ break;
+ }
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+ w_shotorg += f_diff;
+
+ pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ missile = spawn ();
+ missile.owner = missile.realowner = self;
+ missile.classname = "missile";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
+ missile.touch = Seeker_Flac_Explode;
+ missile.use = Seeker_Flac_Explode;
+ missile.think = adaptor_think2use_hittype_splash;
+ missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
+ missile.solid = SOLID_BBOX;
+ missile.movetype = MOVETYPE_FLY;
+ missile.projectiledeathtype = WEP_SEEKER;
+ missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
+ missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
+
+ // csqc projectiles
+ //missile.angles = vectoangles (missile.velocity);
+ //missile.scale = 0.4; // BUG: the model is too big
+
+ setorigin (missile, w_shotorg);
+ setsize (missile, '-2 -2 -2', '2 2 2');
+
+ W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
+ CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+// ============================
+// Begin: Tag and rocket controllers
+// ============================
+entity Seeker_Tagged_Info(entity isowner, entity istarget)
+{
+ entity tag;
+ for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
+ if ((tag.realowner == isowner) && (tag.tag_target == istarget))
+ return tag;
+
+ return world;
+}
+
+void Seeker_Attack()
+{
+ entity tracker, closest_target;
+
+ closest_target = world;
+ for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
+ {
+ if (closest_target)
+ {
+ if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
+ closest_target = tracker.tag_target;
+ }
+ else
+ closest_target = tracker.tag_target;
+ }
+
+ traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
+ if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
+ closest_target = world;
+
+ Seeker_Fire_Missile('0 0 0', closest_target);
+}
+
+void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
+{
+ float c;
+ entity oldself,oldenemy;
+ self.cnt = self.cnt - 1;
+
+ if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.ammo_rockets < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
+ {
+ remove(self);
+ return;
+ }
+
+ self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
+
+ oldself = self;
+ self = self.realowner;
+
+ oldenemy = self.enemy;
+ self.enemy = oldself.enemy;
+
+ c = mod(self.cnt, 4);
+ switch(c)
+ {
+ case 0:
+ Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
+ break;
+ case 1:
+ Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
+ break;
+ case 2:
+ Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
+ break;
+ case 3:
+ default:
+ Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
+ break;
+ }
+
+ self.enemy = oldenemy;
+ self = oldself;
+}
+
+void Seeker_Tracker_Think()
+{
+ // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
+ if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
+ || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
+ {
+ if (self)
+ {
+ WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
+ remove(self);
+ }
+ return;
+ }
+
+ // Update the think method information
+ self.nextthink = time;
+}
+
+// ============================
+// Begin: Tag projectile
+// ============================
+void Seeker_Tag_Explode ()
+{
+ //if(other==self.realowner)
+ // return;
+ Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
+
+ remove (self);
+}
+
+void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
+ self.health = self.health - damage;
+ if (self.health <= 0)
+ Seeker_Tag_Explode();
+}
+
+void Seeker_Tag_Touch()
+{
+ vector dir;
+ vector org2;
+ entity e;
+
+ PROJECTILE_TOUCH;
+
+ dir = normalize (self.realowner.origin - self.origin);
+ org2 = findbetterlocation (self.origin, 8);
+
+ te_knightspike(org2);
+
+ self.event_damage = func_null;
+ Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
+
+ if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
+ {
+ // check to see if this person is already tagged by me
+ entity tag = Seeker_Tagged_Info(self.realowner, other);
+
+ if (tag != world)
+ {
+ if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
+ WaypointSprite_Kill(other.wps_tag_tracker);
+
+ tag.tag_time = time;
+ }
+ else
+ {
+ //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
+ e = spawn();
+ e.cnt = WEP_CVAR(seeker, missile_count);
+ e.classname = "tag_tracker";
+ e.owner = self.owner;
+ e.realowner = self.realowner;
+
+ if (WEP_CVAR(seeker, type) == 1)
+ {
+ e.tag_target = other;
+ e.tag_time = time;
+ e.think = Seeker_Tracker_Think;
+ }
+ else
+ {
+ e.enemy = other;
+ e.think = Seeker_Vollycontroller_Think;
+ }
+
+ e.nextthink = time;
+ }
+
+ if (WEP_CVAR(seeker, type) == 1)
+ {
+ WaypointSprite_Spawn("tagged-target", WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
+ WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
+ }
+ }
+
+ remove(self);
+ return;
+}
+
+void Seeker_Fire_Tag()
+{
+ entity missile;
+ W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
+
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
+
+ missile = spawn();
+ missile.owner = missile.realowner = self;
+ missile.classname = "seeker_tag";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = 50;
+ missile.touch = Seeker_Tag_Touch;
+ missile.think = SUB_Remove;
+ missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
+ missile.movetype = MOVETYPE_FLY;
+ missile.solid = SOLID_BBOX;
+
+ missile.takedamage = DAMAGE_YES;
+ missile.event_damage = Seeker_Tag_Damage;
+ missile.health = WEP_CVAR(seeker, tag_health);
+ missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
+
+ setorigin (missile, w_shotorg);
+ setsize (missile, '-2 -2 -2', '2 2 2');
+
+ missile.flags = FL_PROJECTILE;
+ //missile.missile_flags = MIF_..?;
+
+ missile.movetype = MOVETYPE_FLY;
+ W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
+ missile.angles = vectoangles (missile.velocity);
+
+ CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+// ============================
+// Begin: Genereal weapon functions
+// ============================
+
+float w_seeker(float req)
+{
+ float ammo_amount;
+
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ if (WEP_CVAR(seeker, type) == 1)
+ if (Seeker_Tagged_Info(self, self.enemy) != world)
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
+ else
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
+ else
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
+
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
+ WEP_ACTION(self.weapon, WR_RELOAD);
+
+ else if (self.BUTTON_ATCK)
+ {
+ if (WEP_CVAR(seeker, type) == 1)
+ {
+ if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
+ {
+ Seeker_Attack();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+ }
+ }
+ else
+ {
+ if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ {
+ Seeker_Fire_Tag();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ }
+ }
+ }
+
+ else if (self.BUTTON_ATCK2)
+ {
+ if (WEP_CVAR(seeker, type) == 1)
+ {
+ if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ {
+ Seeker_Fire_Tag();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ }
+ }
+ else
+ {
+ if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
+ {
+ Seeker_Fire_Flac();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+ }
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model ("models/weapons/g_seeker.md3");
+ precache_model ("models/weapons/v_seeker.md3");
+ precache_model ("models/weapons/h_seeker.iqm");
+ precache_sound ("weapons/tag_fire.wav");
+ precache_sound ("weapons/flac_fire.wav");
+ precache_sound ("weapons/seeker_fire.wav");
+ WEP_SET_PROPS(SEEKER_SETTINGS(seeker), WEP_SEEKER)
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_rockets;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ if (WEP_CVAR(seeker, type) == 1)
+ {
+ ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
+ }
+ else
+ {
+ ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
+ }
+
+ return ammo_amount;
+ }
+ case WR_CHECKAMMO2:
+ {
+ if (WEP_CVAR(seeker, type) == 1)
+ {
+ ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
+ }
+ else
+ {
+ ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
+ }
+
+ return ammo_amount;
+ }
+ case WR_CONFIG:
+ {
+ WEP_CONFIG_SETTINGS(SEEKER_SETTINGS(seeker))
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ return WEAPON_SEEKER_SUICIDE;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SEEKER_MURDER_TAG;
+ else
+ return WEAPON_SEEKER_MURDER_SPRAY;
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_seeker(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ 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, "weapons/tagexp1.wav", 1, ATTN_NORM);
++ sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
+ }
+ else
+ {
+ pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if (w_random<0.15)
- sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
++ sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
+ else if (w_random<0.7)
- sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
++ sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
+ else
- sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
++ sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
+ }
+ }
+ }
+ else
+ {
+ pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if (w_random<0.15)
- sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
++ sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
+ else if (w_random<0.7)
- sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
++ sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
+ else
++ sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/seekerexp1.wav");
+ precache_sound("weapons/seekerexp2.wav");
+ precache_sound("weapons/seekerexp3.wav");
+ precache_sound("weapons/tagexp1.wav");
+ precache_sound("weapons/tagexp2.wav");
+ precache_sound("weapons/tagexp3.wav");
+ precache_sound("weapons/tag_impact.wav");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
- sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ SHOTGUN,
+/* function */ w_shotgun,
+/* ammotype */ IT_SHELLS,
+/* impulse */ 2,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating */ BOT_PICKUP_RATING_LOW,
+/* model */ "shotgun",
+/* netname */ "shotgun",
+/* fullname */ _("Shotgun")
+);
+#else
+#ifdef SVQC
+void spawnfunc_weapon_shotgun()
+{
+ if(autocvar_sv_q3acompat_machineshotgunswap)
+ if(self.classname != "droppedweapon")
+ {
+ weapon_defaultspawnfunc(WEP_UZI);
+ return;
+ }
+ weapon_defaultspawnfunc(WEP_SHOTGUN);
+}
+
+
+void W_Shotgun_Attack (void)
+{
+ float sc;
+ float ammoamount;
+ float bullets;
+ float d;
+ float f;
+ float spread;
+ float bulletspeed;
+ float bulletconstant;
+ entity flash;
+
+ ammoamount = autocvar_g_balance_shotgun_primary_ammo;
+ bullets = autocvar_g_balance_shotgun_primary_bullets;
+ d = autocvar_g_balance_shotgun_primary_damage;
+ f = autocvar_g_balance_shotgun_primary_force;
+ spread = autocvar_g_balance_shotgun_primary_spread;
+ bulletspeed = autocvar_g_balance_shotgun_primary_speed;
+ bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
+
+ W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
+
+ W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
+ for (sc = 0;sc < bullets;sc = sc + 1)
+ fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
+ endFireBallisticBullet();
+
+ pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
+
+ // casing code
+ if (autocvar_g_casings >= 1)
+ for (sc = 0;sc < ammoamount;sc = sc + 1)
+ SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
+
+ // muzzle flash for 1st person view
+ flash = spawn();
+ setmodel(flash, "models/uziflash.md3"); // precision set below
+ flash.think = SUB_Remove;
+ flash.nextthink = time + 0.06;
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ W_AttachToShotorg(flash, '5 0 0');
+}
+
+.float swing_prev;
+.entity swing_alreadyhit;
+void shotgun_meleethink (void)
+{
+ // declarations
+ float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+ entity target_victim;
+ vector targpos;
+
+ if(!self.cnt) // set start time of melee
+ {
+ self.cnt = time;
+ W_PlayStrengthSound(self.realowner);
+ }
+
+ makevectors(self.realowner.v_angle); // update values for v_* vectors
+
+ // calculate swing percentage based on time
+ meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
+ swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
+ f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+
+ // check to see if we can still continue, otherwise give up now
+ if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
+ {
+ remove(self);
+ return;
+ }
+
+ // if okay, perform the traces needed for this frame
+ for(i=self.swing_prev; i < f; ++i)
+ {
+ swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
+
+ targpos = (self.realowner.origin + self.realowner.view_ofs
+ + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
+ + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
+ + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
+
+ WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
+
+ // draw lightning beams for debugging
+ //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ //te_customflash(targpos, 40, 2, '1 1 1');
+
+ is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
+
+ if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+ && (trace_ent.takedamage == DAMAGE_AIM)
+ && (trace_ent != self.swing_alreadyhit)
+ && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
+ {
+ target_victim = trace_ent; // so it persists through other calls
+
+ if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
+ swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+ else
+ swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+
+ //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
+
+ Damage(target_victim, self.realowner, self.realowner,
+ swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
+ self.realowner.origin + self.realowner.view_ofs,
+ v_forward * autocvar_g_balance_shotgun_secondary_force);
+
+ if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
+
+ // draw large red flash for debugging
+ //te_customflash(targpos, 200, 2, '15 0 0');
+
+ if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+ {
+ self.swing_alreadyhit = target_victim;
+ continue; // move along to next trace
+ }
+ else
+ {
+ remove(self);
+ return;
+ }
+ }
+ }
+
+ if(time >= self.cnt + meleetime)
+ {
+ // melee is finished
+ remove(self);
+ return;
+ }
+ else
+ {
+ // set up next frame
+ self.swing_prev = i;
+ self.nextthink = time;
+ }
+}
+
+void W_Shotgun_Attack2 (void)
+{
- sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
++ sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
+
+ entity meleetemp;
+ meleetemp = spawn();
+ meleetemp.realowner = self;
+ meleetemp.think = shotgun_meleethink;
+ meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
+ W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
+}
+
+void spawnfunc_weapon_shotgun(); // defined in t_items.qc
+
+.float shotgun_primarytime;
+
+float w_shotgun(float req)
+{
+ float ammo_amount;
+
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
+ self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+ else
+ {
+ if(autocvar_g_antilag_bullets)
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+ else
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
+ }
+
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
+ {
+ // don't force reload an empty shotgun if its melee attack is active
+ if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
+ WEP_ACTION(self.weapon, WR_RELOAD);
+ }
+ else
+ {
+ if (self.BUTTON_ATCK)
+ {
+ if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+ {
+ W_Shotgun_Attack();
+ self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+ }
+ }
+ }
+ }
+ if (self.clip_load >= 0) // we are not currently reloading
+ if (!self.crouch) // no crouchmelee please
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
+ if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
+ {
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model ("models/uziflash.md3");
+ precache_model ("models/weapons/g_shotgun.md3");
+ precache_model ("models/weapons/v_shotgun.md3");
+ precache_model ("models/weapons/h_shotgun.iqm");
+ precache_sound ("misc/itempickup.wav");
+ precache_sound ("weapons/shotgun_fire.wav");
+ precache_sound ("weapons/shotgun_melee.wav");
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_shells;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
+ return ammo_amount;
+ }
+ case WR_CHECKAMMO2:
+ {
+ // melee attack is always available
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ W_Reload(autocvar_g_balance_shotgun_primary_ammo, "weapons/reload.wav");
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ return WEAPON_THINKING_WITH_PORTALS;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SHOTGUN_MURDER_SLAP;
+ else
+ return WEAPON_SHOTGUN_MURDER;
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+.float prevric;
+float w_shotgun(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
+ if(!w_issilent && time - self.prevric > 0.25)
+ {
+ if(w_random < 0.0165)
- sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
+ else if(w_random < 0.033)
- sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
++ sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
+ else if(w_random < 0.05)
++ sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
+ self.prevric = time;
+ }
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/ric1.wav");
+ precache_sound("weapons/ric2.wav");
+ precache_sound("weapons/ric3.wav");
+ return TRUE;
+ }
+ }
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
- void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
+#ifndef MENUQC
+#include "calculations.qc"
+#endif
+#include "all.qh"
+
+// WEAPON PLUGIN SYSTEM
+entity weapon_info[WEP_MAXCOUNT];
+entity dummy_weapon_info;
+
- WEPSET_COPY_EW(e, id);
++#if WEP_MAXCOUNT > 72
++# error Kein Weltraum links auf dem Gerät
++#endif
++
++WepSet WepSet_FromWeapon(float a) {
++ a -= WEP_FIRST;
++#if WEP_MAXCOUNT > 24
++ if(a >= 24) {
++ a -= 24;
++#if WEP_MAXCOUNT > 48
++ if(a >= 24) {
++ a -= 24;
++ return '0 0 1' * power2of(a);
++ }
++#endif
++ return '0 1 0' * power2of(a);
++ }
++#endif
++ return '1 0 0' * power2of(a);
++}
++#ifdef SVQC
++void WepSet_AddStat()
++{
++ addstat(STAT_WEAPONS, AS_INT, weapons_x);
++#if WEP_MAXCOUNT > 24
++ addstat(STAT_WEAPONS2, AS_INT, weapons_y);
++#if WEP_MAXCOUNT > 48
++ addstat(STAT_WEAPONS3, AS_INT, weapons_z);
++#endif
++#endif
++}
++void WriteWepSet(float dst, WepSet w)
++{
++#if WEP_MAXCOUNT > 48
++ WriteInt72_t(dst, w);
++#elif WEP_MAXCOUNT > 24
++ WriteInt48_t(dst, w);
++#else
++ WriteInt24_t(dst, w_x);
++#endif
++}
++#endif
++#ifdef CSQC
++WepSet WepSet_GetFromStat()
++{
++ WepSet w = '0 0 0';
++ w_x = getstati(STAT_WEAPONS);
++#if WEP_MAXCOUNT > 24
++ w_y = getstati(STAT_WEAPONS2);
++#if WEP_MAXCOUNT > 48
++ w_z = getstati(STAT_WEAPONS3);
++#endif
++#endif
++ return w;
++}
++WepSet ReadWepSet()
++{
++#if WEP_MAXCOUNT > 48
++ return ReadInt72_t();
++#elif WEP_MAXCOUNT > 24
++ return ReadInt48_t();
++#else
++ return ReadInt24_t() * '1 0 0';
++#endif
++}
++#endif
++
++void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
+{
+ entity e;
+ weapon_info[id - 1] = e = spawn();
+ e.classname = "weapon_info";
+ e.weapon = id;
- WEPSET_CLEAR_E(dummy_weapon_info);
++ e.weapons = bit;
+ e.netname = shortname;
+ e.message = wname;
+ e.items = ammotype;
+ e.weapon_func = func;
+ e.mdl = modelname;
+ e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
+ e.spawnflags = weapontype;
+ e.model2 = strzone(strcat("wpn-", e.mdl));
+ e.impulse = i;
+ e.bot_pickupbasevalue = pickupbasevalue;
+ if(ammotype & IT_SHELLS)
+ e.ammo_field = ammo_shells;
+ else if(ammotype & IT_NAILS)
+ e.ammo_field = ammo_nails;
+ else if(ammotype & IT_ROCKETS)
+ e.ammo_field = ammo_rockets;
+ else if(ammotype & IT_CELLS)
+ e.ammo_field = ammo_cells;
+ else if(ammotype & IT_FUEL)
+ e.ammo_field = ammo_fuel;
+ else
+ e.ammo_field = ammo_batteries;
+
+ #ifndef MENUQC
+ func(WR_INIT);
+ #endif
+}
+float w_null(float dummy)
+{
+ return 0;
+}
+void register_weapons_done()
+{
+ dummy_weapon_info = spawn();
+ dummy_weapon_info.classname = "weapon_info";
+ dummy_weapon_info.weapon = 0; // you can recognize dummies by this
- WEPSET_DECLARE_A(remaining);
- WEPSET_DECLARE_A(result);
- WEPSET_COPY_AE(remaining, e);
- WEPSET_CLEAR_A(result);
++ dummy_weapon_info.weapons = '0 0 0';
+ dummy_weapon_info.netname = "";
+ dummy_weapon_info.message = "AOL CD Thrower";
+ dummy_weapon_info.items = 0;
+ dummy_weapon_info.weapon_func = w_null;
+ dummy_weapon_info.mdl = "";
+ dummy_weapon_info.model = "";
+ dummy_weapon_info.spawnflags = 0;
+ dummy_weapon_info.model2 = "";
+ dummy_weapon_info.impulse = -1;
+ dummy_weapon_info.bot_pickupbasevalue = 0;
+
+ float i;
+ weaponorder_byid = "";
+ for(i = WEP_MAXCOUNT; i >= 1; --i)
+ if(weapon_info[i-1])
+ weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
+ weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
+}
+entity get_weaponinfo(float id)
+{
+ entity w;
+ if(id < WEP_FIRST || id > WEP_LAST)
+ return dummy_weapon_info;
+ w = weapon_info[id - 1];
+ if(w)
+ return w;
+ return dummy_weapon_info;
+}
+string W_FixWeaponOrder(string order, float complete)
+{
+ return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
+}
+string W_NameWeaponOrder_MapFunc(string s)
+{
+ entity wi;
+ if(s == "0" || stof(s))
+ {
+ wi = get_weaponinfo(stof(s));
+ if(wi != dummy_weapon_info)
+ return wi.netname;
+ }
+ return s;
+}
+string W_NameWeaponOrder(string order)
+{
+ return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
+}
+string W_NumberWeaponOrder_MapFunc(string s)
+{
+ float i;
+ if(s == "0" || stof(s))
+ return s;
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ if(s == get_weaponinfo(i).netname)
+ return ftos(i);
+ return s;
+}
+string W_NumberWeaponOrder(string order)
+{
+ return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
+}
+
+float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
+string W_FixWeaponOrder_BuildImpulseList_order;
+void W_FixWeaponOrder_BuildImpulseList_swap(float i, float j, entity pass)
+{
+ float h;
+ h = W_FixWeaponOrder_BuildImpulseList_buf[i];
+ W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
+ W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
+}
+float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass)
+{
+ entity e1, e2;
+ float d;
+ e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
+ e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
+ d = mod(e1.impulse + 9, 10) - mod(e2.impulse + 9, 10);
+ if(d != 0)
+ return -d; // high impulse first!
+ return
+ strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
+ -
+ strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
+ ; // low char index first!
+}
+string W_FixWeaponOrder_BuildImpulseList(string o)
+{
+ float i;
+ W_FixWeaponOrder_BuildImpulseList_order = o;
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
+ heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
+ o = "";
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
+ W_FixWeaponOrder_BuildImpulseList_order = string_null;
+ return substring(o, 1, -1);
+}
+
+string W_FixWeaponOrder_AllowIncomplete(string order)
+{
+ return W_FixWeaponOrder(order, 0);
+}
+
+string W_FixWeaponOrder_ForceComplete(string order)
+{
+ if(order == "")
+ order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
+ return W_FixWeaponOrder(order, 1);
+}
+
+void W_RandomWeapons(entity e, float n)
+{
+ float i, j;
- if(WEPSET_CONTAINS_AW(remaining, j))
++ WepSet remaining;
++ WepSet result;
++ remaining = e.weapons;
++ result = '0 0 0';
+ for(i = 0; i < n; ++i)
+ {
+ RandomSelection_Init();
+ for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- WEPSET_OR_AW(result, RandomSelection_chosen_float);
- WEPSET_ANDNOT_AW(remaining, RandomSelection_chosen_float);
++ if(remaining & WepSet_FromWeapon(j))
+ RandomSelection_Add(world, j, string_null, 1, 1);
- WEPSET_COPY_EA(e, result);
++ result |= WepSet_FromWeapon(RandomSelection_chosen_float);
++ remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
+ }
++ e.weapons = result;
+}
+
+string W_Name(float weaponid)
+{
+ return (get_weaponinfo(weaponid)).message;
+}
+
+float W_AmmoItemCode(float wpn)
+{
+ return (get_weaponinfo(wpn)).items & IT_AMMO;
+}
--- /dev/null
- float BOT_PICKUP_RATING_LOW = 2500;
- float BOT_PICKUP_RATING_MID = 5000;
- float BOT_PICKUP_RATING_HIGH = 10000;
-
- float WEP_TYPE_OTHER = 0x00; // not for damaging people
- float WEP_TYPE_SPLASH = 0x01; // splash damage
- float WEP_TYPE_HITSCAN = 0x02; // hitscan
- float WEP_TYPEMASK = 0x0F;
- float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
- float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
- float WEP_FLAG_HIDDEN = 0x40; // hides from menu
- float WEP_FLAG_RELOADABLE = 0x80; // can has reload
- float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
- float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
-
- float MAX_SHOT_DISTANCE = 32768;
+#ifndef MENUQC
+#include "calculations.qh"
+#endif
+
- float IT_UNLIMITED_WEAPON_AMMO = 1;
++const float BOT_PICKUP_RATING_LOW = 2500;
++const float BOT_PICKUP_RATING_MID = 5000;
++const float BOT_PICKUP_RATING_HIGH = 10000;
++
++const float WEP_TYPE_OTHER = 0x00; // not for damaging people
++const float WEP_TYPE_SPLASH = 0x01; // splash damage
++const float WEP_TYPE_HITSCAN = 0x02; // hitscan
++const float WEP_TYPEMASK = 0x0F;
++const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
++const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
++const float WEP_FLAG_HIDDEN = 0x40; // hides from menu
++const float WEP_FLAG_RELOADABLE = 0x80; // can has reload
++const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
++const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
++
++const float MAX_SHOT_DISTANCE = 32768;
+
+// weapon requests // WEAPONTODO
+#define WR_SETUP 1 // (SERVER) setup weapon data
+#define WR_THINK 2 // (SERVER) logic to run every frame
+#define WR_CHECKAMMO1 3 // (SERVER) checks ammo for weapon
+#define WR_CHECKAMMO2 4 // (SERVER) checks ammo for weapon
+#define WR_AIM 5 // (SERVER) runs bot aiming code for this weapon
+#define WR_INIT 6 // (BOTH) precaches models/sounds used by this weapon
+#define WR_SUICIDEMESSAGE 7 // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
+#define WR_KILLMESSAGE 8 // (SERVER) notification number for kill message (may inspect w_deathtype for details)
+#define WR_RELOAD 9 // (SERVER) does not need to do anything
+#define WR_RESETPLAYER 10 // (SERVER) does not need to do anything
+#define WR_IMPACTEFFECT 11 // (CLIENT) impact effect
+#define WR_SWITCHABLE 12 // (CLIENT) impact effect
+#define WR_PLAYERDEATH 13 // (SERVER) does not need to do anything
+#define WR_GONETHINK 14 // (SERVER) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
+#define WR_CONFIG 15 // (ALL)
+
+// WEAPONTODO
- float IT_UNLIMITED_SUPERWEAPONS = 2;
++const float IT_UNLIMITED_WEAPON_AMMO = 1;
+// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
- float IT_CTF_SHIELDED = 4; // set for the flag shield
- float IT_USING_JETPACK = 8; // confirmation that button is pressed
- float IT_JETPACK = 16; // actual item
- float IT_FUEL_REGEN = 32; // fuel regeneration trigger
- float IT_SHELLS = 256;
- float IT_NAILS = 512;
- float IT_ROCKETS = 1024;
- float IT_CELLS = 2048;
- float IT_SUPERWEAPON = 4096;
- float IT_FUEL = 128;
- float IT_STRENGTH = 8192;
- float IT_INVINCIBLE = 16384;
- float IT_HEALTH = 32768;
++const float IT_UNLIMITED_SUPERWEAPONS = 2;
+// when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
- float IT_KEY1 = 131072;
- float IT_KEY2 = 262144;
++const float IT_CTF_SHIELDED = 4; // set for the flag shield
++const float IT_USING_JETPACK = 8; // confirmation that button is pressed
++const float IT_JETPACK = 16; // actual item
++const float IT_FUEL_REGEN = 32; // fuel regeneration trigger
++WANT_CONST float IT_SHELLS = 256;
++WANT_CONST float IT_NAILS = 512;
++WANT_CONST float IT_ROCKETS = 1024;
++WANT_CONST float IT_CELLS = 2048;
++const float IT_SUPERWEAPON = 4096;
++const float IT_FUEL = 128;
++const float IT_STRENGTH = 8192;
++const float IT_INVINCIBLE = 16384;
++const float IT_HEALTH = 32768;
+// union:
+ // for items:
- float IT_RED_FLAG_TAKEN = 32768;
- float IT_RED_FLAG_LOST = 65536;
- float IT_RED_FLAG_CARRYING = 98304;
- float IT_BLUE_FLAG_TAKEN = 131072;
- float IT_BLUE_FLAG_LOST = 262144;
- float IT_BLUE_FLAG_CARRYING = 393216;
++ WANT_CONST float IT_KEY1 = 131072;
++ WANT_CONST float IT_KEY2 = 262144;
+ // for players:
- float IT_5HP = 524288;
- float IT_25HP = 1048576;
- float IT_ARMOR_SHARD = 2097152;
- float IT_ARMOR = 4194304;
++ const float IT_RED_FLAG_TAKEN = 32768;
++ const float IT_RED_FLAG_LOST = 65536;
++ const float IT_RED_FLAG_CARRYING = 98304;
++ const float IT_BLUE_FLAG_TAKEN = 131072;
++ const float IT_BLUE_FLAG_LOST = 262144;
++ const float IT_BLUE_FLAG_CARRYING = 393216;
+// end
- float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
- float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
- float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
++const float IT_5HP = 524288;
++const float IT_25HP = 1048576;
++const float IT_ARMOR_SHARD = 2097152;
++const float IT_ARMOR = 4194304;
+
- float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
++const float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
++const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
++const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
+
- // also, weaponinfo ents can act as a WEPSET
-
-
- // ===================
- // Weapon Operations
- // ===================
- #if 1
- # define WEP_MAXCOUNT 24
- // default storage
- .float _WS_weapons;
- # define WEPSET_BIT(a) power2of((a) - WEP_FIRST)
- # define WEPSET_DECLARE_A(a) float _WS_##a
- # define WEPSET_CLEAR_E(e) ((e)._WS_weapons = 0)
- # define WEPSET_CLEAR_A(a) (_WS_##a = 0)
- # define WEPSET_EMPTY_E(e) ((e)._WS_weapons == 0)
- # define WEPSET_EMPTY_A(a) (_WS_##a == 0)
- # define WEPSET_COPY_AS(a) (_WS_##a = getstati(STAT_WEAPONS))
- # define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS_weapons)
- # define WEPSET_WRITE_E(dest,a) WriteInt24_t(dest, (a)._WS_weapons)
- # define WEPSET_WRITE_A(dest,a) WriteInt24_t(dest, _WS_##a)
- # define WEPSET_WRITE_W(dest,a) WriteInt24_t(dest, WEPSET_BIT(a))
- # define WEPSET_READ_E(a) (a)._WS_weapons = ReadInt24_t()
- # define WEPSET_READ_A(a) (_WS_##a) = ReadInt24_t()
- # define WEPSET_OP1_EE(a,b,mergeop,x) ((a)._WS_weapons x (b)._WS_weapons)
- # define WEPSET_OP2_EE(a,b,mergeop,x,y) ((a)._WS_weapons x (b)._WS_weapons y (a)._WS_weapons)
- # define WEPSET_OP1_EA(a,b,mergeop,x) ((a)._WS_weapons x _WS_##b)
- # define WEPSET_OP2_EA(a,b,mergeop,x,y) ((a)._WS_weapons x _WS_##b y (a)._WS_weapons)
- # define WEPSET_OP1_EW(a,b,mergeop,x) ((a)._WS_weapons x WEPSET_BIT(b))
- # define WEPSET_OP2_EW(a,b,mergeop,x,y) ((a)._WS_weapons x WEPSET_BIT(b) y (a)._WS_weapons)
- # define WEPSET_OP1_AE(a,b,mergeop,x) (_WS_##a x (b)._WS_weapons)
- # define WEPSET_OP2_AE(a,b,mergeop,x,y) (_WS_##a x (b)._WS_weapons y _WS_##a)
- # define WEPSET_OP1_AA(a,b,mergeop,x) (_WS_##a x _WS_##b)
- # define WEPSET_OP2_AA(a,b,mergeop,x,y) (_WS_##a x _WS_##b y _WS_##a)
- # define WEPSET_OP1_AW(a,b,mergeop,x) (_WS_##a x WEPSET_BIT(b))
- # define WEPSET_OP2_AW(a,b,mergeop,x,y) (_WS_##a x WEPSET_BIT(b) y _WS_##a)
- #else
- # define WEP_MAXCOUNT 48
- # define WEP_FIRST2 25
- .float _WS1_weapons;
- .float _WS2_weapons;
- # define WEPSET_BIT1(a) (((a) < WEP_FIRST2) ? power2of((a) - WEP_FIRST) : 0)
- # define WEPSET_BIT2(a) (((a) >= WEP_FIRST2) ? power2of((a) - WEP_FIRST2) : 0)
- # define WEPSET_DECLARE_A(a) float _WS1_##a, _WS2_##a
- # define WEPSET_CLEAR_E(e) ((e)._WS1_weapons = (e)._WS2_weapons = 0)
- # define WEPSET_CLEAR_A(a) ((_WS1_##a) = (_WS2_##a) = 0)
- # define WEPSET_EMPTY_E(e) ((e)._WS1_weapons == 0 && (e)._WS2_weapons == 0)
- # define WEPSET_EMPTY_A(a) ((_WS1_##a) == 0 && (_WS2_##a) == 0)
- # define WEPSET_COPY_AS(a) ((_WS1_##a) = getstati(STAT_WEAPONS), (_WS2_##a) = getstati(STAT_WEAPONS2))
- # define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS1_weapons); addstat(STAT_WEAPONS2, AS_INT, _WS2_weapons)
- # define WEPSET_WRITE_E(dest,a) WriteInt24_t(dest, (a)._WS1_weapons); WriteInt24_t(dest, (a)._WS2_weapons)
- # define WEPSET_WRITE_A(dest,a) WriteInt24_t(dest, _WS1_##a); WriteInt24_t(dest, _WS2_##a)
- # define WEPSET_WRITE_W(dest,a) WriteInt24_t(dest, WEPSET_BIT1(a)); WriteInt24_t(dest, WEPSET_BIT2(a))
- # define WEPSET_READ_E(a) (a)._WS1_weapons = ReadInt24_t(); (a)._WS2_weapons = ReadInt24_t()
- # define WEPSET_READ_A(a) (_WS1_##a) = ReadInt24_t(); (_WS2_##a) = ReadInt24_t()
- # define WEPSET_OP1_EE(a,b,mergeop,x) (((a)._WS1_weapons x (b)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons))
- # define WEPSET_OP2_EE(a,b,mergeop,x,y) (((a)._WS1_weapons x (b)._WS1_weapons y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons y (a)._WS2_weapons))
- # define WEPSET_OP1_EA(a,b,mergeop,x) (((a)._WS1_weapons x _WS1_##b) mergeop ((a)._WS2_weapons x _WS2_##b))
- # define WEPSET_OP2_EA(a,b,mergeop,x,y) (((a)._WS1_weapons x _WS1_##b y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x _WS2_##b y (a)._WS2_weapons))
- # define WEPSET_OP1_EW(a,b,mergeop,x) (((a)._WS1_weapons x WEPSET_BIT1(b)) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b)))
- # define WEPSET_OP2_EW(a,b,mergeop,x,y) (((a)._WS1_weapons x WEPSET_BIT1(b) y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b) y (a)._WS2_weapons))
- # define WEPSET_OP1_AE(a,b,mergeop,x) ((_WS1_##a x (b)._WS1_weapons) mergeop (_WS2_##a x (b)._WS2_weapons))
- # define WEPSET_OP2_AE(a,b,mergeop,x,y) ((_WS1_##a x (b)._WS1_weapons y _WS1_##a) mergeop (_WS2_##a x (b)._WS2_weapons y _WS2_##a))
- # define WEPSET_OP1_AA(a,b,mergeop,x) ((_WS1_##a x _WS1_##b) mergeop (_WS2_##a x _WS2_##b))
- # define WEPSET_OP2_AA(a,b,mergeop,x,y) ((_WS1_##a x _WS1_##b y _WS1_##a) mergeop (_WS2_##a x _WS2_##b y _WS2_##a))
- # define WEPSET_OP1_AW(a,b,mergeop,x) ((_WS1_##a x WEPSET_BIT1(b)) mergeop (_WS2_##a x WEPSET_BIT2(b)))
- # define WEPSET_OP2_AW(a,b,mergeop,x,y) ((_WS1_##a x WEPSET_BIT1(b) y _WS1_##a) mergeop (_WS2_##a x WEPSET_BIT2(b) y _WS2_##a))
- #endif
-
- #define XX ,
-
- #define WEPSET_COPY_EE(a,b) WEPSET_OP1_EE(a,b,XX,=)
- #define WEPSET_EQ_EE(a,b) WEPSET_OP1_EE(a,b,&&,==)
- #define WEPSET_OR_EE(a,b) WEPSET_OP1_EE(a,b,XX,|=)
- #define WEPSET_AND_EE(a,b) WEPSET_OP2_EE(a,b,XX,=,&)
- #define WEPSET_ANDNOT_EE(a,b) WEPSET_OP1_EE(a,b,XX,&~=)
- #define WEPSET_CONTAINS_ANY_EE(a,b) !!(WEPSET_OP1_EE(a,b,||,&))
- #define WEPSET_CONTAINS_ALL_EE(a,b) WEPSET_OP2_EE(b,a,&&,==,&)
-
- #define WEPSET_COPY_EA(a,b) WEPSET_OP1_EA(a,b,XX,=)
- #define WEPSET_EQ_EA(a,b) WEPSET_OP1_EA(a,b,&&,==)
- #define WEPSET_OR_EA(a,b) WEPSET_OP1_EA(a,b,XX,|=)
- #define WEPSET_AND_EA(a,b) WEPSET_OP2_EA(a,b,XX,=,&)
- #define WEPSET_ANDNOT_EA(a,b) WEPSET_OP1_EA(a,b,XX,&~=)
- #define WEPSET_CONTAINS_ANY_EA(a,b) !!(WEPSET_OP1_EA(a,b,||,&))
- #define WEPSET_CONTAINS_ALL_EA(a,b) WEPSET_OP2_EA(b,a,&&,==,&)
-
- #define WEPSET_COPY_EW(a,b) WEPSET_OP1_EW(a,b,XX,=)
- #define WEPSET_EQ_EW(a,b) WEPSET_OP1_EW(a,b,&&,==)
- #define WEPSET_OR_EW(a,b) WEPSET_OP1_EW(a,b,XX,|=)
- #define WEPSET_AND_EW(a,b) WEPSET_OP2_EW(a,b,XX,=,&)
- #define WEPSET_ANDNOT_EW(a,b) WEPSET_OP1_EW(a,b,XX,&~=)
- #define WEPSET_CONTAINS_EW(a,b) !!(WEPSET_OP1_EW(a,b,||,&))
-
- #define WEPSET_COPY_AE(a,b) WEPSET_OP1_AE(a,b,XX,=)
- #define WEPSET_EQ_AE(a,b) WEPSET_OP1_AE(a,b,&&,==)
- #define WEPSET_OR_AE(a,b) WEPSET_OP1_AE(a,b,XX,|=)
- #define WEPSET_AND_AE(a,b) WEPSET_OP2_AE(a,b,XX,=,&)
- #define WEPSET_ANDNOT_AE(a,b) WEPSET_OP1_AE(a,b,XX,&~=)
- #define WEPSET_CONTAINS_ANY_AE(a,b) !!(WEPSET_OP1_AE(a,b,||,&))
- #define WEPSET_CONTAINS_ALL_AE(a,b) WEPSET_OP2_AE(b,a,&&,==,&)
-
- #define WEPSET_COPY_AA(a,b) WEPSET_OP1_AA(a,b,XX,=)
- #define WEPSET_EQ_AA(a,b) WEPSET_OP1_AA(a,b,&&,==)
- #define WEPSET_OR_AA(a,b) WEPSET_OP1_AA(a,b,XX,|=)
- #define WEPSET_AND_AA(a,b) WEPSET_OP2_AA(a,b,XX,=,&)
- #define WEPSET_ANDNOT_AA(a,b) WEPSET_OP1_AA(a,b,XX,&~=)
- #define WEPSET_CONTAINS_ANY_AA(a,b) !!(WEPSET_OP1_AA(a,b,||,&))
- #define WEPSET_CONTAINS_ALL_AA(a,b) WEPSET_OP2_AA(b,a,&&,==,&)
-
- #define WEPSET_COPY_AW(a,b) WEPSET_OP1_AW(a,b,XX,=)
- #define WEPSET_EQ_AW(a,b) WEPSET_OP1_AW(a,b,&&,==)
- #define WEPSET_OR_AW(a,b) WEPSET_OP1_AW(a,b,XX,|=)
- #define WEPSET_AND_AW(a,b) WEPSET_OP2_AW(a,b,XX,=,&)
- #define WEPSET_ANDNOT_AW(a,b) WEPSET_OP1_AW(a,b,XX,&~=)
- #define WEPSET_CONTAINS_AW(a,b) !!(WEPSET_OP1_AW(a,b,||,&))
-
- WEPSET_DECLARE_A(WEPBIT_ALL);
- WEPSET_DECLARE_A(WEPBIT_SUPERWEAPONS);
++const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+
+// variables:
+string weaponorder_byid;
+
++// Weapon sets
++typedef vector WepSet;
++WepSet WepSet_FromWeapon(float a);
++#ifdef SVQC
++void WepSet_AddStat();
++void WriteWepSet(float dest, WepSet w);
++#endif
++#ifdef CSQC
++WepSet WepSet_GetFromStat();
++WepSet ReadWepSet();
++#endif
++
++// Weapon name macros
++#define WEP_FIRST 1
++#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
++float WEP_COUNT;
++float WEP_LAST;
++WepSet WEPSET_ALL;
++WepSet WEPSET_SUPERWEAPONS;
++
+// functions:
+entity get_weaponinfo(float id);
+string W_FixWeaponOrder(string order, float complete);
+string W_NameWeaponOrder(string order);
+string W_NumberWeaponOrder(string order);
+
+// ammo types
+.float ammo_shells;
+.float ammo_nails;
+.float ammo_rockets;
+.float ammo_cells;
+.float ammo_fuel;
+.float ammo_batteries; // dummy
+
+// entity properties of weaponinfo:
+.float weapon; // WEP_...
++.WepSet weapons; // WEPSET_...
+.string netname; // short name
+.string message; // human readable name
+.float items; // IT_...
+.float(float) weapon_func; // w_...
+.string mdl; // modelname without g_, v_, w_
+.string model; // full name of g_ model
+.float spawnflags; // WEPSPAWNFLAG_... combined
+.float impulse; // weapon impulse
+.float bot_pickupbasevalue; // bot weapon priority
+.string model2; // wpn- sprite name
+..float ammo_field; // main ammo field
- void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
+
+// other useful macros
+#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
+
+// =====================
+// Weapon Registration
+// =====================
+
+float w_null(float dummy);
- #define WEP_FIRST 1
- float WEP_COUNT;
- float WEP_LAST;
-
++void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
+void register_weapons_done();
+
- #define REGISTER_WEAPON_2(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
+// note: the fabs call is just there to hide "if result is constant" warning
- WEPSET_OR_AW(WEPBIT_ALL, id); \
- if(fabs(weapontype & WEP_FLAG_SUPERWEAPON)) \
- WEPSET_OR_AW(WEPBIT_SUPERWEAPONS, id); \
++#define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
+ float id; \
++ WepSet bit; \
+ float func(float); \
+ void RegisterWeapons_##id() \
+ { \
+ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
- register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
++ bit = WepSet_FromWeapon(id); \
++ WEPSET_ALL |= bit; \
++ if((weapontype) & WEP_FLAG_SUPERWEAPON) \
++ WEPSET_SUPERWEAPONS |= bit; \
+ ++WEP_COUNT; \
- REGISTER_WEAPON_2(WEP_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
++ register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
+ } \
+ ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
+#ifdef MENUQC
+#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
++ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#else
+#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
++ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#endif
+
+#define MO_NONE 0
+#define MO_PRI 1
+#define MO_SEC 2
+#define MO_BOTH 3
+
+#define WEP_DUPECHECK(dupecheck,cvar) \
+ #ifndef dupecheck \
+ #define dupecheck \
+ float cvar; \
+ #else \
+ #error DUPLICATE WEAPON CVAR: cvar \
+ #endif
+
+/*
+#define WEP_CLEAN_DUPECHECK(dupecheck) \
+ #ifdef WEP_CVAR_##weapon##_##name \
+ #undef WEP_CVAR_##weapon##_##name \
+ #endif
+*/
+
+#define WEP_ADD_CVAR(weapon,mode,name) \
+ #if mode == MO_PRI \
+ WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
+ #endif \
+ #if mode == MO_SEC \
+ WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
+ #endif \
+ #if mode == MO_BOTH \
+ WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
+ WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
+ #endif \
+ #if mode == MO_NONE \
+ WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name) \
+ #endif
+
+#define WEP_CVAR(weapon,name) autocvar_g_balance_##weapon##_##name
+#define WEP_CVAR_PRI(weapon,name) WEP_CVAR(weapon, primary_##name)
+#define WEP_CVAR_SEC(weapon,name) WEP_CVAR(weapon, secondary_##name)
+#define WEP_CVAR_BOTH(weapon,mode,name) ((mode == MO_PRI) ? WEP_CVAR_PRI(weapon, name) : WEP_CVAR_SEC(weapon, name))
+
+#define WEP_ADD_PROP(weapon,prop,name) \
+ .float ##prop; \
+ WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name)
+
+#define WEP_SET_PROP(wepid,weapon,prop,name) get_weaponinfo(##wepid).##prop = autocvar_g_balance_##weapon##_##name;
+
+#define WEP_SET_PROPS(wepsettings,wepid) \
+ #define WEP_ADD_CVAR(weapon,mode,name) \
+ #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(wepid,weapon,prop,name) \
+ wepsettings \
+ #undef WEP_ADD_CVAR \
+ #undef WEP_ADD_PROP
+
+#include "all.qh"
+
+#undef WEP_ADD_CVAR
+#undef WEP_ADD_PROP
+#undef REGISTER_WEAPON
+ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
+
+string W_FixWeaponOrder(string order, float complete);
+string W_NumberWeaponOrder(string order);
+string W_NameWeaponOrder(string order);
+string W_FixWeaponOrder_BuildImpulseList(string o);
+string W_FixWeaponOrder_AllowIncomplete(string order);
+string W_FixWeaponOrder_ForceComplete(string order);
+
+void W_RandomWeapons(entity e, float n);
+
+string W_Name(float weaponid);
+
+float W_AmmoItemCode(float wpn);
if (self.bot_aimtarg)
{
self.aistatus |= AI_STATUS_ATTACKING;
- self.aistatus &~= AI_STATUS_ROAMING;
+ self.aistatus &= ~AI_STATUS_ROAMING;
- if(!WEPSET_EMPTY_E(self))
+ if(self.weapons)
{
- weapon_action(self.weapon, WR_AIM);
+ WEP_ACTION(self.weapon, WR_AIM);
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
self.BUTTON_ATCK = FALSE;
}
}
else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
- self.aistatus &~= AI_STATUS_OUT_JUMPPAD;
+ self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
- // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
+ // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump // WEAPONTODO: move this to bot think!
if(skill>6)
if not(self.flags & FL_ONGROUND)
{
.float weapon_nextthink;
.void() weapon_think;
-//float PLAYER_WEAPONSELECTION_DELAY = );
-const float PLAYER_WEAPONSELECTION_SPEED = 18;
-const vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
+
// weapon states (self.weaponentity.state)
- float WS_CLEAR = 0; // no weapon selected
- float WS_RAISE = 1; // raise frame
- float WS_DROP = 2; // deselecting frame
- float WS_INUSE = 3; // fire state
- float WS_READY = 4; // idle frame
+ const float WS_CLEAR = 0; // no weapon selected
+ const float WS_RAISE = 1; // raise frame
+ const float WS_DROP = 2; // deselecting frame
+ const float WS_INUSE = 3; // fire state
+ const float WS_READY = 4; // idle frame
// there is 2 weapon tics that can run in one server frame
#define W_TICSPERFRAME 2
func_breakable_destroyed();
if(self.noise)
- sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
if(self.dmg)
- RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world);
+ RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
if(self.cnt)
pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- if(WEPSET_CONTAINS_AW(start_weapons, i) || WEPSET_CONTAINS_AW(warmup_start_weapons, i))
+ if((start_weapons | warmup_start_weapons) & WepSet_FromWeapon(i))
- weapon_action(i, WR_PRECACHE);
+ WEP_ACTION(i, WR_INIT);
}
start_ammo_shells = max(0, start_ammo_shells);
ownr = self;
self = plyr;
- WEPSET_COPY_EE(self.weaponentity, self);
+ self.weaponentity.weapons = self.weapons;
self.weaponentity.switchweapon = self.weapon;
- WEPSET_COPY_EW(self, WEP_PORTO);
+ self.weapons = WEPSET_PORTO;
- weapon_action(WEP_PORTO, WR_RESETPLAYER);
+ WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
self.switchweapon = WEP_PORTO;
W_SwitchWeapon(WEP_PORTO);
self = ownr;
}
else
{
- if(!WEPSET_EMPTY_E(self.weaponentity))
+ if(self.weaponentity.weapons)
{
- WEPSET_COPY_EE(self, self.weaponentity);
+ self.weapons = self.weaponentity.weapons;
- weapon_action(WEP_PORTO, WR_RESETPLAYER);
+ WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
self.switchweapon = self.weaponentity.switchweapon;
W_SwitchWeapon(self.switchweapon);
return;
}
}
-
-float weaponswapping;
-float internalteam;
-
-void weapon_defaultspawnfunc(float wpn)
-{
- entity e;
- float t;
- var .float ammofield;
- string s;
- entity oldself;
- float i, j;
- float f;
-
- if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
- {
- e = get_weaponinfo(wpn);
-
- if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
- {
- objerror("Attempted to spawn a mutator-blocked weapon rejected");
- startitem_failed = TRUE;
- return;
- }
-
- s = W_Apply_Weaponreplace(e.netname);
- ret_string = s;
- other = e;
- MUTATOR_CALLHOOK(SetWeaponreplace);
- s = ret_string;
- if(s == "")
- {
- remove(self);
- startitem_failed = TRUE;
- return;
- }
- t = tokenize_console(s);
- if(t >= 2)
- {
- self.team = --internalteam;
- oldself = self;
- for(i = 1; i < t; ++i)
- {
- s = argv(i);
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if(e.netname == s)
- {
- self = spawn();
- copyentity(oldself, self);
- self.classname = "replacedweapon";
- weapon_defaultspawnfunc(j);
- break;
- }
- }
- if(j > WEP_LAST)
- {
- print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
- }
- }
- self = oldself;
- }
- if(t >= 1) // always the case!
- {
- s = argv(0);
- wpn = 0;
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if(e.netname == s)
- {
- wpn = j;
- break;
- }
- }
- if(j > WEP_LAST)
- {
- print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
- }
- }
- if(wpn == 0)
- {
- remove(self);
- startitem_failed = TRUE;
- return;
- }
- }
-
- e = get_weaponinfo(wpn);
-
- if(!self.respawntime)
- {
- if(e.weapons & WEPSET_SUPERWEAPONS)
- {
- self.respawntime = g_pickup_respawntime_superweapon;
- self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
- }
- else
- {
- self.respawntime = g_pickup_respawntime_weapon;
- self.respawntimejitter = g_pickup_respawntimejitter_weapon;
- }
- }
-
- if(e.weapons & WEPSET_SUPERWEAPONS)
- if(!self.superweapons_finished)
- self.superweapons_finished = autocvar_g_balance_superweapons_time;
-
- if(e.items)
- {
- for(i = 0, j = 1; i < 24; ++i, j *= 2)
- {
- if(e.items & j)
- {
- ammofield = Item_CounterField(j);
- if(!self.ammofield)
- self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
- }
- }
- }
-
- // pickup anyway
- if(g_pickup_weapons_anyway)
- self.pickup_anyway = TRUE;
-
- f = FL_WEAPON;
-
- // no weapon-stay on superweapons
- if(e.weapons & WEPSET_SUPERWEAPONS)
- f |= FL_NO_WEAPON_STAY;
-
- // weapon stay isn't supported for teamed weapons
- if(self.team)
- f |= FL_NO_WEAPON_STAY;
-
- StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
- if (self.modelindex) // don't precache if self was removed
- weapon_action(e.weapon, WR_PRECACHE);
-}
-
-void spawnfunc_weapon_shotgun (void);
-void spawnfunc_weapon_uzi (void) {
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
- {
- weapon_defaultspawnfunc(WEP_SHOTGUN);
- return;
- }
- weapon_defaultspawnfunc(WEP_UZI);
-}
-
-void spawnfunc_weapon_shotgun (void) {
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
- {
- weapon_defaultspawnfunc(WEP_UZI);
- return;
- }
- weapon_defaultspawnfunc(WEP_SHOTGUN);
-}
-
-void spawnfunc_weapon_nex (void)
-{
- weapon_defaultspawnfunc(WEP_NEX);
-}
-
-void spawnfunc_weapon_minstanex (void)
-{
- weapon_defaultspawnfunc(WEP_MINSTANEX);
-}
-
-void spawnfunc_weapon_rocketlauncher (void)
-{
- weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
-}
--
void spawnfunc_item_rockets (void) {
if(!self.ammo_rockets)
self.ammo_rockets = g_pickup_rockets;
e = get_weaponinfo(j);
if(argv(i) == e.netname)
{
- WEPSET_OR_EW(self, j);
+ self.weapons |= WepSet_FromWeapon(j);
if(self.spawnflags == 0 || self.spawnflags == 2)
- weapon_action(e.weapon, WR_PRECACHE);
+ WEP_ACTION(e.weapon, WR_INIT);
break;
}
}
StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
}
-
-#define OP_SET 0
-#define OP_MIN 1
-#define OP_MAX 2
-#define OP_PLUS 3
-#define OP_MINUS 4
-
float GiveWeapon(entity e, float wpn, float op, float val)
{
- float v0, v1;
- v0 = WEPSET_CONTAINS_EW(e, wpn);
+ WepSet v0, v1;
+ v0 = (e.weapons & WepSet_FromWeapon(wpn));
switch(op)
{
case OP_SET:
else if(v0 > v1)
e.regenfield = max(e.regenfield, time + regentime);
}
-
-#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
-#define PREGIVE(e,f) float save_##f; save_##f = (e).f
-#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
-#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
-#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
-#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
--
float GiveItems(entity e, float beginarg, float endarg)
{
float got, i, j, val, op;
if(wi.weapon)
{
POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
- if not(WEPSET_CONTAINS_AW(save_weapons, j))
- if(WEPSET_CONTAINS_EW(e, j))
+ if not(save_weapons & WepSet_FromWeapon(j))
+ if(e.weapons & WepSet_FromWeapon(j))
- weapon_action(wi.weapon, WR_PRECACHE);
+ WEP_ACTION(wi.weapon, WR_INIT);
}
}
POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
--- /dev/null
- #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
+#define ISF_LOCATION 2
+#define ISF_MODEL 4
+#define ISF_STATUS 8
+ #define ITS_STAYWEP 1
+ #define ITS_ANIMATE1 2
+ #define ITS_ANIMATE2 4
+ #define ITS_AVAILABLE 8
+ #define ITS_ALLOWFB 16
+ #define ITS_ALLOWSI 32
+ #define ITS_POWERUP 64
+#define ISF_COLORMAP 16
+#define ISF_DROP 32
+#define ISF_ANGLES 64
+
+.float ItemStatus;
+
+#ifdef CSQC
+
+var float autocvar_cl_animate_items = 1;
+var float autocvar_cl_ghost_items = 0.45;
+var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
+var float autocvar_cl_fullbright_items = 0;
+var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
+var float autocvar_cl_weapon_stay_alpha = 0.75;
+var float autocvar_cl_simple_items = 0;
+var string autocvr_cl_simpleitems_postfix = "_simple";
+.float spawntime;
+.float gravity;
+.vector colormod;
+void ItemDraw();
+
+void ItemDrawSimple();
+
+void ItemRead(float _IsNew);
+
+#endif
+
+#ifdef SVQC
+float autocvar_sv_simple_items;
+float ItemSend(entity to, float sf);
+
+
+float have_pickup_item(void);
+
+#define ITEM_RESPAWN_TICKS 10
+
+#define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
+ // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
+#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
+ // range: 10 .. respawntime + respawntimejitter
+
+string Item_CounterFieldName(float it);
+
+.float max_armorvalue;
+.float pickup_anyway;
+
+void Item_Show (entity e, float mode);
+
+void Item_Respawn (void);
+
+void Item_RespawnCountdown (void);
+void Item_ScheduleRespawnIn(entity e, float t);
+
+void Item_ScheduleRespawn(entity e);
+
+void Item_ScheduleInitialRespawn(entity e);
+float ITEM_MODE_NONE = 0;
+float ITEM_MODE_HEALTH = 1;
+float ITEM_MODE_ARMOR = 2;
+float ITEM_MODE_FUEL = 3;
+float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode);
+
+float Item_GiveTo(entity item, entity player);
+
+void Item_Touch (void);
+
+void Item_Reset();
+
+void Item_FindTeam();
+// Savage: used for item garbage-collection
+// TODO: perhaps nice special effect?
+void RemoveItem(void); // WEAPONTODO
+
+// pickup evaluation functions
+// these functions decide how desirable an item is to the bots
+
+float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
+
+float weapon_pickupevalfunc(entity player, entity item);
+
+float commodity_pickupevalfunc(entity player, entity item);
+
+void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force); // WEAPONTODO
+
+.float is_item;
+void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue);
+
+
+void target_items_use (void);
+
+#define OP_SET 0
+#define OP_MIN 1
+#define OP_MAX 2
+#define OP_PLUS 3
+#define OP_MINUS 4
+
+float GiveWeapon(entity e, float wpn, float op, float val);
+
+float GiveBit(entity e, .float fld, float bit, float op, float val);
+
+float GiveValue(entity e, .float fld, float op, float val);
+
+void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr);
+
+void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
+
- #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
++#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
+#define PREGIVE(e,f) float save_##f; save_##f = (e).f
++#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
+#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
+#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
+#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
+
+float GiveItems(entity e, float beginarg, float endarg);
+#endif
void walker_attack()
{
- sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
- fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, 1, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO
endFireBallisticBullet();
pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
}
--- /dev/null
- WEPSET_OR_EW(e, wep);
+
+void W_GiveWeapon (entity e, float wep)
+{
+ entity oldself;
+
+ if (!wep)
+ return;
+
- sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
++ e.weapons |= WepSet_FromWeapon(wep);
+
+ oldself = self;
+ self = e;
+
+ if(IS_PLAYER(other))
+ { Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); }
+
+ self = oldself;
+}
+
+void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
+{
+ if((player.items & IT_STRENGTH)
+ && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
+ || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
+ {
++ sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTEN_NORM);
+ player.prevstrengthsound = time;
+ }
+ player.prevstrengthsoundattempt = time;
+}
+
+float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
+{
+ float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
+ float is_from_owner = (inflictor == projowner);
+ float is_from_exception = (exception != -1);
+
+ //dprint(strcat("W_CheckProjectileDamage: from_contents ", ftos(is_from_contents), " : from_owner ", ftos(is_from_owner), " : exception ", strcat(ftos(is_from_exception), " (", ftos(exception), "). \n")));
+
+ if(autocvar_g_projectiles_damage <= -2)
+ {
+ return FALSE; // no damage to projectiles at all, not even with the exceptions
+ }
+ else if(autocvar_g_projectiles_damage == -1)
+ {
+ if(is_from_exception)
+ return (exception); // if exception is detected, allow it to override
+ else
+ return FALSE; // otherwise, no other damage is allowed
+ }
+ else if(autocvar_g_projectiles_damage == 0)
+ {
+ if(is_from_exception)
+ return (exception); // if exception is detected, allow it to override
+ else if not(is_from_contents)
+ return FALSE; // otherwise, only allow damage from contents
+ }
+ else if(autocvar_g_projectiles_damage == 1)
+ {
+ if(is_from_exception)
+ return (exception); // if exception is detected, allow it to override
+ else if not(is_from_contents || is_from_owner)
+ return FALSE; // otherwise, only allow self damage and damage from contents
+ }
+ else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions
+ {
+ if(is_from_exception)
+ return (exception); // if exception is detected, allow it to override
+ }
+
+ return TRUE; // if none of these return, then allow damage anyway.
+}
+
+void W_PrepareExplosionByDamage(entity attacker, void() explode)
+{
+ self.takedamage = DAMAGE_NO;
+ self.event_damage = func_null;
+
+ if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner)
+ {
+ self.owner = attacker;
+ self.realowner = attacker;
+ }
+
+ // do not explode NOW but in the NEXT FRAME!
+ // because recursive calls to RadiusDamage are not allowed
+ self.nextthink = time;
+ self.think = explode;
+}
--- /dev/null
- if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !WEPSET_CONTAINS_EW(cl, wpn) && !WEPSET_CONTAINS_AW(weaponsInMap, wpn))
+// switch between weapons
+void Send_WeaponComplain(entity e, float wpn, string wpnname, float type)
+{
+ msg_entity = e;
+ WriteByte(MSG_ONE, SVC_TEMPENTITY);
+ WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
+ WriteByte(MSG_ONE, wpn);
+ WriteString(MSG_ONE, wpnname);
+ WriteByte(MSG_ONE, type);
+}
+
+float client_hasweapon(entity cl, float wpn, float andammo, float complain)
+{
+ float f;
+ entity oldself;
+
+ if(time < self.hasweapon_complain_spam)
+ complain = 0;
+
- if (WEPSET_CONTAINS_EW(cl, wpn))
++ if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
+ complain = 0;
+
+ if(complain)
+ self.hasweapon_complain_spam = time + 0.2;
+
+ if (wpn < WEP_FIRST || wpn > WEP_LAST)
+ {
+ if (complain)
+ sprint(self, "Invalid weapon\n");
+ return FALSE;
+ }
- if (WEPSET_CONTAINS_AW(weaponsInMap, wpn))
++ if (cl.weapons & WepSet_FromWeapon(wpn))
+ {
+ if (andammo)
+ {
+ if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ f = 1;
+ }
+ else
+ {
+ oldself = self;
+ self = cl;
+ f = WEP_ACTION(wpn, WR_CHECKAMMO1);
+ f = f + WEP_ACTION(wpn, WR_CHECKAMMO2);
+
+ // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
+ entity mine;
+ if(wpn == WEP_MINE_LAYER)
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ f = 1;
+
+ self = oldself;
+ }
+ if (!f)
+ {
+ if (complain)
+ if(IS_REAL_CLIENT(cl))
+ {
+ play2(cl, "weapons/unavailable.wav");
+ Send_WeaponComplain (cl, wpn, W_Name(wpn), 0);
+ }
+ return FALSE;
+ }
+ }
+ return TRUE;
+ }
+ if (complain)
+ {
+ // DRESK - 3/16/07
+ // Report Proper Weapon Status / Modified Weapon Ownership Message
- if(WEPSET_CONTAINS_EW(pl, w))
++ if (weaponsInMap & WepSet_FromWeapon(wpn))
+ {
+ Send_WeaponComplain(cl, wpn, W_Name(wpn), 1);
+
+ if(autocvar_g_showweaponspawns)
+ {
+ entity e;
+ string s;
+
+ e = get_weaponinfo(wpn);
+ s = e.model2;
+
+ for(e = world; (e = findfloat(e, weapon, wpn)); )
+ {
+ if(e.classname == "droppedweapon")
+ continue;
+ if not(e.flags & FL_ITEM)
+ continue;
+ WaypointSprite_Spawn(
+ s,
+ 1, 0,
+ world, e.origin,
+ self, 0,
+ world, enemy,
+ 0,
+ RADARICON_NONE, '0 0 0'
+ );
+ }
+ }
+ }
+ else
+ {
+ Send_WeaponComplain (cl, wpn, W_Name(wpn), 2);
+ }
+
+ play2(cl, "weapons/unavailable.wav");
+ }
+ return FALSE;
+}
+
+float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
+{
+ // We cannot tokenize in this function, as GiveItems calls this
+ // function. Thus we must use car/cdr.
+ float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
+ string rest;
+ switchtonext = switchtolast = 0;
+ first_valid = prev_valid = 0;
+ float weaponcur;
+
+ if(skipmissing || pl.selectweapon == 0)
+ weaponcur = pl.switchweapon;
+ else
+ weaponcur = pl.selectweapon;
+
+ if(dir == 0)
+ switchtonext = 1;
+
+ c = 0;
+
+ rest = weaponorder;
+ while(rest != "")
+ {
+ weaponwant = stof(car(rest)); rest = cdr(rest);
+ if(imp >= 0)
+ if((get_weaponinfo(weaponwant)).impulse != imp)
+ continue;
+
+ ++c;
+
+ if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
+ {
+ if(switchtonext)
+ return weaponwant;
+ if(!first_valid)
+ first_valid = weaponwant;
+ if(weaponwant == weaponcur)
+ {
+ if(dir >= 0)
+ switchtonext = 1;
+ else if(prev_valid)
+ return prev_valid;
+ else
+ switchtolast = 1;
+ }
+ prev_valid = weaponwant;
+ }
+ }
+ if(first_valid)
+ {
+ if(switchtolast)
+ return prev_valid;
+ else
+ return first_valid;
+ }
+ // complain (but only for one weapon on the button that has been pressed)
+ if(complain)
+ {
+ self.weaponcomplainindex += 1;
+ c = mod(self.weaponcomplainindex, c) + 1;
+ rest = weaponorder;
+ while(rest != "")
+ {
+ weaponwant = stof(car(rest)); rest = cdr(rest);
+ if(imp >= 0)
+ if((get_weaponinfo(weaponwant)).impulse != imp)
+ continue;
+
+ --c;
+ if(c == 0)
+ {
+ client_hasweapon(pl, weaponwant, TRUE, TRUE);
+ break;
+ }
+ }
+ }
+ return 0;
+}
+
+void W_SwitchWeapon_Force(entity e, float w)
+{
+ e.cnt = e.switchweapon;
+ e.switchweapon = w;
+ e.selectweapon = w;
+}
+
+// perform weapon to attack (weaponstate and attack_finished check is here)
+void W_SwitchToOtherWeapon(entity pl)
+{
+ // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
+ float w, ww;
+ w = pl.weapon;
- WEPSET_ANDNOT_EW(pl, w);
++ if(pl.weapons & WepSet_FromWeapon(w))
+ {
- WEPSET_OR_EW(pl, w);
++ pl.weapons &= ~WepSet_FromWeapon(w);
+ ww = w_getbestweapon(pl);
++ pl.weapons |= WepSet_FromWeapon(w);
+ }
+ else
+ ww = w_getbestweapon(pl);
+ if(ww)
+ W_SwitchWeapon_Force(pl, ww);
+}
+
+void W_SwitchWeapon(float imp)
+{
+ if (self.switchweapon != imp)
+ {
+ if (client_hasweapon(self, imp, TRUE, TRUE))
+ W_SwitchWeapon_Force(self, imp);
+ else
+ self.selectweapon = imp; // update selectweapon ANYWAY
+ }
+ else { WEP_ACTION(self.weapon, WR_RELOAD); }
+}
+
+void W_CycleWeapon(string weaponorder, float dir)
+{
+ float w;
+ w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
+ if(w > 0)
+ W_SwitchWeapon(w);
+}
+
+void W_NextWeaponOnImpulse(float imp)
+{
+ float w;
+ w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
+ if(w > 0)
+ W_SwitchWeapon(w);
+}
+
+// next weapon
+void W_NextWeapon(float list)
+{
+ if(list == 0)
+ W_CycleWeapon(weaponorder_byid, -1);
+ else if(list == 1)
+ W_CycleWeapon(self.weaponorder_byimpulse, -1);
+ else if(list == 2)
+ W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
+}
+
+// prev weapon
+void W_PreviousWeapon(float list)
+{
+ if(list == 0)
+ W_CycleWeapon(weaponorder_byid, +1);
+ else if(list == 1)
+ W_CycleWeapon(self.weaponorder_byimpulse, +1);
+ else if(list == 2)
+ W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
+}
+
+// previously used if exists and has ammo, (second) best otherwise
+void W_LastWeapon(void)
+{
+ if(client_hasweapon(self, self.cnt, TRUE, FALSE))
+ W_SwitchWeapon(self.cnt);
+ else
+ W_SwitchToOtherWeapon(self);
+}
--- /dev/null
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+string W_Apply_Weaponreplace(string in)
+{
+ float n = tokenize_console(in);
+ string out = "";
+ float i;
+ for(i = 0; i < n; ++i)
+ {
+ string s = argv(i);
+ string r = cvar_string(strcat("g_weaponreplace_", s));
+ if(r == "")
+ out = strcat(out, " ", s);
+ else if(r != "0")
+ out = strcat(out, " ", r);
+ }
+ return substring(out, 1, -1);
+}
+
+void weapon_defaultspawnfunc(float wpn)
+{
+ entity e;
+ float t;
+ var .float ammofield;
+ string s;
+ entity oldself;
+ float i, j;
+ float f;
+
+ if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
+ {
+ e = get_weaponinfo(wpn);
+
+ if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ {
+ objerror("Attempted to spawn a mutator-blocked weapon rejected");
+ startitem_failed = TRUE;
+ return;
+ }
+
+ s = W_Apply_Weaponreplace(e.netname);
+ ret_string = s;
+ other = e;
+ MUTATOR_CALLHOOK(SetWeaponreplace);
+ s = ret_string;
+ if(s == "")
+ {
+ remove(self);
+ startitem_failed = TRUE;
+ return;
+ }
+ t = tokenize_console(s);
+ if(t >= 2)
+ {
+ self.team = --internalteam;
+ oldself = self;
+ for(i = 1; i < t; ++i)
+ {
+ s = argv(i);
+ for(j = WEP_FIRST; j <= WEP_LAST; ++j)
+ {
+ e = get_weaponinfo(j);
+ if(e.netname == s)
+ {
+ self = spawn();
+ copyentity(oldself, self);
+ self.classname = "replacedweapon";
+ weapon_defaultspawnfunc(j);
+ break;
+ }
+ }
+ if(j > WEP_LAST)
+ {
+ print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
+ }
+ }
+ self = oldself;
+ }
+ if(t >= 1) // always the case!
+ {
+ s = argv(0);
+ wpn = 0;
+ for(j = WEP_FIRST; j <= WEP_LAST; ++j)
+ {
+ e = get_weaponinfo(j);
+ if(e.netname == s)
+ {
+ wpn = j;
+ break;
+ }
+ }
+ if(j > WEP_LAST)
+ {
+ print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
+ }
+ }
+ if(wpn == 0)
+ {
+ remove(self);
+ startitem_failed = TRUE;
+ return;
+ }
+ }
+
+ e = get_weaponinfo(wpn);
+
+ if(!self.respawntime)
+ {
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
++ if(e.weapons & WEPSET_SUPERWEAPONS)
+ {
+ self.respawntime = g_pickup_respawntime_superweapon;
+ self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
+ }
+ else
+ {
+ self.respawntime = g_pickup_respawntime_weapon;
+ self.respawntimejitter = g_pickup_respawntimejitter_weapon;
+ }
+ }
+
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
++ if(e.weapons & WEPSET_SUPERWEAPONS)
+ if(!self.superweapons_finished)
+ self.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+ if(e.items)
+ {
+ for(i = 0, j = 1; i < 24; ++i, j *= 2)
+ {
+ if(e.items & j)
+ {
+ ammofield = Item_CounterField(j);
+ if(!self.ammofield)
+ self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
+ }
+ }
+ }
+
+ // pickup anyway
+ if(g_pickup_weapons_anyway)
+ self.pickup_anyway = TRUE;
+
+ f = FL_WEAPON;
+
+ // no weapon-stay on superweapons
++ if(e.weapons & WEPSET_SUPERWEAPONS)
+ f |= FL_NO_WEAPON_STAY;
+
+ // weapon stay isn't supported for teamed weapons
+ if(self.team)
+ f |= FL_NO_WEAPON_STAY;
+
+ StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
+ if (self.modelindex) // don't precache if self was removed
+ WEP_ACTION(e.weapon, WR_INIT);
+}
--- /dev/null
- if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, wpn))
+void thrown_wep_think()
+{
+ self.owner = world;
+ float timeleft = self.savenextthink - time;
+ if(timeleft > 1)
+ SUB_SetFade(self, self.savenextthink - 1, 1);
+ else if(timeleft > 0)
+ SUB_SetFade(self, time, timeleft);
+ else
+ SUB_VanishOrRemove(self);
+}
+
+// returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
+string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
+{
+ entity oldself, wep;
+ float wa, thisammo, i, j;
+ string s;
+ var .float ammofield;
+
+ wep = spawn();
+
+ setorigin(wep, org);
+ wep.classname = "droppedweapon";
+ wep.velocity = velo;
+ wep.owner = wep.enemy = own;
+ wep.flags |= FL_TOSSED;
+ wep.colormap = own.colormap;
+
- if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, i))
- if(WEPSET_CONTAINS_EW(own, i))
++ if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
+ {
+ if(own.items & IT_UNLIMITED_SUPERWEAPONS)
+ {
+ wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
+ }
+ else
+ {
+ float superweapons = 1;
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(WEPSET_CONTAINS_AW(start_weapons, w))
++ if(WepSet_FromWeapon(i) & WEPSET_SUPERWEAPONS)
++ if(own.weapons & WepSet_FromWeapon(i))
+ ++superweapons;
+ if(superweapons <= 1)
+ {
+ wep.superweapons_finished = own.superweapons_finished;
+ own.superweapons_finished = 0;
+ }
+ else
+ {
+ float timeleft = own.superweapons_finished - time;
+ float weptimeleft = timeleft / superweapons;
+ wep.superweapons_finished = time + weptimeleft;
+ own.superweapons_finished -= weptimeleft;
+ }
+ }
+ }
+
+ wa = W_AmmoItemCode(wpn);
+ if(wa == 0)
+ {
+ oldself = self;
+ self = wep;
+ weapon_defaultspawnfunc(wpn);
+ self = oldself;
+ if(startitem_failed)
+ return string_null;
+ wep.glowmod = own.weaponentity_glowmod;
+ wep.think = thrown_wep_think;
+ wep.savenextthink = wep.nextthink;
+ wep.nextthink = min(wep.nextthink, time + 0.5);
+ wep.pickup_anyway = TRUE; // these are ALWAYS pickable
+ return "";
+ }
+ else
+ {
+ s = "";
+ oldself = self;
+ self = wep;
+ weapon_defaultspawnfunc(wpn);
+ self = oldself;
+ if(startitem_failed)
+ return string_null;
+ if(doreduce && g_weapon_stay == 2)
+ {
+ for(i = 0, j = 1; i < 24; ++i, j *= 2)
+ {
+ if(wa & j)
+ {
+ ammofield = Item_CounterField(j);
+
+ // if our weapon is loaded, give its load back to the player
+ if(self.(weapon_load[self.weapon]) > 0)
+ {
+ own.ammofield += self.(weapon_load[self.weapon]);
+ self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
+ }
+
+ wep.ammofield = 0;
+ }
+ }
+ }
+ else if(doreduce)
+ {
+ for(i = 0, j = 1; i < 24; ++i, j *= 2)
+ {
+ if(wa & j)
+ {
+ ammofield = Item_CounterField(j);
+
+ // if our weapon is loaded, give its load back to the player
+ if(self.(weapon_load[self.weapon]) > 0)
+ {
+ own.ammofield += self.(weapon_load[self.weapon]);
+ self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
+ }
+
+ thisammo = min(own.ammofield, wep.ammofield);
+ wep.ammofield = thisammo;
+ own.ammofield -= thisammo;
+ s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
+ }
+ }
+ s = substring(s, 5, -1);
+ }
+ wep.glowmod = own.weaponentity_glowmod;
+ wep.think = thrown_wep_think;
+ wep.savenextthink = wep.nextthink;
+ wep.nextthink = min(wep.nextthink, time + 0.5);
+ wep.pickup_anyway = TRUE; // these are ALWAYS pickable
+
+ return s;
+ }
+}
+
+float W_IsWeaponThrowable(float w)
+{
+ float wa;
+
+ if (!autocvar_g_pickup_items)
+ return 0;
+ if (g_weaponarena)
+ return 0;
+ if (g_cts)
+ return 0;
+ if (g_nexball && w == WEP_GRENADE_LAUNCHER)
+ return 0;
+ if(w == 0)
+ return 0;
+
+ wa = W_AmmoItemCode(w);
- if(!WEPSET_CONTAINS_EW(self, w))
++ if(start_weapons & WepSet_FromWeapon(w))
+ {
+ // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
+ if(start_items & IT_UNLIMITED_WEAPON_AMMO)
+ return 0;
+ if(wa == 0)
+ return 0;
+ }
+
+ return 1;
+}
+
+// toss current weapon
+void W_ThrowWeapon(vector velo, vector delta, float doreduce)
+{
+ float w;
+ string a;
+
+ w = self.weapon;
+ if (w == 0)
+ return; // just in case
+ if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
+ return;
+ if(!autocvar_g_weapon_throwable)
+ return;
+ if(self.weaponentity.state != WS_READY)
+ return;
+ if(!W_IsWeaponThrowable(w))
+ return;
+
- WEPSET_ANDNOT_EW(self, w);
++ if(!(self.weapons & WepSet_FromWeapon(w)))
+ return;
++ self.weapons &= ~WepSet_FromWeapon(w);
+
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
+
+ if not(a) return;
+ Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
+}
--- /dev/null
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
+// this function calculates w_shotorg and w_shotdir based on the weapon model
+// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
+// make sure you call makevectors first (FIXME?)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
+{
+ float nudge = 1; // added to traceline target and subtracted from result
+ float oldsolid;
+ vector vecs, dv;
+ oldsolid = ent.dphitcontentsmask;
+ if(ent.weapon == WEP_RIFLE)
+ ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ else
+ ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ if(antilag)
+ WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ // passing world, because we do NOT want it to touch dphitcontentsmask
+ else
+ WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
+ ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
+ vector vf, vr, vu;
+ vf = v_forward;
+ vr = v_right;
+ vu = v_up;
+ w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+ v_forward = vf;
+ v_right = vr;
+ v_up = vu;
+
+ // un-adjust trueaim if shotend is too close
+ if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
+ w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
+
+ // track max damage
+ if(accuracy_canbegooddamage(ent))
+ accuracy_add(ent, ent.weapon, maxdamage, 0);
+
+ W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
+
+ if(ent.weaponentity.movedir_x > 0)
+ vecs = ent.weaponentity.movedir;
+ else
+ vecs = '0 0 0';
+
+ dv = v_right * -vecs_y + v_up * vecs_z;
+ w_shotorg = ent.origin + ent.view_ofs + dv;
+
+ // now move the shotorg forward as much as requested if possible
+ if(antilag)
+ {
+ if(ent.antilag_debug)
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
+ else
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ }
+ else
+ tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
+ w_shotorg = trace_endpos - v_forward * nudge;
+ // calculate the shotdir from the chosen shotorg
+ w_shotdir = normalize(w_shotend - w_shotorg);
+
+ if (antilag)
+ if (!ent.cvar_cl_noantilag)
+ {
+ if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
+ {
+ traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
+ if (!trace_ent.takedamage)
+ {
+ traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ if (trace_ent.takedamage && IS_PLAYER(trace_ent))
+ {
+ entity e;
+ e = trace_ent;
+ traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
+ if(trace_ent == e)
+ w_shotdir = normalize(trace_ent.origin - w_shotorg);
+ }
+ }
+ }
+ else if(autocvar_g_antilag == 3) // client side hitscan
+ {
+ // this part MUST use prydon cursor
+ if (ent.cursor_trace_ent) // client was aiming at someone
+ if (ent.cursor_trace_ent != ent) // just to make sure
+ if (ent.cursor_trace_ent.takedamage) // and that person is killable
+ if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
+ {
+ // verify that the shot would miss without antilag
+ // (avoids an issue where guns would always shoot at their origin)
+ traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
+ if (!trace_ent.takedamage)
+ {
+ // verify that the shot would hit if altered
+ traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
+ if (trace_ent == ent.cursor_trace_ent)
+ w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
+ else
+ print("antilag fail\n");
+ }
+ }
+ }
+ }
+
+ ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
+
+ if (!autocvar_g_norecoil)
+ ent.punchangle_x = recoil * -1;
+
+ if (snd != "")
+ {
+ sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+ W_PlayStrengthSound(ent);
+ }
+
+ // nudge w_shotend so a trace to w_shotend hits
+ w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
+}
+
+vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
+{
+ vector mdirection;
+ float mspeed;
+ vector outvelocity;
+
+ mvelocity = mvelocity * g_weaponspeedfactor;
+
+ mdirection = normalize(mvelocity);
+ mspeed = vlen(mvelocity);
+
+ outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
+
+ return outvelocity;
+}
+
+#if 0
+float mspercallsum;
+float mspercallsstyle;
+float mspercallcount;
+#endif
+void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
+{
+ if(missile.owner == world)
+ error("Unowned missile");
+
+ dir = dir + upDir * (pUpSpeed / pSpeed);
+ dir_z += pZSpeed / pSpeed;
+ pSpeed *= vlen(dir);
+ dir = normalize(dir);
+
+#if 0
+ if(autocvar_g_projectiles_spread_style != mspercallsstyle)
+ {
+ mspercallsum = mspercallcount = 0;
+ mspercallsstyle = autocvar_g_projectiles_spread_style;
+ }
+ mspercallsum -= gettime(GETTIME_HIRES);
+#endif
+ dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+#if 0
+ mspercallsum += gettime(GETTIME_HIRES);
+ mspercallcount += 1;
+ print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
+#endif
+
+ missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
+}
+
+void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread) // WEAPONTODO
+{
+ W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
+}
+
+
+// ====================
+// Ballistics Tracing
+// ====================
+
+void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
+{
+ vector hitloc, force, endpoint, dir;
+ entity ent, endent;
+ float endq3surfaceflags;
+ float totaldmg;
+ entity o;
+
+ float length;
+ vector beampos;
+ string snd;
+ entity pseudoprojectile;
+ float f, ffs;
+
+ pseudoprojectile = world;
+
+ railgun_start = start;
+ railgun_end = end;
+
+ dir = normalize(end - start);
+ length = vlen(end - start);
+ force = dir * bforce;
+
+ // go a little bit into the wall because we need to hit this wall later
+ end = end + dir;
+
+ totaldmg = 0;
+
+ // trace multiple times until we hit a wall, each obstacle will be made
+ // non-solid so we can hit the next, while doing this we spawn effects and
+ // note down which entities were hit so we can damage them later
+ o = self;
+ while (1)
+ {
+ if(self.antilag_debug)
+ WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
+ else
+ WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
+ if(o && WarpZone_trace_firstzone)
+ {
+ o = world;
+ continue;
+ }
+
+ if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
+ Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
+
+ // if it is world we can't hurt it so stop now
+ if (trace_ent == world || trace_fraction == 1)
+ break;
+
+ // make the entity non-solid so we can hit the next one
+ trace_ent.railgunhit = TRUE;
+ trace_ent.railgunhitloc = end;
+ trace_ent.railgunhitsolidbackup = trace_ent.solid;
+ trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
+ trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
+
+ // stop if this is a wall
+ if (trace_ent.solid == SOLID_BSP)
+ break;
+
+ // make the entity non-solid
+ trace_ent.solid = SOLID_NOT;
+ }
+
+ endpoint = trace_endpos;
+ endent = trace_ent;
+ endq3surfaceflags = trace_dphitq3surfaceflags;
+
+ // find all the entities the railgun hit and restore their solid state
+ ent = findfloat(world, railgunhit, TRUE);
+ while (ent)
+ {
+ // restore their solid type
+ ent.solid = ent.railgunhitsolidbackup;
+ ent = findfloat(ent, railgunhit, TRUE);
+ }
+
+ // spawn a temporary explosion entity for RadiusDamage calls
+ //explosion = spawn();
+
+ // Find all non-hit players the beam passed close by
+ if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
+ {
+ FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(IS_SPEC(msg_entity) && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
+ {
+ // nearest point on the beam
+ beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
+
+ f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
+ if(f <= 0)
+ continue;
+
+ snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
+
+ if(!pseudoprojectile)
+ pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- self.flags &~= FL_ONGROUND;
++ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
+ }
+
+ if(pseudoprojectile)
+ remove(pseudoprojectile);
+ }
+
+ // find all the entities the railgun hit and hurt them
+ ent = findfloat(world, railgunhit, TRUE);
+ while (ent)
+ {
+ // get the details we need to call the damage function
+ hitloc = ent.railgunhitloc;
+
+ f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
+ ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
+
+ if(accuracy_isgooddamage(self.realowner, ent))
+ totaldmg += bdamage * f;
+
+ // apply the damage
+ if (ent.takedamage)
+ Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
+
+ // create a small explosion to throw gibs around (if applicable)
+ //setorigin (explosion, hitloc);
+ //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
+
+ ent.railgunhitloc = '0 0 0';
+ ent.railgunhitsolidbackup = SOLID_NOT;
+ ent.railgunhit = FALSE;
+ ent.railgundistance = 0;
+
+ // advance to the next entity
+ ent = findfloat(ent, railgunhit, TRUE);
+ }
+
+ // calculate hits and fired shots for hitscan
+ accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
+
+ trace_endpos = endpoint;
+ trace_ent = endent;
+ trace_dphitq3surfaceflags = endq3surfaceflags;
+}
+
+void W_BallisticBullet_Hit (void)
+{
+ float f, q, g;
+
+ f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
+ q = 1 + self.dmg_edge / self.dmg;
+
+ if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
+ Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
+
+ if(other && other != self.enemy)
+ {
+ endzcurveparticles();
+
+ yoda = 0;
+ railgun_start = self.origin - 2 * frametime * self.velocity;
+ railgun_end = self.origin + 2 * frametime * self.velocity;
+ g = accuracy_isgooddamage(self.realowner, other);
+ Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
+
+ /*if(yoda && (time > (self.last_yoda + 5)))
+ {
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ self.last_yoda = time;
+ }*/
+
+ // calculate hits for ballistic weapons
+ if(g)
+ {
+ // do not exceed 100%
+ q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
+ self.dmg_total += f * self.dmg;
+ accuracy_add(self.realowner, self.realowner.weapon, 0, q);
+ }
+ }
+
+ self.enemy = other; // don't hit the same player twice with the same bullet
+}
+
+void W_BallisticBullet_LeaveSolid_think()
+{
+ setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
+ self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
+
+ self.think = self.W_BallisticBullet_LeaveSolid_think_save;
+ self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
+ self.W_BallisticBullet_LeaveSolid_think_save = func_null;
+
++ self.flags &= ~FL_ONGROUND;
+
+ if(self.enemy.solid == SOLID_BSP)
+ {
+ float f;
+ f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
+ Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
+ }
+
+ UpdateCSQCProjectile(self);
+}
+
+float W_BallisticBullet_LeaveSolid(float eff)
+{
+ // move the entity along its velocity until it's out of solid, then let it resume
+ vector vel = self.velocity;
+ float dt, dst, velfactor, v0, vs;
+ float maxdist;
+ float E0_m, Es_m;
+ float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1);
+
+ // outside the world? forget it
+ if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
+ return 0;
+
+ // special case for zero density and zero bullet constant:
+
+ if(self.dmg_radius == 0)
+ {
+ if(other.ballistics_density < 0)
+ constant = 0; // infinite travel distance
+ else
+ return 0; // no penetration
+ }
+ else
+ {
+ if(other.ballistics_density < 0)
+ constant = 0; // infinite travel distance
+ else if(other.ballistics_density == 0)
+ constant = self.dmg_radius;
+ else
+ constant = self.dmg_radius * other.ballistics_density;
+ }
+
+ // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
+ v0 = vlen(vel);
+
+ E0_m = 0.5 * v0 * v0;
+
+ if(constant)
+ {
+ maxdist = E0_m / constant;
+ // maxdist = 0.5 * v0 * v0 / constant
+ // dprint("max dist = ", ftos(maxdist), "\n");
+
+ if(maxdist <= autocvar_g_ballistics_mindistance)
+ return 0;
+ }
+ else
+ {
+ maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity
+ }
+
+ traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE);
+ if(trace_fraction == 1) // 1: we never got out of solid
+ return 0;
+
+ self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
+
+ dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
+ // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
+ Es_m = E0_m - constant * dst;
+ if(Es_m <= 0)
+ {
+ // roundoff errors got us
+ return 0;
+ }
+ vs = sqrt(2 * Es_m);
+ velfactor = vs / v0;
+
+ dt = dst / (0.5 * (v0 + vs));
+ // this is not correct, but the differential equations have no analytic
+ // solution - and these times are very small anyway
+ //print("dt = ", ftos(dt), "\n");
+
+ self.W_BallisticBullet_LeaveSolid_think_save = self.think;
+ self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
+ self.think = W_BallisticBullet_LeaveSolid_think;
+ self.nextthink = time + dt;
+
+ vel = vel * velfactor;
+
+ self.velocity = '0 0 0';
+ self.flags |= FL_ONGROUND; // prevent moving
+ self.W_BallisticBullet_LeaveSolid_velocity = vel;
+
+ if(eff >= 0)
+ if(vlen(trace_endpos - self.origin) > 4)
+ {
+ endzcurveparticles();
+ trailparticles(self, eff, self.origin, trace_endpos);
+ }
+
+ return 1;
+}
+
+void W_BallisticBullet_Touch (void)
+{
+ //float density;
+
+ if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
+ return;
+
+ PROJECTILE_TOUCH;
+ W_BallisticBullet_Hit ();
+
+ if(self.dmg_radius < 0) // these NEVER penetrate solid
+ {
+ remove(self);
+ return;
+ }
+
+ // if we hit "weapclip", bail out
+ //
+ // rationale of this check:
+ //
+ // any shader that is solid, nodraw AND trans is meant to clip weapon
+ // shots and players, but has no other effect!
+ //
+ // if it is not trans, it is caulk and should not have this side effect
+ //
+ // matching shaders:
+ // common/weapclip (intended)
+ // common/noimpact (is supposed to eat projectiles, but is erased farther above)
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+ if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
+ if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
+ {
+ remove(self);
+ return;
+ }
+
+ // go through solid!
+ if(!W_BallisticBullet_LeaveSolid(-1))
+ {
+ remove(self);
+ return;
+ }
+
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+}
+
+void endFireBallisticBullet() // WEAPONTODO
+{
+ endzcurveparticles();
+}
+
+void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
+{
+ if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
+ zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
+ WarpZone_trace_forent = world;
+ self.owner = world;
+}
+
+void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
+{
+ float lag, dt, savetime; //, density;
+ entity pl, oldself;
+ float antilagging;
+
+ antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
+
+ entity proj;
+ proj = spawn();
+ proj.classname = "bullet";
+ proj.owner = proj.realowner = self;
+ PROJECTILE_MAKETRIGGER(proj);
+ if(gravityfactor > 0)
+ {
+ proj.movetype = MOVETYPE_TOSS;
+ proj.gravity = gravityfactor;
+ }
+ else
+ proj.movetype = MOVETYPE_FLY;
+ proj.think = SUB_Remove;
+ proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
+ W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
+ proj.angles = vectoangles(proj.velocity);
+ if(bulletconstant > 0)
+ proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
+ else if(bulletconstant == 0)
+ proj.dmg_radius = 0;
+ else
+ proj.dmg_radius = -1;
+ // so: bulletconstant = bullet mass / area of bullet circle
+ setorigin(proj, start);
+ proj.flags = FL_PROJECTILE;
+
+ proj.touch = W_BallisticBullet_Touch;
+ proj.dmg = damage;
+ proj.dmg_force = force;
+ proj.projectiledeathtype = dtype;
+
+ proj.oldvelocity = proj.velocity;
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+
+ if(antilagging)
+ {
+ float eff;
+
+ if(tracereffects & EF_RED)
+ eff = particleeffectnum("tr_rifle");
+ else if(tracereffects & EF_BLUE)
+ eff = particleeffectnum("tr_rifle_weak");
+ else
+ eff = particleeffectnum("tr_bullet");
+
+ // NOTE: this may severely throw off weapon balance
+ lag = ANTILAG_LATENCY(self);
+ if(lag < 0.001)
+ lag = 0;
+ if not(IS_REAL_CLIENT(self))
+ lag = 0;
+ if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
+ lag = 0; // only do hitscan, but no antilag
+
+ if(lag)
+ FOR_EACH_PLAYER(pl)
+ if(pl != self)
+ antilag_takeback(pl, time - lag);
+
+ oldself = self;
+ self = proj;
+
+ savetime = frametime;
+ frametime = 0.05;
+
+ for(;;)
+ {
+ // DP tracetoss is stupid and always traces in 0.05s
+ // ticks. This makes it trace in 0.05*0.125s ticks
+ // instead.
+ vector v0;
+ float g0;
+ v0 = self.velocity;
+ g0 = self.gravity;
+ self.velocity = self.velocity * 0.125;
+ self.gravity *= 0.125 * 0.125;
+ trace_fraction = 0;
+ fireBallisticBullet_trace_callback_ent = self;
+ fireBallisticBullet_trace_callback_eff = eff;
+ WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
+ self.velocity = v0;
+ self.gravity = g0;
+
+ if(trace_fraction == 1)
+ break;
+ // won't hit anything anytime soon (DP's
+ // tracetoss does 200 tics of, here,
+ // 0.05*0.125s, that is, 1.25 seconds
+
+ other = trace_ent;
+ dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
+ setorigin(self, trace_endpos);
+ self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
+
+ if(!SUB_OwnerCheck())
+ {
+ if(SUB_NoImpactCheck())
+ break;
+
+ // hit the player
+ W_BallisticBullet_Hit();
+ }
+
+ if(proj.dmg_radius < 0) // these NEVER penetrate solid
+ break;
+
+ // if we hit "weapclip", bail out
+ //
+ // rationale of this check:
+ //
+ // any shader that is solid, nodraw AND trans is meant to clip weapon
+ // shots and players, but has no other effect!
+ //
+ // if it is not trans, it is caulk and should not have this side effect
+ //
+ // matching shaders:
+ // common/weapclip (intended)
+ // common/noimpact (is supposed to eat projectiles, but is erased farther above)
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+ if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
+ if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
+ break;
+
+ // go through solid!
+ if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
+ break;
+
+ W_BallisticBullet_LeaveSolid_think();
+
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ }
+ frametime = savetime;
+ self = oldself;
+
+ if(lag)
+ FOR_EACH_PLAYER(pl)
+ if(pl != self)
+ antilag_restore(pl);
+
+ remove(proj);
+
+ return;
+ }
+
+ if(tracereffects & EF_RED)
+ CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
+ else if(tracereffects & EF_BLUE)
+ CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
+ else
+ CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
+}
+
+void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
+{
+ vector end;
+
+ dir = normalize(dir + randomvec() * spread);
+ end = start + dir * MAX_SHOT_DISTANCE;
+ if(self.antilag_debug)
+ traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
+ else
+ traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
+
+ end = trace_endpos;
+
+ if (pointcontents (trace_endpos) != CONTENT_SKY)
+ {
+ if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
+
+ Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
+ }
+ trace_endpos = end;
+}
--- /dev/null
- float WFRAME_DONTCHANGE = -1;
- float WFRAME_FIRE1 = 0;
- float WFRAME_FIRE2 = 1;
- float WFRAME_IDLE = 2;
- float WFRAME_RELOAD = 3;
+/*
+===========================================================================
+
+ CLIENT WEAPONSYSTEM CODE
+ Bring back W_Weaponframe
+
+===========================================================================
+*/
+
+.float weapon_frametime;
+
+float W_WeaponRateFactor()
+{
+ float t;
+ t = 1.0 / g_weaponratefactor;
+
+ return t;
+}
+
+// VorteX: static frame globals
- self.effects &~= EF_LOWPRECISION;
- self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
- self.effects &~= EF_TELEPORT_BIT;
- self.effects &~= EF_RESTARTANIM_BIT;
++const float WFRAME_DONTCHANGE = -1;
++const float WFRAME_FIRE1 = 0;
++const float WFRAME_FIRE2 = 1;
++const float WFRAME_IDLE = 2;
++const float WFRAME_RELOAD = 3;
+.float wframe;
+
+void(float fr, float t, void() func) weapon_thinkf;
+
+float CL_Weaponentity_CustomizeEntityForClient()
+{
+ self.viewmodelforclient = self.owner;
+ if(IS_SPEC(other))
+ if(other.enemy == self.owner)
+ self.viewmodelforclient = other;
+ return TRUE;
+}
+
+/*
+ * supported formats:
+ *
+ * 1. simple animated model, muzzle flash handling on h_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * weapon = attachment for v_tuba.md3
+ * v_tuba.md3 - first and third person model
+ * g_tuba.md3 - pickup model
+ *
+ * 2. simple animated model, muzzle flash handling on v_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
+ * tags:
+ * weapon = attachment for v_tuba.md3
+ * v_tuba.md3 - first and third person model
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * g_tuba.md3 - pickup model
+ *
+ * 3. fully animated model, muzzle flash handling on h_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
+ * v_tuba.md3 - third person model
+ * g_tuba.md3 - pickup model
+ *
+ * 4. fully animated model, muzzle flash handling on v_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
+ * tags:
+ * shot = muzzle end (shot origin)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * v_tuba.md3 - third person model
+ * tags:
+ * shot = muzzle end (for muzzle flashes)
+ * g_tuba.md3 - pickup model
+ */
+
+// writes:
+// self.origin, self.angles
+// self.weaponentity
+// self.movedir, self.view_ofs
+// attachment stuff
+// anim stuff
+// to free:
+// call again with ""
+// remove the ent
+void CL_WeaponEntity_SetModel(string name)
+{
+ float v_shot_idx;
+ if (name != "")
+ {
+ // if there is a child entity, hide it until we're sure we use it
+ if (self.weaponentity)
+ self.weaponentity.model = "";
+ setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
+ v_shot_idx = gettagindex(self, "shot"); // used later
+ if(!v_shot_idx)
+ v_shot_idx = gettagindex(self, "tag_shot");
+
+ setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
+ // preset some defaults that work great for renamed zym files (which don't need an animinfo)
+ self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
+ self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
+ self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
+ self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
+
+ // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
+ // if we don't, this is a "real" animated model
+ if(gettagindex(self, "weapon"))
+ {
+ if (!self.weaponentity)
+ self.weaponentity = spawn();
+ setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+ setattachment(self.weaponentity, self, "weapon");
+ }
+ else if(gettagindex(self, "tag_weapon"))
+ {
+ if (!self.weaponentity)
+ self.weaponentity = spawn();
+ setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+ setattachment(self.weaponentity, self, "tag_weapon");
+ }
+ else
+ {
+ if(self.weaponentity)
+ remove(self.weaponentity);
+ self.weaponentity = world;
+ }
+
+ setorigin(self,'0 0 0');
+ self.angles = '0 0 0';
+ self.frame = 0;
+ self.viewmodelforclient = world;
+
+ float idx;
+
+ if(v_shot_idx) // v_ model attached to invisible h_ model
+ {
+ self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
+ }
+ else
+ {
+ idx = gettagindex(self, "shot");
+ if(!idx)
+ idx = gettagindex(self, "tag_shot");
+ if(idx)
+ self.movedir = gettaginfo(self, idx);
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
+ self.movedir = '0 0 0';
+ }
+ }
+
+ if(self.weaponentity) // v_ model attached to invisible h_ model
+ {
+ idx = gettagindex(self.weaponentity, "shell");
+ if(!idx)
+ idx = gettagindex(self.weaponentity, "tag_shell");
+ if(idx)
+ self.spawnorigin = gettaginfo(self.weaponentity, idx);
+ }
+ else
+ idx = 0;
+ if(!idx)
+ {
+ idx = gettagindex(self, "shell");
+ if(!idx)
+ idx = gettagindex(self, "tag_shell");
+ if(idx)
+ self.spawnorigin = gettaginfo(self, idx);
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
+ self.spawnorigin = self.movedir;
+ }
+ }
+
+ if(v_shot_idx)
+ {
+ self.oldorigin = '0 0 0'; // use regular attachment
+ }
+ else
+ {
+ if(self.weaponentity)
+ {
+ idx = gettagindex(self, "weapon");
+ if(!idx)
+ idx = gettagindex(self, "tag_weapon");
+ }
+ else
+ {
+ idx = gettagindex(self, "handle");
+ if(!idx)
+ idx = gettagindex(self, "tag_handle");
+ }
+ if(idx)
+ {
+ self.oldorigin = self.movedir - gettaginfo(self, idx);
+ }
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
+ self.oldorigin = '0 0 0'; // there is no way to recover from this
+ }
+ }
+
+ self.viewmodelforclient = self.owner;
+ }
+ else
+ {
+ self.model = "";
+ if(self.weaponentity)
+ remove(self.weaponentity);
+ self.weaponentity = world;
+ self.movedir = '0 0 0';
+ self.spawnorigin = '0 0 0';
+ self.oldorigin = '0 0 0';
+ self.anim_fire1 = '0 1 0.01';
+ self.anim_fire2 = '0 1 0.01';
+ self.anim_idle = '0 1 0.01';
+ self.anim_reload = '0 1 0.01';
+ }
+
+ self.view_ofs = '0 0 0';
+
+ if(self.movedir_x >= 0)
+ {
+ vector v0;
+ v0 = self.movedir;
+ self.movedir = shotorg_adjust(v0, FALSE, FALSE);
+ self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
+ }
+ self.owner.stat_shotorg = compressShotOrigin(self.movedir);
+ self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
+
+ self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
+
+ // check if an instant weapon switch occurred
+ setorigin(self, self.view_ofs);
+ // reset animstate now
+ self.wframe = WFRAME_IDLE;
+ setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+}
+
+vector CL_Weapon_GetShotOrg(float wpn)
+{
+ entity wi, oldself;
+ vector ret;
+ wi = get_weaponinfo(wpn);
+ oldself = self;
+ self = spawn();
+ CL_WeaponEntity_SetModel(wi.mdl);
+ ret = self.movedir;
+ CL_WeaponEntity_SetModel("");
+ remove(self);
+ self = oldself;
+ return ret;
+}
+
+void CL_Weaponentity_Think()
+{
+ float tb;
+ self.nextthink = time;
+ if (intermission_running)
+ self.frame = self.anim_idle_x;
+ if (self.owner.weaponentity != self)
+ {
+ if (self.weaponentity)
+ remove(self.weaponentity);
+ remove(self);
+ return;
+ }
+ if (self.owner.deadflag != DEAD_NO)
+ {
+ self.model = "";
+ if (self.weaponentity)
+ self.weaponentity.model = "";
+ return;
+ }
+ if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+ {
+ self.weaponname = self.owner.weaponname;
+ self.dmg = self.owner.modelindex;
+ self.deadflag = self.owner.deadflag;
+
+ CL_WeaponEntity_SetModel(self.owner.weaponname);
+ }
+
+ tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
+ self.effects = self.owner.effects & EFMASK_CHEAP;
- sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
++ self.effects &= ~EF_LOWPRECISION;
++ self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
++ self.effects &= ~EF_TELEPORT_BIT;
++ self.effects &= ~EF_RESTARTANIM_BIT;
+ self.effects |= tb;
+
+ if(self.owner.alpha == default_player_alpha)
+ self.alpha = default_weapon_alpha;
+ else if(self.owner.alpha != 0)
+ self.alpha = self.owner.alpha;
+ else
+ self.alpha = 1;
+
+ self.glowmod = self.owner.weaponentity_glowmod;
+ self.colormap = self.owner.colormap;
+ if (self.weaponentity)
+ {
+ self.weaponentity.effects = self.effects;
+ self.weaponentity.alpha = self.alpha;
+ self.weaponentity.colormap = self.colormap;
+ self.weaponentity.glowmod = self.glowmod;
+ }
+
+ self.angles = '0 0 0';
+
+ float f = (self.owner.weapon_nextthink - time);
+ if (self.state == WS_RAISE && !intermission_running)
+ {
+ entity newwep = get_weaponinfo(self.owner.switchweapon);
+ f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
+ //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time)));
+ self.angles_x = -90 * f * f;
+ }
+ else if (self.state == WS_DROP && !intermission_running)
+ {
+ entity oldwep = get_weaponinfo(self.owner.weapon);
+ f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
+ //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time)));
+ self.angles_x = -90 * f * f;
+ }
+ else if (self.state == WS_CLEAR)
+ {
+ f = 1;
+ self.angles_x = -90 * f * f;
+ }
+}
+
+void CL_ExteriorWeaponentity_Think()
+{
+ float tag_found;
+ self.nextthink = time;
+ if (self.owner.exteriorweaponentity != self)
+ {
+ remove(self);
+ return;
+ }
+ if (self.owner.deadflag != DEAD_NO)
+ {
+ self.model = "";
+ return;
+ }
+ if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+ {
+ self.weaponname = self.owner.weaponname;
+ self.dmg = self.owner.modelindex;
+ self.deadflag = self.owner.deadflag;
+ if (self.owner.weaponname != "")
+ setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
+ else
+ self.model = "";
+
+ if((tag_found = gettagindex(self.owner, "tag_weapon")))
+ {
+ self.tag_index = tag_found;
+ self.tag_entity = self.owner;
+ }
+ else
+ setattachment(self, self.owner, "bip01 r hand");
+ }
+ self.effects = self.owner.effects;
+ self.effects |= EF_LOWPRECISION;
+ self.effects = self.effects & EFMASK_CHEAP; // eat performance
+ if(self.owner.alpha == default_player_alpha)
+ self.alpha = default_weapon_alpha;
+ else if(self.owner.alpha != 0)
+ self.alpha = self.owner.alpha;
+ else
+ self.alpha = 1;
+
+ self.glowmod = self.owner.weaponentity_glowmod;
+ self.colormap = self.owner.colormap;
+
+ CSQCMODEL_AUTOUPDATE();
+}
+
+// spawning weaponentity for client
+void CL_SpawnWeaponentity()
+{
+ self.weaponentity = spawn();
+ self.weaponentity.classname = "weaponentity";
+ self.weaponentity.solid = SOLID_NOT;
+ self.weaponentity.owner = self;
+ setmodel(self.weaponentity, ""); // precision set when changed
+ setorigin(self.weaponentity, '0 0 0');
+ self.weaponentity.angles = '0 0 0';
+ self.weaponentity.viewmodelforclient = self;
+ self.weaponentity.flags = 0;
+ self.weaponentity.think = CL_Weaponentity_Think;
+ self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+ self.weaponentity.nextthink = time;
+
+ self.exteriorweaponentity = spawn();
+ self.exteriorweaponentity.classname = "exteriorweaponentity";
+ self.exteriorweaponentity.solid = SOLID_NOT;
+ self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
+ self.exteriorweaponentity.owner = self;
+ setorigin(self.exteriorweaponentity, '0 0 0');
+ self.exteriorweaponentity.angles = '0 0 0';
+ self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
+ self.exteriorweaponentity.nextthink = time;
+
+ {
+ entity oldself = self;
+ self = self.exteriorweaponentity;
+ CSQCMODEL_AUTOINIT();
+ self = oldself;
+ }
+}
+
+// Weapon subs
+void w_clear()
+{
+ if (self.weapon != -1)
+ {
+ self.weapon = 0;
+ self.switchingweapon = 0;
+ }
+ if (self.weaponentity)
+ {
+ self.weaponentity.state = WS_CLEAR;
+ self.weaponentity.effects = 0;
+ }
+}
+
+void w_ready()
+{
+ if (self.weaponentity)
+ self.weaponentity.state = WS_READY;
+ weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
+}
+
+.float prevdryfire;
+.float prevwarntime;
+float weapon_prepareattack_checkammo(float secondary)
+{
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
+ {
+ // always keep the Mine Layer if we placed mines, so that we can detonate them
+ entity mine;
+ if(self.weapon == WEP_MINE_LAYER)
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ return FALSE;
+
+ if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+ {
- self.items &~= IT_AMMO;
++ sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM);
+ self.prevdryfire = time;
+ }
+
+ if(WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
+ {
+ if(time - self.prevwarntime > 1)
+ {
+ Send_Notification(
+ NOTIF_ONE,
+ self,
+ MSG_MULTI,
+ ITEM_WEAPON_PRIMORSEC,
+ self.weapon,
+ secondary,
+ (1 - secondary)
+ );
+ }
+ self.prevwarntime = time;
+ }
+ else // this weapon is totally unable to fire, switch to another one
+ {
+ W_SwitchToOtherWeapon(self);
+ }
+
+ return FALSE;
+ }
+ return TRUE;
+}
+.float race_penalty;
+float weapon_prepareattack_check(float secondary, float attacktime)
+{
+ if(!weapon_prepareattack_checkammo(secondary))
+ return FALSE;
+
+ //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
+ //if all players readied up and the countdown is running
+ if(time < game_starttime || time < self.race_penalty) {
+ return FALSE;
+ }
+
+ if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
+ return FALSE;
+
+ // do not even think about shooting if switching
+ if(self.switchweapon != self.weapon)
+ return FALSE;
+
+ if(attacktime >= 0)
+ {
+ // don't fire if previous attack is not finished
+ if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
+ return FALSE;
+ // don't fire while changing weapon
+ if (self.weaponentity.state != WS_READY)
+ return FALSE;
+ }
+
+ return TRUE;
+}
+float weapon_prepareattack_do(float secondary, float attacktime)
+{
+ self.weaponentity.state = WS_INUSE;
+
+ self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
+
+ // if the weapon hasn't been firing continuously, reset the timer
+ if(attacktime >= 0)
+ {
+ if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
+ {
+ ATTACK_FINISHED(self) = time;
+ //dprint("resetting attack finished to ", ftos(time), "\n");
+ }
+ ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
+ }
+ self.bulletcounter += 1;
+ //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
+ return TRUE;
+}
+float weapon_prepareattack(float secondary, float attacktime)
+{
+ if(weapon_prepareattack_check(secondary, attacktime))
+ {
+ weapon_prepareattack_do(secondary, attacktime);
+ return TRUE;
+ }
+ else
+ return FALSE;
+}
+
+void weapon_thinkf(float fr, float t, void() func)
+{
+ vector a;
+ vector of, or, ou;
+ float restartanim;
+
+ if(fr == WFRAME_DONTCHANGE)
+ {
+ fr = self.weaponentity.wframe;
+ restartanim = FALSE;
+ }
+ else if (fr == WFRAME_IDLE)
+ restartanim = FALSE;
+ else
+ restartanim = TRUE;
+
+ of = v_forward;
+ or = v_right;
+ ou = v_up;
+
+ if (self.weaponentity)
+ {
+ self.weaponentity.wframe = fr;
+ a = '0 0 0';
+ if (fr == WFRAME_IDLE)
+ a = self.weaponentity.anim_idle;
+ else if (fr == WFRAME_FIRE1)
+ a = self.weaponentity.anim_fire1;
+ else if (fr == WFRAME_FIRE2)
+ a = self.weaponentity.anim_fire2;
+ else // if (fr == WFRAME_RELOAD)
+ a = self.weaponentity.anim_reload;
+ a_z *= g_weaponratefactor;
+ setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
+ }
+
+ v_forward = of;
+ v_right = or;
+ v_up = ou;
+
+ if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
+ {
+ backtrace("Tried to override initial weapon think function - should this really happen?");
+ }
+
+ t *= W_WeaponRateFactor();
+
+ // VorteX: haste can be added here
+ if (self.weapon_think == w_ready)
+ {
+ self.weapon_nextthink = time;
+ //dprint("started firing at ", ftos(time), "\n");
+ }
+ if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
+ {
+ self.weapon_nextthink = time;
+ //dprint("reset weapon animation timer at ", ftos(time), "\n");
+ }
+ self.weapon_nextthink = self.weapon_nextthink + t;
+ self.weapon_think = func;
+ //dprint("next ", ftos(self.weapon_nextthink), "\n");
+
+ if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
+ {
+ if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
+ animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
+ else
+ animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
+ }
+ else
+ {
+ if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
+ self.anim_upper_action = 0;
+ }
+}
+
+float forbidWeaponUse()
+{
+ if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
+ return 1;
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ return 1;
+ if(self.player_blocked)
+ return 1;
+ if(self.freezetag_frozen)
+ return 1;
+ return 0;
+}
+
+void W_WeaponFrame()
+{
+ vector fo, ri, up;
+
+ if (frametime)
+ self.weapon_frametime = frametime;
+
+ if (!self.weaponentity || self.health < 1)
+ return; // Dead player can't use weapons and injure impulse commands
+
+ if(forbidWeaponUse())
+ if(self.weaponentity.state != WS_CLEAR)
+ {
+ w_ready();
+ return;
+ }
+
+ if(!self.switchweapon)
+ {
+ self.weapon = 0;
+ self.switchingweapon = 0;
+ self.weaponentity.state = WS_CLEAR;
+ self.weaponname = "";
- self.items &~= IT_AMMO;
++ self.items &= ~IT_AMMO;
+ return;
+ }
+
+ makevectors(self.v_angle);
+ fo = v_forward; // save them in case the weapon think functions change it
+ ri = v_right;
+ up = v_up;
+
+ // Change weapon
+ if (self.weapon != self.switchweapon)
+ {
+ if (self.weaponentity.state == WS_CLEAR)
+ {
+ // end switching!
+ self.switchingweapon = self.switchweapon;
+ entity newwep = get_weaponinfo(self.switchweapon);
+
- if(w && !WEPSET_CONTAINS_EW(self, w))
++ self.items &= ~IT_AMMO;
+ self.items = self.items | (newwep.items & IT_AMMO);
+
+ // the two weapon entities will notice this has changed and update their models
+ self.weapon = self.switchweapon;
+ self.weaponname = newwep.mdl;
+ self.bulletcounter = 0; // WEAPONTODO
+ WEP_ACTION(self.switchweapon, WR_SETUP);
+ self.weaponentity.state = WS_RAISE;
+
+ // set our clip load to the load of the weapon we switched to, if it's reloadable
+ if(newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars
+ {
+ self.clip_load = self.(weapon_load[self.switchweapon]);
+ self.clip_size = newwep.reloading_ammo;
+ }
+ else
+ self.clip_load = self.clip_size = 0;
+
+ // VorteX: add player model weapon select frame here
+ // setcustomframe(PlayerWeaponRaise);
+ weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
+ }
+ else if (self.weaponentity.state == WS_DROP)
+ {
+ // in dropping phase we can switch at any time
+ self.switchingweapon = self.switchweapon;
+ }
+ else if (self.weaponentity.state == WS_READY)
+ {
+ // start switching!
+ self.switchingweapon = self.switchweapon;
+
+ entity oldwep = get_weaponinfo(self.weapon);
+
+#ifndef INDEPENDENT_ATTACK_FINISHED
+ if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
+ {
+#endif
+ sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ self.weaponentity.state = WS_DROP;
+ // set up weapon switch think in the future, and start drop anim
+ weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
+#ifndef INDEPENDENT_ATTACK_FINISHED
+ }
+#endif
+ }
+ }
+
+ // LordHavoc: network timing test code
+ //if (self.button0)
+ // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
+
+ float w;
+ w = self.weapon;
+
+ // call the think code which may fire the weapon
+ // and do so multiple times to resolve framerate dependency issues if the
+ // server framerate is very low and the weapon fire rate very high
+ float c;
+ c = 0;
+ while (c < W_TICSPERFRAME)
+ {
+ c = c + 1;
- sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
++ if(w && !(self.weapons & WepSet_FromWeapon(w)))
+ {
+ if(self.weapon == self.switchweapon)
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w = 0;
+ }
+
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
+ if(w)
+ WEP_ACTION(self.weapon, WR_THINK);
+ else
+ WEP_ACTION(self.weapon, WR_GONETHINK);
+
+ if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
+ {
+ if(self.weapon_think)
+ {
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+ self.weapon_think();
+ }
+ else
+ bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
+ }
+ }
+
+#if 0
+ if (self.items & IT_CELLS)
+ self.currentammo = self.ammo_cells;
+ else if (self.items & IT_ROCKETS)
+ self.currentammo = self.ammo_rockets;
+ else if (self.items & IT_NAILS)
+ self.currentammo = self.ammo_nails;
+ else if (self.items & IT_SHELLS)
+ self.currentammo = self.ammo_shells;
+ else
+ self.currentammo = 1;
+#endif
+}
+
+void W_AttachToShotorg(entity flash, vector offset)
+{
+ entity xflash;
+ flash.owner = self;
+ flash.angles_z = random() * 360;
+
+ if(gettagindex(self.weaponentity, "shot"))
+ setattachment(flash, self.weaponentity, "shot");
+ else
+ setattachment(flash, self.weaponentity, "tag_shot");
+ setorigin(flash, offset);
+
+ xflash = spawn();
+ copyentity(flash, xflash);
+
+ flash.viewmodelforclient = self;
+
+ if(self.weaponentity.oldorigin_x > 0)
+ {
+ setattachment(xflash, self.exteriorweaponentity, "");
+ setorigin(xflash, self.weaponentity.oldorigin + offset);
+ }
+ else
+ {
+ if(gettagindex(self.exteriorweaponentity, "shot"))
+ setattachment(xflash, self.exteriorweaponentity, "shot");
+ else
+ setattachment(xflash, self.exteriorweaponentity, "tag_shot");
+ setorigin(xflash, offset);
+ }
+}
+
+void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload) // WEAPONTODO: why does this have ammo_type?
+{
+ if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
+ return;
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(ammo_reload)
+ {
+ self.clip_load -= ammo_use;
+ self.(weapon_load[self.weapon]) = self.clip_load;
+ }
+ else
+ self.(self.current_ammo) -= ammo_use;
+}
+
+// weapon reloading code
+
+.float reload_ammo_amount, reload_ammo_min, reload_time;
+.float reload_complain;
+.string reload_sound;
+
+void W_ReloadedAndReady()
+{
+ // finish the reloading process, and do the ammo transfer
+
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.clip_load = self.reload_ammo_amount;
+ else
+ {
+ while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.current_ammo) -= 1;
+ }
+ }
+ self.(weapon_load[self.weapon]) = self.clip_load;
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) -= self.reload_time - 1;
+
+ w_ready();
+}
+
+void W_Reload(float sent_ammo_min, string sent_sound)
+{
+ // set global values to work with
+ entity e;
+ e = get_weaponinfo(self.weapon);
+
+ self.reload_ammo_min = sent_ammo_min;
+ self.reload_ammo_amount = e.reloading_ammo;;
+ self.reload_time = e.reloading_time;
+ self.reload_sound = sent_sound;
+
+ // don't reload weapons that don't have the RELOADABLE flag
+ if not(e.spawnflags & WEP_FLAG_RELOADABLE)
+ {
+ dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
+ return;
+ }
+
+ // return if reloading is disabled for this weapon
+ if(!self.reload_ammo_amount)
+ return;
+
+ // our weapon is fully loaded, no need to reload
+ if (self.clip_load >= self.reload_ammo_amount)
+ return;
+
+ // no ammo, so nothing to load
+ if(!self.(self.current_ammo) && self.reload_ammo_min)
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(IS_REAL_CLIENT(self) && self.reload_complain < time)
+ {
+ play2(self, "weapons/unavailable.wav");
+ sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
+ self.reload_complain = time + 1;
+ }
+ // switch away if the amount of ammo is not enough to keep using this weapon
+ if not(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ {
+ self.clip_load = -1; // reload later
+ W_SwitchToOtherWeapon(self);
+ }
+ return;
+ }
+
+ if (self.weaponentity)
+ {
+ if (self.weaponentity.wframe == WFRAME_RELOAD)
+ return;
+
+ // allow switching away while reloading, but this will cause a new reload!
+ self.weaponentity.state = WS_READY;
+ }
+
+ // now begin the reloading process
+
++ sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
+
+ weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
+
+ if(self.clip_load < 0)
+ self.clip_load = 0;
+ self.old_clip_load = self.clip_load;
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;
+}