From: Samual Lenks Date: Fri, 6 Dec 2013 21:13:30 +0000 (-0500) Subject: Merge remote-tracking branch 'origin/master' into samual/weapons X-Git-Tag: xonotic-v0.8.0~152^2~321 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=0ee74987765518ffed584a790f90607c3f3f8e71;p=xonotic%2Fxonotic-data.pk3dir.git Merge remote-tracking branch 'origin/master' into samual/weapons Conflicts: balanceXonotic.cfg qcsrc/common/weapons/w_seeker.qc qcsrc/server/cl_weapons.qc qcsrc/server/miscfunctions.qc qcsrc/server/mutators/mutator_minstagib.qc qcsrc/server/tturrets/units/unit_machinegun.qc qcsrc/server/tturrets/units/unit_walker.qc qcsrc/server/w_hagar.qc qcsrc/server/w_hlac.qc qcsrc/server/w_hook.qc qcsrc/server/w_laser.qc qcsrc/server/w_minstanex.qc qcsrc/server/w_nex.qc qcsrc/server/w_rifle.qc qcsrc/server/w_shotgun.qc qcsrc/server/w_uzi.qc qcsrc/server/weapons/tracing.qc qcsrc/server/weapons/weaponsystem.qc --- 0ee74987765518ffed584a790f90607c3f3f8e71 diff --cc balanceXonotic.cfg index dd68bea88,cdf3f2013..d4fb252a0 --- a/balanceXonotic.cfg +++ b/balanceXonotic.cfg @@@ -657,34 -585,34 +657,34 @@@ set g_balance_hagar_switchdelay_raise 0 set g_balance_hagar_reload_ammo 0 //default: 25 set g_balance_hagar_reload_time 2 // }}} -// {{{ rocketlauncher -set g_balance_rocketlauncher_damage 70 -set g_balance_rocketlauncher_edgedamage 35 -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 1.2 -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 70 // 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 0.3 -set g_balance_rocketlauncher_switchdelay_raise 0.2 -set g_balance_rocketlauncher_reload_ammo 0 //default: 25 -set g_balance_rocketlauncher_reload_time 2 +// {{{ devastator - set g_balance_devastator_damage 80 - set g_balance_devastator_edgedamage 40 ++set g_balance_devastator_damage 70 ++set g_balance_devastator_edgedamage 35 +set g_balance_devastator_force 450 +set g_balance_devastator_radius 110 +set g_balance_devastator_speed 1300 +set g_balance_devastator_speedaccel 1300 +set g_balance_devastator_speedstart 1000 +set g_balance_devastator_lifetime 10 - set g_balance_devastator_refire 1.1 ++set g_balance_devastator_refire 1.2 +set g_balance_devastator_animtime 0.4 +set g_balance_devastator_ammo 4 +set g_balance_devastator_health 30 // 30 // 5 hitpoints above maximum laser value -- this way lasers can't blow it up, but mortar still can most the time. +set g_balance_devastator_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_devastator_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_devastator_guiderate 90 // max degrees per second ++set g_balance_devastator_guiderate 70 // max degrees per second +set g_balance_devastator_guideratedelay 0.01 // immediate +set g_balance_devastator_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic) +set g_balance_devastator_guidedelay 0.2 // delay before guiding kicks in +set g_balance_devastator_guidestop 0 // stop guiding when firing again +set g_balance_devastator_remote_damage 70 +set g_balance_devastator_remote_edgedamage 35 +set g_balance_devastator_remote_radius 110 +set g_balance_devastator_remote_force 400 - set g_balance_devastator_switchdelay_drop 0.2 ++set g_balance_devastator_switchdelay_drop 0.3 +set g_balance_devastator_switchdelay_raise 0.2 +set g_balance_devastator_reload_ammo 0 //default: 25 +set g_balance_devastator_reload_time 2 // }}} // {{{ porto set g_balance_porto_primary_refire 1.5 diff --cc oldbalanceXPM.cfg index 3b6dd9897,000000000..9c90e04ac mode 100644,000000..100644 --- a/oldbalanceXPM.cfg +++ b/oldbalanceXPM.cfg @@@ -1,781 -1,0 +1,781 @@@ +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_damage 70 ++set g_balance_rocketlauncher_edgedamage 35 +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_refire 1.2 +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_guiderate 70 // 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_drop 0.3 +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 +// }}} diff --cc qcsrc/client/Main.qc index 74e9f0407,a06eb5e65..ca0c46776 --- a/qcsrc/client/Main.qc +++ b/qcsrc/client/Main.qc @@@ -817,13 -818,13 +817,13 @@@ void CSQC_Ent_Update(float bIsNewEntity case ENT_CLIENT_WARPZONE_TELEPORTED: WarpZone_Teleported_Read(bIsNewEntity); break; case ENT_CLIENT_TRIGGER_MUSIC: Ent_ReadTriggerMusic(); break; case ENT_CLIENT_HOOK: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_HOOK); break; - case ENT_CLIENT_LGBEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_LGBEAM); break; - case ENT_CLIENT_GAUNTLET: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_GAUNTLET); break; + case ENT_CLIENT_ELECTRO_BEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_ELECTRO_BEAM); break; + case ENT_CLIENT_ARC_BEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_ARC_BEAM); break; case ENT_CLIENT_ACCURACY: Ent_ReadAccuracy(); break; case ENT_CLIENT_AUXILIARYXHAIR: Net_AuXair2(bIsNewEntity); break; - case ENT_CLIENT_TURRET: ent_turret(); break; + case ENT_CLIENT_TURRET: ent_turret(); break; case ENT_CLIENT_MODEL: CSQCModel_Read(bIsNewEntity); break; - case ENT_CLIENT_ITEM: ItemRead(bIsNewEntity); break; + case ENT_CLIENT_ITEM: ItemRead(bIsNewEntity); break; case ENT_CLIENT_BUMBLE_RAYGUN: bumble_raygun_read(bIsNewEntity); break; case ENT_CLIENT_SPAWNPOINT: Ent_ReadSpawnPoint(bIsNewEntity); break; case ENT_CLIENT_SPAWNEVENT: Ent_ReadSpawnEvent(bIsNewEntity); break; diff --cc qcsrc/client/weapons/projectile.qc index b86c234bd,000000000..52f6e2324 mode 100644,000000..100644 --- a/qcsrc/client/weapons/projectile.qc +++ b/qcsrc/client/weapons/projectile.qc @@@ -1,535 -1,0 +1,529 @@@ +.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; + 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; ++ 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; ++ // Possibly add dlights here. + 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 + 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/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/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_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/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, 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, ATTEN_NORM); + break; + case PROJECTILE_WAKIROCKET: + loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM); - break; ++ 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"); + +} diff --cc qcsrc/common/command/generic.qc index f45ffdfc3,5e8accbd2..1c32c86be --- a/qcsrc/common/command/generic.qc +++ b/qcsrc/common/command/generic.qc @@@ -236,10 -236,10 +236,10 @@@ void GenericCommand_dumpnotifs(float re #ifndef MENUQC float fh, alsoprint = FALSE; string filename = argv(1); - + if(filename == "") { - filename = "notifications.cfg"; + filename = "notifications_dump.cfg"; alsoprint = FALSE; } else if(filename == "-") diff --cc qcsrc/common/weapons/w_electro.qc index 548058baf,000000000..75ddd79ef mode 100644,000000..100644 --- a/qcsrc/common/weapons/w_electro.qc +++ b/qcsrc/common/weapons/w_electro.qc @@@ -1,644 -1,0 +1,644 @@@ +#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]; +var float autocvar_g_balance_electro_combo_comboradius_thruwall = 200; +#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, !autocvar_g_balance_electro_combo_comboradius_thruwall); + while (e) + { + if (e.classname == "plasma") + { + // change owner to whoever caused the combo explosion + WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e); + + if((trace_fraction == 1) || (autocvar_g_balance_electro_combo_comboradius_thruwall > e.WarpZone_findradius_dist)) + { + 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(DIFF_TEAM(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); + 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 - ++ 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 (!(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_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.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_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 diff --cc qcsrc/common/weapons/w_fireball.qc index 466158441,000000000..ebdfa2bbe mode 100644,000000..100644 --- a/qcsrc/common/weapons/w_fireball.qc +++ b/qcsrc/common/weapons/w_fireball.qc @@@ -1,471 -1,0 +1,471 @@@ +#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 || DIFF_TEAM(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 || DIFF_TEAM(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_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 diff --cc qcsrc/common/weapons/w_seeker.qc index aa3d69dc5,000000000..5a8f8d52e mode 100644,000000..100644 --- a/qcsrc/common/weapons/w_seeker.qc +++ b/qcsrc/common/weapons/w_seeker.qc @@@ -1,779 -1,0 +1,775 @@@ +#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 ++ 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. ++// 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.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.movetype = MOVETYPE_FLY; + missile.projectiledeathtype = WEP_SEEKER; + missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY; + missile.flags = FL_PROJECTILE; - missile.missile_flags = MIF_SPLASH; - ++ missile.missile_flags = MIF_SPLASH; ++ + // csqc projectiles - //missile.angles = vectoangles (missile.velocity); - //missile.scale = 0.4; // BUG: the model is too big - ++ //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 ++// Begin: Tag and rocket controllers +// ============================ +entity Seeker_Tagged_Info(entity isowner, entity istarget) +{ + entity tag; - for(tag = world; (tag = find(tag, classname, "tag_tracker")); ) ++ 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 ++ 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() ++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 ++// 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) ++ ++ if(WEP_CVAR(seeker, type) == 1) + { + e.tag_target = other; + e.tag_time = time; + e.think = Seeker_Tracker_Think; + } - else ++ else + { + e.enemy = other; + e.think = Seeker_Vollycontroller_Think; + } - ++ + e.nextthink = time; + } - - if (WEP_CVAR(seeker, type) == 1) ++ ++ 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.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 (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 (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 ++ 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 (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 ++ 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) ++ 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) ++ 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/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/tagexp1.wav", 1, ATTEN_NORM); + else if (w_random<0.7) + sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM); + else + 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/seekerexp1.wav", 1, ATTEN_NORM); + else if (w_random<0.7) + 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 diff --cc qcsrc/common/weapons/w_tuba.qc index 4f777d729,000000000..cf194dacb mode 100644,000000..100644 --- a/qcsrc/common/weapons/w_tuba.qc +++ b/qcsrc/common/weapons/w_tuba.qc @@@ -1,491 -1,0 +1,491 @@@ +#ifdef REGISTER_WEAPON +REGISTER_WEAPON( +/* WEP_##id */ TUBA, +/* function */ w_tuba, +/* ammotype */ 0, +/* impulse */ 1, +/* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH, +/* rating */ BOT_PICKUP_RATING_MID, +/* model */ "tuba", +/* netname */ "tuba", +/* xgettext:no-c-format */ +/* fullname */ _("@!#%'n Tuba") +); + +#define TUBA_SETTINGS(weapon) \ + WEP_ADD_CVAR(weapon, MO_NONE, animtime) \ + WEP_ADD_CVAR(weapon, MO_NONE, attenuation) \ + WEP_ADD_CVAR(weapon, MO_NONE, damage) \ + WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \ + WEP_ADD_CVAR(weapon, MO_NONE, force) \ + WEP_ADD_CVAR(weapon, MO_NONE, radius) \ + WEP_ADD_CVAR(weapon, MO_NONE, refire) \ + 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 +TUBA_SETTINGS(tuba) +.entity tuba_note; +.float tuba_smoketime; +.float tuba_instrument; + +#define MAX_TUBANOTES 32 +.float tuba_lastnotes_last; +.float tuba_lastnotes_cnt; // over +.vector tuba_lastnotes[MAX_TUBANOTES]; +#endif +#else +#ifdef SVQC +void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); } + +float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo) +{ + float i, j, mmin, mmax, nolength; + float n = tokenize_console(melody); + if(n > pl.tuba_lastnotes_cnt) + return FALSE; + float pitchshift = 0; + + if(instrument >= 0) + if(pl.tuba_instrument != instrument) + return FALSE; + + // verify notes... + nolength = FALSE; + for(i = 0; i < n; ++i) + { + vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]); + float ai = stof(argv(n - i - 1)); + float np = floor(ai); + if(ai == np) + nolength = TRUE; + // n counts the last played notes BACKWARDS + // _x is start + // _y is end + // _z is note pitch + if(ignorepitch && i == 0) + { + pitchshift = np - v_z; + } + else + { + if(v_z + pitchshift != np) + return FALSE; + } + } + + // now we know the right NOTES were played + if(!nolength) + { + // verify rhythm... + float ti = 0; + if(maxtempo > 0) + mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec + else + mmin = 0; + if(mintempo > 0) + mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec + else + mmax = 240; // you won't try THAT hard... (tempo 1) + //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax)); + + for(i = 0; i < n; ++i) + { + vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]); + float ai = stof(argv(n - i - 1)); + ti -= 1 / (ai - floor(ai)); + float tj = ti; + for(j = i+1; j < n; ++j) + { + vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]); + float aj = stof(argv(n - j - 1)); + tj -= (aj - floor(aj)); + + // note i should be at m*ti+b + // note j should be at m*tj+b + // so: + // we have a LINE l, so that + // vi_x <= l(ti) <= vi_y + // vj_x <= l(tj) <= vj_y + // what is m? + + // vi_x <= vi_y <= vj_x <= vj_y + // ti <= tj + //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti)); + //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj)); + //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj))); + //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj))); + mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound + mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound + } + } + + if(mmin > mmax) // rhythm fail + return FALSE; + } + + pl.tuba_lastnotes_cnt = 0; + + return TRUE; +} + +void W_Tuba_NoteOff() +{ + // we have a note: + // on: self.spawnshieldtime + // off: time + // note: self.cnt + if(self.owner.tuba_note == self) + { + self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES); + self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt; + self.owner.tuba_note = world; + self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES); + + string s; + s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null); + if(s != "") + { + // simulate a server message + switch(self.tuba_instrument) + { + default: + case 0: // Tuba + bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n")); + break; + case 1: + bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n")); + break; + case 2: + bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n")); + break; + } + } + } + remove(self); +} + +float Tuba_GetNote(entity pl, float hittype) +{ + float note; + float movestate; + movestate = 5; + if(pl.movement_x < 0) movestate -= 3; + if(pl.movement_x > 0) movestate += 3; + if(pl.movement_y < 0) movestate -= 1; + if(pl.movement_y > 0) movestate += 1; +#ifdef GMQCC + note = 0; +#endif + switch(movestate) + { + // layout: originally I wanted + // eb e e#=f + // B c d + // Gb G G# + // but then you only use forward and right key. So to make things more + // interesting, I swapped B with e#. Har har har... + // eb e B + // f=e# c d + // Gb G G# + case 1: note = -6; break; // Gb + case 2: note = -5; break; // G + case 3: note = -4; break; // G# + case 4: note = +5; break; // e# + default: + case 5: note = 0; break; // c + case 6: note = +2; break; // d + case 7: note = +3; break; // eb + case 8: note = +4; break; // e + case 9: note = -1; break; // B + } + if(pl.BUTTON_CROUCH) + note -= 12; + if(pl.BUTTON_JUMP) + note += 12; + if(hittype & HITTYPE_SECONDARY) + note += 7; - ++ + // we support two kinds of tubas, those tuned in Eb and those tuned in C + // kind of tuba currently is player slot number, or team number if in + // teamplay + // that way, holes in the range of notes are "plugged" + if(teamplay) + { + if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4) + note += 3; + } + else + { + if(pl.clientcolors & 1) + note += 3; + } - ++ + // total range of notes: + // 0 + // *** ** **** + // *** ** **** + // *** ** **** + // *** ** **** + // *** ********************* **** + // -18.........................+12 + // *** ********************* **** + // -18............................+15 + // with jump: ... +24 + // ... +27 + return note; +} + +float W_Tuba_NoteSendEntity(entity to, float sf) +{ + float f; + + msg_entity = to; + if(!sound_allowed(MSG_ONE, self.realowner)) + return FALSE; + + WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE); + WriteByte(MSG_ENTITY, sf); + if(sf & 1) + { + WriteChar(MSG_ENTITY, self.cnt); + f = 0; + if(self.realowner != to) + f |= 1; + f |= 2 * self.tuba_instrument; + WriteByte(MSG_ENTITY, f); + } + if(sf & 2) + { + WriteCoord(MSG_ENTITY, self.origin_x); + WriteCoord(MSG_ENTITY, self.origin_y); + WriteCoord(MSG_ENTITY, self.origin_z); + } + return TRUE; +} + +void W_Tuba_NoteThink() +{ + float dist_mult; + float vol0, vol1; + vector dir0, dir1; + vector v; + entity e; + if(time > self.teleport_time) + { + W_Tuba_NoteOff(); + return; + } + self.nextthink = time; + dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius; + FOR_EACH_REALCLIENT(e) + if(e != self.realowner) + { + v = self.origin - (e.origin + e.view_ofs); + vol0 = max(0, 1 - vlen(v) * dist_mult); + dir0 = normalize(v); + v = self.realowner.origin - (e.origin + e.view_ofs); + vol1 = max(0, 1 - vlen(v) * dist_mult); + dir1 = normalize(v); + if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume + { + setorigin(self, self.realowner.origin); + self.SendFlags |= 2; + break; + } + if(dir0 * dir1 < 0.9994) // 2 degrees change in angle + { + setorigin(self, self.realowner.origin); + self.SendFlags |= 2; + break; + } + } +} + +void W_Tuba_NoteOn(float hittype) +{ + vector o; + float n; + + W_SetupShot(self, FALSE, 2, "", 0, WEP_CVAR(tuba, damage)); + + n = Tuba_GetNote(self, hittype); + + hittype = 0; + if(self.tuba_instrument & 1) + hittype |= HITTYPE_SECONDARY; + if(self.tuba_instrument & 2) + hittype |= HITTYPE_BOUNCE; + + if(self.tuba_note) + { + if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument) + { + entity oldself = self; + self = self.tuba_note; + W_Tuba_NoteOff(); + self = oldself; + } + } + - if not(self.tuba_note) ++ if (!self.tuba_note) + { + self.tuba_note = spawn(); + self.tuba_note.owner = self.tuba_note.realowner = self; + self.tuba_note.cnt = n; + self.tuba_note.tuba_instrument = self.tuba_instrument; + self.tuba_note.think = W_Tuba_NoteThink; + self.tuba_note.nextthink = time; + self.tuba_note.spawnshieldtime = time; + Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity); + } + + self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely + + //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation); + RadiusDamage(self, self, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), world, world, WEP_CVAR(tuba, force), hittype | WEP_TUBA, world); + + o = gettaginfo(self.exteriorweaponentity, 0); + if(time > self.tuba_smoketime) + { + pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1); + self.tuba_smoketime = time + 0.25; + } +} + +float w_tuba(float req) +{ + switch(req) + { + case WR_AIM: + { + // bots cannot play the Tuba well yet + // I think they should start with the recorder first + if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius)) + { + if(random() > 0.5) + self.BUTTON_ATCK = 1; + else + self.BUTTON_ATCK2 = 1; + } + + return TRUE; + } + case WR_THINK: + { + if (self.BUTTON_ATCK) + if (weapon_prepareattack(0, WEP_CVAR(tuba, refire))) + { + W_Tuba_NoteOn(0); + //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready); + weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready); + } + if (self.BUTTON_ATCK2) + if (weapon_prepareattack(1, WEP_CVAR(tuba, refire))) + { + W_Tuba_NoteOn(HITTYPE_SECONDARY); + //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready); + weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready); + } + if(self.tuba_note) + { + if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2) + { + entity oldself = self; + self = self.tuba_note; + W_Tuba_NoteOff(); + self = oldself; + } + } + + return TRUE; + } + case WR_INIT: + { + precache_model ("models/weapons/g_tuba.md3"); + precache_model ("models/weapons/v_tuba.md3"); + precache_model ("models/weapons/h_tuba.iqm"); + precache_model ("models/weapons/v_akordeon.md3"); + precache_model ("models/weapons/h_akordeon.iqm"); + precache_model ("models/weapons/v_kleinbottle.md3"); + precache_model ("models/weapons/h_kleinbottle.iqm"); + WEP_SET_PROPS(TUBA_SETTINGS(tuba), WEP_TUBA) + return TRUE; + } + case WR_SETUP: + { + self.current_ammo = ammo_none; + self.tuba_instrument = 0; + return TRUE; + } + case WR_RELOAD: + { + // switch to alternate instruments :) + if(self.weaponentity.state == WS_READY) + { + switch(self.tuba_instrument) + { + case 0: + self.tuba_instrument = 1; + self.weaponname = "akordeon"; + break; + case 1: + self.tuba_instrument = 2; + self.weaponname = "kleinbottle"; + break; + case 2: + self.tuba_instrument = 0; + self.weaponname = "tuba"; + break; + } + W_SetupShot(self, FALSE, 0, "", 0, 0); + pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1); + self.weaponentity.state = WS_INUSE; + weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready); + } + + return TRUE; + } + case WR_CHECKAMMO1: + case WR_CHECKAMMO2: + { + return TRUE; // tuba has infinite ammo + } + case WR_CONFIG: + { + WEP_CONFIG_SETTINGS(TUBA_SETTINGS(tuba)) + return TRUE; + } + case WR_SUICIDEMESSAGE: + { + if(w_deathtype & HITTYPE_BOUNCE) + return WEAPON_KLEINBOTTLE_SUICIDE; + else if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_ACCORDEON_SUICIDE; + else + return WEAPON_TUBA_SUICIDE; + } + case WR_KILLMESSAGE: + { + if(w_deathtype & HITTYPE_BOUNCE) + return WEAPON_KLEINBOTTLE_MURDER; + else if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_ACCORDEON_MURDER; + else + return WEAPON_TUBA_MURDER; + } + } + return TRUE; +} +#endif +#ifdef CSQC +float w_tuba(float req) +{ + // nothing to do here; particles of tuba are handled differently + + return TRUE; +} +#endif +#endif diff --cc qcsrc/common/weapons/weapons.qh index 362a3d84a,000000000..75a1a6732 mode 100644,000000..100644 --- a/qcsrc/common/weapons/weapons.qh +++ b/qcsrc/common/weapons/weapons.qh @@@ -1,238 -1,0 +1,238 @@@ +#ifndef MENUQC +#include "calculations.qh" +#endif + +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 +const float IT_UNLIMITED_WEAPON_AMMO = 1; +// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup. +const float IT_UNLIMITED_SUPERWEAPONS = 2; +// when this bit is set, superweapons don't expire. Checkpoints can give this powerup. +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: + WANT_CONST float IT_KEY1 = 131072; + WANT_CONST float IT_KEY2 = 262144; + // for players: + 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 +const float IT_5HP = 524288; +const float IT_25HP = 1048576; +const float IT_ARMOR_SHARD = 2097152; +const float IT_ARMOR = 4194304; + +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; + +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 + +// other useful macros +#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest) + +// ===================== +// Weapon Registration +// ===================== + +float w_null(float dummy); +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(); + +// note: the fabs call is just there to hide "if result is constant" warning +#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); \ + bit = WepSet_FromWeapon(id); \ + WEPSET_ALL |= bit; \ + if((weapontype) & WEP_FLAG_SUPERWEAPON) \ + WEPSET_SUPERWEAPONS |= bit; \ + ++WEP_COUNT; \ + 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,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) ++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); diff --cc qcsrc/server/bot/havocbot/havocbot.qc index 31631454e,a0e6bfffd..fb79a3318 --- a/qcsrc/server/bot/havocbot/havocbot.qc +++ b/qcsrc/server/bot/havocbot/havocbot.qc @@@ -544,9 -544,9 +544,9 @@@ void havocbot_movetogoal( else if(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) + if (!(self.flags & FL_ONGROUND)) { tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self); if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos )) diff --cc qcsrc/server/miscfunctions.qc index 0fe7a04a9,e7e771dc6..33d43cbc2 --- a/qcsrc/server/miscfunctions.qc +++ b/qcsrc/server/miscfunctions.qc @@@ -860,8 -865,8 +864,8 @@@ void readplayerstartcvars( for (i = WEP_FIRST; i <= WEP_LAST; ++i) { e = get_weaponinfo(i); - if((start_weapons | warmup_start_weapons) & WepSet_FromWeapon(i)) + if(precache_weapons & WepSet_FromWeapon(i)) - weapon_action(i, WR_PRECACHE); + WEP_ACTION(i, WR_INIT); } start_ammo_shells = max(0, start_ammo_shells); diff --cc qcsrc/server/mutators/gamemode_nexball.qc index 731927a77,2d2c857e9..fc9e45b96 --- a/qcsrc/server/mutators/gamemode_nexball.qc +++ b/qcsrc/server/mutators/gamemode_nexball.qc @@@ -920,10 -920,10 +920,10 @@@ MUTATOR_HOOKFUNCTION(nexball_PlayerPreT if(self.weaponentity.weapons) { 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); - + self.weaponentity.weapons = '0 0 0'; } } diff --cc qcsrc/server/mutators/mutator_minstagib.qc index b845e38ae,ac6e158ed..9c27e4df0 --- a/qcsrc/server/mutators/mutator_minstagib.qc +++ b/qcsrc/server/mutators/mutator_minstagib.qc @@@ -292,8 -292,8 +292,8 @@@ MUTATOR_HOOKFUNCTION(minstagib_FilterIt self.ammo_cells = autocvar_g_minstagib_ammo_drop; return FALSE; } - + - if(self.weapon == WEP_ROCKET_LAUNCHER || self.weapon == WEP_NEX) + if(self.weapon == WEP_DEVASTATOR || self.weapon == WEP_NEX) { entity e = spawn(); setorigin(e, self.origin); diff --cc qcsrc/server/progs.src index cd01a857a,f29324a47..1a505f5fe --- a/qcsrc/server/progs.src +++ b/qcsrc/server/progs.src @@@ -233,9 -223,10 +232,8 @@@ playerstats.q round_handler.qc -../common/explosion_equation.qc - mutators/base.qc mutators/gamemode_assault.qc - mutators/gamemode_arena.qc mutators/gamemode_ca.qc mutators/gamemode_ctf.qc mutators/gamemode_domination.qc diff --cc qcsrc/server/t_items.qc index 69223cc02,1db8f6cd7..493ca337d --- a/qcsrc/server/t_items.qc +++ b/qcsrc/server/t_items.qc @@@ -1,10 -1,38 +1,10 @@@ -#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() - { + { if(self.gravity) - { + { Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy); - if(self.move_flags & FL_ONGROUND) + if(self.move_flags & FL_ONGROUND) { // For some reason move_avelocity gets set to '0 0 0' here ... self.oldorigin = self.origin; self.gravity = 0; @@@ -1703,9 -1943,9 +1707,9 @@@ float GiveItems(entity e, float beginar if(wi.weapon) { POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null); - if not(save_weapons & WepSet_FromWeapon(j)) + if (!(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"); diff --cc qcsrc/server/tturrets/system/system_main.qc index a62bf9f6a,b4ad709b4..831ed49cb --- a/qcsrc/server/tturrets/system/system_main.qc +++ b/qcsrc/server/tturrets/system/system_main.qc @@@ -143,12 -143,12 +143,12 @@@ void load_unit_settings(entity ent, str void turret_projectile_explode() { - + self.takedamage = DAMAGE_NO; - self.event_damage = func_null; + self.event_damage = func_null; #ifdef TURRET_DEBUG float d; - d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world); + d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world); self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg; #else diff --cc qcsrc/server/tturrets/units/unit_flac.qc index 5f83a304f,8a01a9752..3c9e55863 --- a/qcsrc/server/tturrets/units/unit_flac.qc +++ b/qcsrc/server/tturrets/units/unit_flac.qc @@@ -7,10 -7,10 +7,10 @@@ void turret_flac_projectile_think_explo if(self.enemy != world) if(vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3) setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius); - + #ifdef TURRET_DEBUG float d; - d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world); + d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world); self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg; #else diff --cc qcsrc/server/tturrets/units/unit_machinegun.qc index 8137a9dbc,46c46d7f8..04d9e186e --- a/qcsrc/server/tturrets/units/unit_machinegun.qc +++ b/qcsrc/server/tturrets/units/unit_machinegun.qc @@@ -5,7 -5,7 +5,7 @@@ void turret_machinegun_attack() //.float bulletcounter; void turret_machinegun_attack() { - fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, 1, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO - fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, 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_MACHINEGUN, 0, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO endFireBallisticBullet(); UziFlash(); diff --cc qcsrc/server/tturrets/units/unit_walker.qc index 30a4c60eb,1ce59dd27..2da91aad0 --- a/qcsrc/server/tturrets/units/unit_walker.qc +++ b/qcsrc/server/tturrets/units/unit_walker.qc @@@ -516,7 -515,7 +516,7 @@@ void walker_postthink( void walker_attack() { 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, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO - 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, 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, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO endFireBallisticBullet(); pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1); } diff --cc qcsrc/server/weapons/accuracy.qc index 084a9d0e4,000000000..00605ce6b mode 100644,000000..100644 --- a/qcsrc/server/weapons/accuracy.qc +++ b/qcsrc/server/weapons/accuracy.qc @@@ -1,120 -1,0 +1,120 @@@ +float accuracy_byte(float n, float d) +{ + //print(sprintf("accuracy: %d / %d\n", n, d)); + if(n <= 0) + return 0; + if(n > d) + return 255; + return 1 + rint(n * 100.0 / d); +} + +float accuracy_send(entity to, float sf) +{ + float w, f; + entity a; + WriteByte(MSG_ENTITY, ENT_CLIENT_ACCURACY); + + a = self.owner; + if(IS_SPEC(a)) + a = a.enemy; + a = a.accuracy; + + if(to != a.owner) - if not(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_accuracy_data_share) ++ if (!(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_accuracy_data_share)) + sf = 0; + // note: zero sendflags can never be sent... so we can use that to say that we send no accuracy! + WriteInt24_t(MSG_ENTITY, sf); + if(sf == 0) + return TRUE; + // note: we know that client and server agree about SendFlags... + for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w) + { + if(sf & f) + WriteByte(MSG_ENTITY, accuracy_byte(self.(accuracy_hit[w]), self.(accuracy_fired[w]))); + if(f == 0x800000) + f = 1; + else + f *= 2; + } + return TRUE; +} + +// init/free +void accuracy_init(entity e) +{ + e.accuracy = spawn(); + e.accuracy.owner = e; + e.accuracy.classname = "accuracy"; + e.accuracy.drawonlytoclient = e; + Net_LinkEntity(e.accuracy, FALSE, 0, accuracy_send); +} + +void accuracy_free(entity e) +{ + remove(e.accuracy); +} + +// force a resend of a player's accuracy stats +void accuracy_resend(entity e) +{ + e.accuracy.SendFlags = 0xFFFFFF; +} + +// update accuracy stats +.float hit_time; +.float fired_time; + +void accuracy_add(entity e, float w, float fired, float hit) +{ + entity a; + float b; + if(IS_INDEPENDENT_PLAYER(e)) + return; + a = e.accuracy; + if(!a || !(hit || fired)) + return; + w -= WEP_FIRST; + b = accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w])); + if(hit) + a.(accuracy_hit[w]) += hit; + if(fired) + a.(accuracy_fired[w]) += fired; + + if(hit && a.hit_time != time) // only run this once per frame + { + a.(accuracy_cnt_hit[w]) += 1; + a.hit_time = time; + } + + if(fired && a.fired_time != time) // only run this once per frame + { + a.(accuracy_cnt_fired[w]) += 1; + a.fired_time = time; + } + + if(b == accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w]))) + return; + w = pow(2, mod(w, 24)); + a.SendFlags |= w; + FOR_EACH_CLIENT(a) + if(IS_SPEC(a)) + if(a.enemy == e) + a.SendFlags |= w; +} + +float accuracy_isgooddamage(entity attacker, entity targ) +{ + if(!warmup_stage) + if(IS_CLIENT(targ)) + if(targ.deadflag == DEAD_NO) + if(DIFF_TEAM(attacker, targ)) + return TRUE; + return FALSE; +} + +float accuracy_canbegooddamage(entity attacker) +{ + if(!warmup_stage) + return TRUE; + return FALSE; +} diff --cc qcsrc/server/weapons/csqcprojectile.qc index 3554f1ff6,000000000..4d208ebda mode 100644,000000..100644 --- a/qcsrc/server/weapons/csqcprojectile.qc +++ b/qcsrc/server/weapons/csqcprojectile.qc @@@ -1,106 -1,0 +1,116 @@@ +.float csqcprojectile_type; + +float CSQCProjectile_SendEntity(entity to, float sf) +{ + float ft, fr; + + // note: flag 0x08 = no trail please (teleport bit) + sf = sf & 0x0F; + + if(self.csqcprojectile_clientanimate) + sf |= 0x80; // client animated, not interpolated + + if(self.flags & FL_ONGROUND) + sf |= 0x40; + + ft = fr = 0; + if(self.fade_time != 0 || self.fade_rate != 0) + { + ft = (self.fade_time - time) / sys_frametime; + fr = (1 / self.fade_rate) / sys_frametime; + if(ft <= 255 && fr <= 255 && fr >= 1) + sf |= 0x20; + } + + if(self.gravity != 0) + sf |= 0x10; + + WriteByte(MSG_ENTITY, ENT_CLIENT_PROJECTILE); + WriteByte(MSG_ENTITY, sf); + + if(sf & 1) + { + WriteCoord(MSG_ENTITY, self.origin_x); + WriteCoord(MSG_ENTITY, self.origin_y); + WriteCoord(MSG_ENTITY, self.origin_z); + + if(sf & 0x80) + { + WriteCoord(MSG_ENTITY, self.velocity_x); + WriteCoord(MSG_ENTITY, self.velocity_y); + WriteCoord(MSG_ENTITY, self.velocity_z); + if(sf & 0x10) + WriteCoord(MSG_ENTITY, self.gravity); + } + + if(sf & 0x20) + { + WriteByte(MSG_ENTITY, ft); + WriteByte(MSG_ENTITY, fr); + } + } + + if(sf & 2) + WriteByte(MSG_ENTITY, self.csqcprojectile_type); // TODO maybe put this into sf? - ++ + return 1; +} + +.vector csqcprojectile_oldorigin; +void CSQCProjectile_Check(entity e) +{ + if(e.csqcprojectile_clientanimate) + if(e.flags & FL_ONGROUND) + if(e.origin != e.csqcprojectile_oldorigin) + UpdateCSQCProjectile(e); + e.csqcprojectile_oldorigin = e.origin; +} + +void CSQCProjectile(entity e, float clientanimate, float type, float docull) +{ + Net_LinkEntity(e, docull, 0, CSQCProjectile_SendEntity); - ++ + e.csqcprojectile_clientanimate = clientanimate; - ++ + if(e.movetype == MOVETYPE_TOSS || e.movetype == MOVETYPE_BOUNCE) + { + if(e.gravity == 0) + e.gravity = 1; + } + else + e.gravity = 0; + + if(!sound_allowed(MSG_BROADCAST, e)) + type |= 0x80; + e.csqcprojectile_type = type; +} + ++// FIXME HACK ++float ItemSend(entity to, float sf); ++void ItemUpdate(entity item); ++// END HACK +void UpdateCSQCProjectile(entity e) +{ + if(e.SendEntity == CSQCProjectile_SendEntity) + { + // send new origin data + e.SendFlags |= 0x01; + } ++// FIXME HACK ++ else if(e.SendEntity == ItemSend) ++ { ++ ItemUpdate(e); ++ } ++// END HACK +} + +void UpdateCSQCProjectileAfterTeleport(entity e) +{ + if(e.SendEntity == CSQCProjectile_SendEntity) + { + // send new origin data + e.SendFlags |= 0x01; + // mark as teleported + e.SendFlags |= 0x08; + } +} diff --cc qcsrc/server/weapons/tracing.qc index 6fcab0dc7,000000000..b70988945 mode 100644,000000..100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@@ -1,717 -1,0 +1,697 @@@ +// 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 ++ FOR_EACH_REALCLIENT(msg_entity) ++ if(msg_entity != self) ++ if(!msg_entity.railgunhit) ++ if(!(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 + 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; ++ 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: ++ // 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) ++ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) ++ if (!(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) ++void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, 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.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); ++ W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, TRUE); + 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 ++ float eff; + - if(lag) - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_takeback(pl, time - lag); - - oldself = self; - self = proj; ++ if(tracereffects & EF_RED) ++ eff = particleeffectnum("tr_rifle"); ++ else if(tracereffects & EF_BLUE) ++ eff = particleeffectnum("tr_rifle_weak"); ++ else ++ eff = particleeffectnum("tr_bullet"); + - savetime = frametime; - frametime = 0.05; ++ // NOTE: this may severely throw off weapon balance ++ lag = ANTILAG_LATENCY(self); ++ if(lag < 0.001) ++ lag = 0; ++ if (!IS_REAL_CLIENT(self)) ++ lag = 0; ++ if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag) ++ lag = 0; // only do hitscan, but no antilag + - 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 ++ if(lag) ++ FOR_EACH_PLAYER(pl) ++ if(pl != self) ++ antilag_takeback(pl, time - lag); + - 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); ++ oldself = self; ++ self = proj; + - if(!SUB_OwnerCheck()) - { - if(SUB_NoImpactCheck()) - break; ++ savetime = frametime; ++ frametime = 0.05; + - // hit the player - W_BallisticBullet_Hit(); - } ++ 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; ++ v0 = self.velocity; ++ self.velocity = self.velocity * 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; ++ ++ 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 + - if(proj.dmg_radius < 0) // these NEVER penetrate solid - break; ++ 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 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) ++ if(!SUB_OwnerCheck()) ++ { ++ if(SUB_NoImpactCheck()) + break; + - // go through solid! - if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1)) - break; ++ // hit the player ++ W_BallisticBullet_Hit(); ++ } + - W_BallisticBullet_LeaveSolid_think(); ++ if(proj.dmg_radius < 0) // these NEVER penetrate solid ++ break; + - self.projectiledeathtype |= HITTYPE_BOUNCE; - } - frametime = savetime; - self = oldself; ++ // 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 (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) ++ if (!(trace_dphitcontents & DPCONTENTS_OPAQUE)) ++ break; + - if(lag) - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_restore(pl); ++ // go through solid! ++ if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1)) ++ break; + - remove(proj); ++ W_BallisticBullet_LeaveSolid_think(); + - return; ++ self.projectiledeathtype |= HITTYPE_BOUNCE; + } ++ frametime = savetime; ++ self = oldself; + - 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); ++ if(lag) ++ FOR_EACH_PLAYER(pl) ++ if(pl != self) ++ antilag_restore(pl); ++ ++ remove(proj); ++ ++ return; +} + +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); ++ if (!(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; +} diff --cc qcsrc/server/weapons/weaponsystem.qc index 2586c2ee4,000000000..ddf142443 mode 100644,000000..100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@@ -1,943 -1,0 +1,943 @@@ +/* +=========================================================================== + + 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 +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; + 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 (!(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 + { + 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; + 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); + + 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; + 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) ++ if (!(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 (!(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)) ++ if (!(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; +}