]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
idk why no shoot
authordrjaska <drjaska83@gmail.com>
Wed, 30 Nov 2022 16:51:24 +0000 (18:51 +0200)
committerdrjaska <drjaska83@gmail.com>
Wed, 30 Nov 2022 16:51:24 +0000 (18:51 +0200)
bal-wep-mario.cfg
bal-wep-nexuiz25.cfg
bal-wep-samual.cfg
bal-wep-xdf.cfg
bal-wep-xonotic.cfg
qcsrc/common/weapons/weapon/classic.qc [new file with mode: 0644]
qcsrc/common/weapons/weapon/classic.qh

index adb7cc654fa3565e82441a1ca9115936191ebfc1..a489b259ac853bd24286dcefeb2b2743bdd7b9a4 100644 (file)
@@ -981,3 +981,41 @@ set g_balance_okshotgun_weaponstart 0
 set g_balance_okshotgun_weaponstartoverride -1
 set g_balance_okshotgun_weaponthrowable 1
 // }}}
+// {{{ #26: Classic
+set g_balance_classic_bouncefactor 0.5
+set g_balance_classic_bouncestop 0.075
+set g_balance_classic_primary_ammo 2
+set g_balance_classic_primary_animtime 0.3
+set g_balance_classic_primary_damage 100
+set g_balance_classic_primary_damageforcescale 0
+set g_balance_classic_primary_edgedamage 1
+set g_balance_classic_primary_force 400
+set g_balance_classic_primary_health 15
+set g_balance_classic_primary_lifetime 20
+set g_balance_classic_primary_radius 120
+set g_balance_classic_primary_refire 0.8
+set g_balance_classic_primary_speed 1000
+set g_balance_classic_primary_spread 0
+set g_balance_classic_reload_ammo 0
+set g_balance_classic_reload_time 2
+set g_balance_classic_secondary_ammo 2
+set g_balance_classic_secondary_animtime 0.3
+set g_balance_classic_secondary_damage 100
+set g_balance_classic_secondary_damageforcescale 4
+set g_balance_classic_secondary_edgedamage 1
+set g_balance_classic_secondary_force 400
+set g_balance_classic_secondary_health 30
+set g_balance_classic_secondary_lifetime 4
+set g_balance_classic_secondary_radius 120
+set g_balance_classic_secondary_refire 0.8
+set g_balance_classic_secondary_speed 1000
+set g_balance_classic_secondary_speed_up 150
+set g_balance_classic_secondary_speed_z 0
+set g_balance_classic_secondary_spread 0
+set g_balance_classic_switchdelay_drop 0.2
+set g_balance_classic_switchdelay_raise 0.2
+set g_balance_classic_weaponreplace ""
+set g_balance_classic_weaponstart 0
+set g_balance_classic_weaponstartoverride -1
+set g_balance_classic_weaponthrowable 1
+// }}}
index 17f5b31cab3b29b313e70f27606e6cf42bd7e082..ebb48077f066dc139cc6dfc723877925153c74e9 100644 (file)
@@ -981,3 +981,41 @@ set g_balance_okshotgun_weaponstart 0
 set g_balance_okshotgun_weaponstartoverride -1
 set g_balance_okshotgun_weaponthrowable 1
 // }}}
+// {{{ #26: Classic
+set g_balance_classic_bouncefactor 0.5
+set g_balance_classic_bouncestop 0.075
+set g_balance_classic_primary_ammo 2
+set g_balance_classic_primary_animtime 0.3
+set g_balance_classic_primary_damage 100
+set g_balance_classic_primary_damageforcescale 0
+set g_balance_classic_primary_edgedamage 1
+set g_balance_classic_primary_force 400
+set g_balance_classic_primary_health 15
+set g_balance_classic_primary_lifetime 20
+set g_balance_classic_primary_radius 120
+set g_balance_classic_primary_refire 0.8
+set g_balance_classic_primary_speed 1000
+set g_balance_classic_primary_spread 0
+set g_balance_classic_reload_ammo 0
+set g_balance_classic_reload_time 2
+set g_balance_classic_secondary_ammo 2
+set g_balance_classic_secondary_animtime 0.3
+set g_balance_classic_secondary_damage 100
+set g_balance_classic_secondary_damageforcescale 4
+set g_balance_classic_secondary_edgedamage 1
+set g_balance_classic_secondary_force 400
+set g_balance_classic_secondary_health 30
+set g_balance_classic_secondary_lifetime 4
+set g_balance_classic_secondary_radius 120
+set g_balance_classic_secondary_refire 0.8
+set g_balance_classic_secondary_speed 1000
+set g_balance_classic_secondary_speed_up 150
+set g_balance_classic_secondary_speed_z 0
+set g_balance_classic_secondary_spread 0
+set g_balance_classic_switchdelay_drop 0.2
+set g_balance_classic_switchdelay_raise 0.2
+set g_balance_classic_weaponreplace ""
+set g_balance_classic_weaponstart 0
+set g_balance_classic_weaponstartoverride -1
+set g_balance_classic_weaponthrowable 1
+// }}}
index 2799a2496b47fb4debea904aa6b051b95c59a621..96bcadfff3f0b596a6883ffcd68b1eee50ccf693 100644 (file)
@@ -981,3 +981,41 @@ set g_balance_okshotgun_weaponstart 0
 set g_balance_okshotgun_weaponstartoverride -1
 set g_balance_okshotgun_weaponthrowable 1
 // }}}
+// {{{ #26: Classic
+set g_balance_classic_bouncefactor 0.5
+set g_balance_classic_bouncestop 0.075
+set g_balance_classic_primary_ammo 2
+set g_balance_classic_primary_animtime 0.3
+set g_balance_classic_primary_damage 100
+set g_balance_classic_primary_damageforcescale 0
+set g_balance_classic_primary_edgedamage 1
+set g_balance_classic_primary_force 400
+set g_balance_classic_primary_health 15
+set g_balance_classic_primary_lifetime 20
+set g_balance_classic_primary_radius 120
+set g_balance_classic_primary_refire 0.8
+set g_balance_classic_primary_speed 1000
+set g_balance_classic_primary_spread 0
+set g_balance_classic_reload_ammo 0
+set g_balance_classic_reload_time 2
+set g_balance_classic_secondary_ammo 2
+set g_balance_classic_secondary_animtime 0.3
+set g_balance_classic_secondary_damage 100
+set g_balance_classic_secondary_damageforcescale 4
+set g_balance_classic_secondary_edgedamage 1
+set g_balance_classic_secondary_force 400
+set g_balance_classic_secondary_health 30
+set g_balance_classic_secondary_lifetime 4
+set g_balance_classic_secondary_radius 120
+set g_balance_classic_secondary_refire 0.8
+set g_balance_classic_secondary_speed 1000
+set g_balance_classic_secondary_speed_up 150
+set g_balance_classic_secondary_speed_z 0
+set g_balance_classic_secondary_spread 0
+set g_balance_classic_switchdelay_drop 0.2
+set g_balance_classic_switchdelay_raise 0.2
+set g_balance_classic_weaponreplace ""
+set g_balance_classic_weaponstart 0
+set g_balance_classic_weaponstartoverride -1
+set g_balance_classic_weaponthrowable 1
+// }}}
index 09466acce81bcb3949c256133dce2a9675c89acc..e95f40b9403af7891163afc60d60dc472cd5ef2c 100644 (file)
@@ -981,3 +981,41 @@ set g_balance_okshotgun_weaponstart 0
 set g_balance_okshotgun_weaponstartoverride -1
 set g_balance_okshotgun_weaponthrowable 1
 // }}}
+// {{{ #26: Classic
+set g_balance_classic_bouncefactor 0.5
+set g_balance_classic_bouncestop 0.075
+set g_balance_classic_primary_ammo 2
+set g_balance_classic_primary_animtime 0.3
+set g_balance_classic_primary_damage 100
+set g_balance_classic_primary_damageforcescale 0
+set g_balance_classic_primary_edgedamage 1
+set g_balance_classic_primary_force 400
+set g_balance_classic_primary_health 15
+set g_balance_classic_primary_lifetime 20
+set g_balance_classic_primary_radius 120
+set g_balance_classic_primary_refire 0.8
+set g_balance_classic_primary_speed 1000
+set g_balance_classic_primary_spread 0
+set g_balance_classic_reload_ammo 0
+set g_balance_classic_reload_time 2
+set g_balance_classic_secondary_ammo 2
+set g_balance_classic_secondary_animtime 0.3
+set g_balance_classic_secondary_damage 100
+set g_balance_classic_secondary_damageforcescale 4
+set g_balance_classic_secondary_edgedamage 1
+set g_balance_classic_secondary_force 400
+set g_balance_classic_secondary_health 30
+set g_balance_classic_secondary_lifetime 4
+set g_balance_classic_secondary_radius 120
+set g_balance_classic_secondary_refire 0.8
+set g_balance_classic_secondary_speed 1000
+set g_balance_classic_secondary_speed_up 150
+set g_balance_classic_secondary_speed_z 0
+set g_balance_classic_secondary_spread 0
+set g_balance_classic_switchdelay_drop 0.2
+set g_balance_classic_switchdelay_raise 0.2
+set g_balance_classic_weaponreplace ""
+set g_balance_classic_weaponstart 0
+set g_balance_classic_weaponstartoverride -1
+set g_balance_classic_weaponthrowable 1
+// }}}
index 319d77923035e150b23bf90fa1ca4321d5564e55..1c7be35986e4eb8fa0dd27c55a419df13e51262c 100644 (file)
@@ -981,3 +981,41 @@ set g_balance_okshotgun_weaponstart 0
 set g_balance_okshotgun_weaponstartoverride -1
 set g_balance_okshotgun_weaponthrowable 1
 // }}}
+// {{{ #26: Classic
+set g_balance_classic_bouncefactor 0.5
+set g_balance_classic_bouncestop 0.075
+set g_balance_classic_primary_ammo 2
+set g_balance_classic_primary_animtime 0.3
+set g_balance_classic_primary_damage 100
+set g_balance_classic_primary_damageforcescale 0
+set g_balance_classic_primary_edgedamage 1
+set g_balance_classic_primary_force 400
+set g_balance_classic_primary_health 15
+set g_balance_classic_primary_lifetime 20
+set g_balance_classic_primary_radius 120
+set g_balance_classic_primary_refire 0.8
+set g_balance_classic_primary_speed 1000
+set g_balance_classic_primary_spread 0
+set g_balance_classic_reload_ammo 0
+set g_balance_classic_reload_time 2
+set g_balance_classic_secondary_ammo 2
+set g_balance_classic_secondary_animtime 0.3
+set g_balance_classic_secondary_damage 100
+set g_balance_classic_secondary_damageforcescale 4
+set g_balance_classic_secondary_edgedamage 1
+set g_balance_classic_secondary_force 400
+set g_balance_classic_secondary_health 30
+set g_balance_classic_secondary_lifetime 4
+set g_balance_classic_secondary_radius 120
+set g_balance_classic_secondary_refire 0.8
+set g_balance_classic_secondary_speed 1000
+set g_balance_classic_secondary_speed_up 150
+set g_balance_classic_secondary_speed_z 0
+set g_balance_classic_secondary_spread 0
+set g_balance_classic_switchdelay_drop 0.2
+set g_balance_classic_switchdelay_raise 0.2
+set g_balance_classic_weaponreplace ""
+set g_balance_classic_weaponstart 0
+set g_balance_classic_weaponstartoverride -1
+set g_balance_classic_weaponthrowable 1
+// }}}
diff --git a/qcsrc/common/weapons/weapon/classic.qc b/qcsrc/common/weapons/weapon/classic.qc
new file mode 100644 (file)
index 0000000..c93ccc8
--- /dev/null
@@ -0,0 +1,347 @@
+#include "classic.qh"
+
+#ifdef SVQC
+
+void W_Classic_Rocket_Explode(entity this, entity directhitentity)
+{
+        if(directhitentity.takedamage == DAMAGE_AIM)
+                if(IS_PLAYER(directhitentity))
+                        if(DIFF_TEAM(this.realowner, directhitentity))
+                                if(!IS_DEAD(directhitentity))
+                                        if(IsFlying(directhitentity))
+                                                Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+
+        this.event_damage = func_null;
+        this.takedamage = DAMAGE_NO;
+
+        RadiusDamage(
+                this,
+                this.realowner,
+                WEP_CVAR_PRI(classic, damage),
+                WEP_CVAR_PRI(classic, edgedamage),
+                WEP_CVAR_PRI(classic, radius),
+                NULL,
+                NULL,
+                WEP_CVAR_PRI(classic, force),
+                this.projectiledeathtype,
+                this.weaponentity_fld,
+                directhitentity
+        );
+
+        delete(this);
+}
+
+
+void W_Classic_Rocket_Explode_use(entity this, entity toucher)
+{
+       W_Classic_Rocket_Explode(this, NULL);
+}
+
+void W_Classic_Rocket_Touch(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
+       this.use(this, NULL, toucher);
+}
+
+void W_Classic_Rocket_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+        if(GetResource(this, RES_HEALTH) <= 0)
+                return;
+
+        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+                return; // g_projectiles_damage says to halt
+
+        TakeResource(this, RES_HEALTH, damage);
+        this.angles = vectoangles(this.velocity);
+
+        if(GetResource(this, RES_HEALTH) <= 0)
+                W_PrepareExplosionByDamage(this, attacker, W_Classic_Explode_use);
+}
+
+void W_Classic_Rocket_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
+        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(classic, ammo), weaponentity);
+
+        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(classic, damage), thiswep.m_id);
+        W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
+
+        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
+        missile.weaponentity_fld = weaponentity;
+        missile.owner = missile.realowner = actor;
+        missile.bot_dodge = true;
+        missile.bot_dodgerating = WEP_CVAR_PRI(classic, damage);
+
+        missile.takedamage = DAMAGE_YES;
+        missile.damageforcescale = WEP_CVAR_PRI(classic, damageforcescale);
+        SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(classic, health));
+        missile.event_damage = W_Classic_Rocket_Damage;
+        missile.damagedbycontents = true;
+        IL_PUSH(g_damagedbycontents, missile);
+       
+        set_movetype(missile, MOVETYPE_FLY);
+        PROJECTILE_MAKETRIGGER(missile);
+        missile.projectiledeathtype = thiswep.m_id;
+        setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+
+        setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+        W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(classic, speed), 0);
+        missile.angles = vectoangles(missile.velocity);
+
+        settouch(missile, W_Classic_Rocket_Touch);
+        setthink(missile, W_Classic_Rocket_use);
+       //setthink(missile, adaptor_think2use_hittype_splash);
+        missile.nextthink = time;
+        missile.cnt = time + WEP_CVAR_PRI(classic, lifetime);
+        missile.flags = FL_PROJECTILE;
+        IL_PUSH(g_projectiles, missile);
+        IL_PUSH(g_bot_dodge, missile);
+        missile.missile_flags = MIF_SPLASH;
+
+        CSQCProjectile(missile, true, PROJECTILE_ROCKET, false); // because of fly sound
+
+        // common properties
+        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+
+        if (time >= missile.nextthink)
+        {
+                getthink(missile)(missile);
+        }
+}
+
+void W_Classic_Grenade_Explode(entity this, entity directhitentity)
+{
+       if(directhitentity.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(directhitentity))
+                       if(DIFF_TEAM(this.realowner, directhitentity))
+                               if(!IS_DEAD(directhitentity))
+                                       if(IsFlying(directhitentity))
+                                               Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
+
+       if(this.move_movetype == MOVETYPE_NONE)
+               this.velocity = this.oldvelocity;
+
+       RadiusDamage(
+               this,
+               this.realowner,
+               WEP_CVAR_SEC(classic, damage),
+               WEP_CVAR_SEC(classic, edgedamage),
+               WEP_CVAR_SEC(classic, radius),
+               NULL,
+               NULL,
+               WEP_CVAR_SEC(classic, force),
+               this.projectiledeathtype,
+               this.weaponentity_fld,
+               directhitentity
+       );
+
+       delete(this);
+}
+
+void W_Classic_Grenade_Explode_use(entity this, entity actor, entity trigger)
+{
+       W_Classic_Grenade_Explode(this, trigger);
+}
+
+void W_Classic_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+       if(GetResource(this, RES_HEALTH) <= 0)
+               return;
+
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+               return; // g_projectiles_damage says to halt
+
+       TakeResource(this, RES_HEALTH, damage);
+
+       if(GetResource(this, RES_HEALTH) <= 0)
+               W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
+}
+
+void W_Classic_Grenade_Touch(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
+
+       // always explode when hitting a player, or if normal classic projectile
+       if(toucher.takedamage == DAMAGE_AIM)
+       {
+               this.use(this, NULL, toucher);
+       }
+       else // bounce
+       {
+               spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTN_NORM);
+               Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
+       }
+}
+
+void W_Classic_Grenade_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
+       entity gren;
+
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(classic, ammo), weaponentity);
+
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(classic, damage), thiswep.m_id | HITTYPE_SECONDARY);
+       w_shotdir = v_forward; // no TrueAim for grenades please
+
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
+
+       gren = new(grenade);
+       gren.owner = gren.realowner = actor;
+       gren.bot_dodge = true;
+       gren.bot_dodgerating = WEP_CVAR_SEC(classic, damage);
+       set_movetype(gren, MOVETYPE_BOUNCE);
+       gren.bouncefactor = WEP_CVAR_SEC(classic, bouncefactor);
+       gren.bouncestop = WEP_CVAR_SEC(classic, bouncestop);
+       PROJECTILE_MAKETRIGGER(gren);
+       gren.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+       gren.weaponentity_fld = weaponentity;
+       setorigin(gren, w_shotorg);
+       setsize(gren, '-3 -3 -3', '3 3 3');
+
+       gren.nextthink = time + WEP_CVAR_SEC(classic, lifetime);
+       setthink(gren, adaptor_think2use_hittype_splash);
+       gren.use = W_Classic_Grenade_Explode_use;
+       settouch(gren, W_Classic_Grenade_Touch);
+
+       gren.takedamage = DAMAGE_YES;
+       SetResourceExplicit(gren, RES_HEALTH, WEP_CVAR_SEC(classic, health));
+       gren.damageforcescale = WEP_CVAR_SEC(classic, damageforcescale);
+       gren.event_damage = W_Classic_Grenade_Damage;
+       gren.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, gren);
+       gren.missile_flags = MIF_SPLASH | MIF_ARC;
+       W_SetupProjVelocity_UP_SEC(gren, classic);
+
+       gren.angles = vectoangles(gren.velocity);
+       gren.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, gren);
+       IL_PUSH(g_bot_dodge, gren);
+
+       CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
+
+       MUTATOR_CALLHOOK(EditProjectile, actor, gren);
+}
+
+.float bot_secondary_grenademooth;
+
+METHOD(Classic, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       PHYS_INPUT_BUTTON_ATCK(actor) = false;
+       PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+       if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
+       {
+               if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(classic, speed), 0, WEP_CVAR_PRI(classic, lifetime), false, true))
+               {
+                       PHYS_INPUT_BUTTON_ATCK(actor) = true;
+                       if(random() < 0.5) actor.bot_secondary_grenademooth = 1;
+               }
+       }
+       else
+       {
+               if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(classic, speed), WEP_CVAR_SEC(classic, speed_up), WEP_CVAR_SEC(classic, lifetime), true, true))
+               {
+                       PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+                       if(random() < 0.5) actor.bot_secondary_grenademooth = 0;
+               }
+               else
+               {
+                       if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(classic, speed), 0, WEP_CVAR_PRI(classic, lifetime), false, true))
+                       {
+                               PHYS_INPUT_BUTTON_ATCK(actor) = true;
+                               if(random() < 0.5) actor.bot_secondary_grenademooth = 1;
+                       }
+               }
+       }
+}
+
+METHOD(Classic, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+       print("free\n");
+       if(autocvar_g_balance_classic_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(classic, ammo), WEP_CVAR_SEC(classic, ammo)))
+       {
+               // forced reload
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+       }
+       else if(fire & 1)
+       {
+               print("fire 1\n");
+               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(classic, refire)))
+               {
+                       print("attack 1\n");
+                       W_Classic_Rocket_Attack(thiswep, actor, weaponentity);
+                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(classic, animtime), w_ready);
+               }
+       }
+       else if(fire & 2)
+       {
+               print("fire 1\n");
+               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(classic, refire)))
+               {
+                       print("attack 1\n");
+                       W_Classic_Grenade_Attack(thiswep, actor, weaponentity);
+                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(classic, animtime), w_ready);
+               }
+       }
+}
+
+METHOD(Classic, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(classic, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(classic, ammo);
+       return ammo_amount;
+}
+
+METHOD(Classic, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(classic, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(classic, ammo);
+       return ammo_amount;
+}
+
+METHOD(Classic, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(classic, ammo), WEP_CVAR_SEC(classic, ammo)), SND_RELOAD); // WEAPONTODO? imported from mortar.qc which had "WEAPONTODO"
+}
+
+METHOD(Classic, wr_suicidemessage, Notification(entity thiswep))
+{
+       if(w_deathtype & HITTYPE_SECONDARY)
+               return WEAPON_CLASSIC_SEC_SUICIDE;
+       else
+               return WEAPON_CLASSIC_PRI_SUICIDE;
+}
+
+METHOD(Classic, wr_killmessage, Notification(entity thiswep))
+{
+       if(w_deathtype & HITTYPE_SECONDARY)
+       {
+               if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+                       return WEAPON_CLASSIC_SEC_MURDER_SPLASH;
+               else
+                       return WEAPON_CLASSIC_SEC_MURDER_DIRECT;
+       }
+       else
+       {
+               if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+                       return WEAPON_CLASSIC_PRI_MURDER_SPLASH;
+               else
+                       return WEAPON_CLASSIC_PRI_MURDER_DIRECT;
+       }
+
+}
+
+#endif
+#ifdef CSQC
+
+METHOD(Classic, wr_impacteffect, void(entity thiswep, entity actor))
+{
+       vector org2;
+       org2 = w_org + w_backoff * 12;
+       pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
+       if(!w_issilent)
+               sound(actor, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
+}
+
+#endif
index 81575263d8dd0f2afdfaeadcaee5afbe0cc501e9..ef492b4b38ccc2dc1c1663db266f048b670bdebd 100644 (file)
@@ -3,19 +3,19 @@
 CLASS(Classic, Weapon)
 /* spawnfunc */ ATTRIB(Classic, m_canonical_spawnfunc, string, "weapon_classic");
 /* ammotype  */ ATTRIB(Classic, ammo_type, Resource, RES_ROCKETS);
-/* impulse   */ ATTRIB(Classic, impulse, int, 4);
+/* impulse   */ ATTRIB(Classic, impulse, int, 21);
 /* flags     */ ATTRIB(Classic, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM);
 /* rating    */ ATTRIB(Classic, bot_pickupbasevalue, float, 7000);
 /* color     */ ATTRIB(Classic, wpcolor, vector, '1 0 0');
-/* modelname */ ATTRIB(Classic, mdl, string, "gl");
+/* modelname */ ATTRIB(Classic, mdl, string, "rl");
 #ifdef GAMEQC
-/* model     */ ATTRIB(Classic, m_model, Model, MDL_MORTAR_ITEM); //TODO
-/* flash mdl */ ATTRIB(Classic, m_muzzlemodel, Model, MDL_Null);
-/* flash eff */ ATTRIB(Classic, m_muzzleeffect, entity, EFFECT_GRENADE_MUZZLEFLASH); //TODO
+/* model     */ ATTRIB(Classic, m_model, Model, MDL_DEVASTATOR_ITEM); //TODO
+/* flash mdl */ ATTRIB(Classic, m_muzzlemodel, Model, MDL_DEVASTATOR_MUZZLEFLASH); //TODO
+/* flash eff */ ATTRIB(Classic, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH); //TODO
 #endif
 /* crosshair */ ATTRIB(Classic, w_crosshair, string, "gfx/crosshairgrenadelauncher"); //TODO
 /* crosshair */ ATTRIB(Classic, w_crosshair_size, float, 0.7);
-/* wepimg    */ ATTRIB(Classic, model2, string, "weapongrenadelauncher"); //TODO
+/* wepimg    */ ATTRIB(Classic, model2, string, "weaponrocketlauncher"); //TODO
 /* refname   */ ATTRIB(Classic, netname, string, "classic");
 /* wepname   */ ATTRIB(Classic, m_name, string, _("Classic"));
 
@@ -23,8 +23,8 @@ CLASS(Classic, Weapon)
        BEGIN(class) \
                P(class, prefix, ammo, float, BOTH) \
                P(class, prefix, animtime, float, BOTH) \
-               P(class, prefix, bouncefactor, float, NONE) \
-               P(class, prefix, bouncestop, float, NONE) \
+               P(class, prefix, bouncefactor, float, SEC) \
+               P(class, prefix, bouncestop, float, SEC) \
                P(class, prefix, damageforcescale, float, BOTH) \
                P(class, prefix, damage, float, BOTH) \
                P(class, prefix, edgedamage, float, BOTH) \
@@ -36,8 +36,8 @@ CLASS(Classic, Weapon)
                P(class, prefix, reload_ammo, float, NONE) \
                P(class, prefix, reload_time, float, NONE) \
                P(class, prefix, speed, float, BOTH) \
-               P(class, prefix, speed_up, float, BOTH) \
-               P(class, prefix, speed_z, float, BOTH) \
+               P(class, prefix, speed_up, float, SEC) \
+               P(class, prefix, speed_z, float, SEC) \
                P(class, prefix, spread, float, BOTH) \
                P(class, prefix, switchdelay_drop, float, NONE) \
                P(class, prefix, switchdelay_raise, float, NONE) \
@@ -46,14 +46,9 @@ CLASS(Classic, Weapon)
                P(class, prefix, weaponstart, float, NONE) \
                P(class, prefix, weaponthrowable, float, NONE) \
        END()
-    W_PROPS(X, Classic, classic)
+       W_PROPS(X, Classic, classic)
 #undef X
 ENDCLASS(Classic)
 REGISTER_WEAPON(CLASSIC, classic, NEW(Classic));
 
 SPAWNFUNC_WEAPON(weapon_classic, WEP_CLASSIC)
-
-#ifdef SVQC
-.float gl_detonate_later;
-.float gl_bouncecnt;
-#endif