From: Mario Date: Sun, 30 Aug 2015 09:55:00 +0000 (+0000) Subject: Merge branch 'Mario/hook_nade_stuff' into 'master' X-Git-Tag: xonotic-v0.8.2~1972 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=5c99ce6fe3050cddf897e9988ff59dd0a7c1ba0a;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'Mario/hook_nade_stuff' into 'master' Merge branch Mario/hook_nade_stuff (L merge request) Some useful mutators for the instagib servers See merge request !210 --- 5c99ce6fe3050cddf897e9988ff59dd0a7c1ba0a diff --cc qcsrc/common/weapons/weapon/vaporizer.qc index f61960594,000000000..4ed2dc2d3 mode 100644,000000..100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@@ -1,306 -1,0 +1,476 @@@ +#ifndef IMPLEMENTATION +REGISTER_WEAPON( +/* WEP_##id */ VAPORIZER, +/* function */ W_Vaporizer, +/* ammotype */ ammo_cells, +/* impulse */ 7, +/* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN, +/* rating */ BOT_PICKUP_RATING_HIGH, +/* color */ '0.5 1 1', +/* modelname */ "minstanex", +/* simplemdl */ "foobar", +/* crosshair */ "gfx/crosshairminstanex 0.6", +/* wepimg */ "weaponminstanex", +/* refname */ "vaporizer", +/* wepname */ _("Vaporizer") +); + +#define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer) +#define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ + w_cvar(id, sn, PRI, ammo) \ + w_cvar(id, sn, PRI, animtime) \ + w_cvar(id, sn, PRI, refire) \ + w_cvar(id, sn, SEC, ammo) \ + w_cvar(id, sn, SEC, animtime) \ + w_cvar(id, sn, SEC, damage) \ + w_cvar(id, sn, SEC, delay) \ + w_cvar(id, sn, SEC, edgedamage) \ + w_cvar(id, sn, SEC, force) \ + w_cvar(id, sn, SEC, lifetime) \ + w_cvar(id, sn, SEC, radius) \ + w_cvar(id, sn, SEC, refire) \ + w_cvar(id, sn, SEC, shotangle) \ + w_cvar(id, sn, SEC, speed) \ + w_cvar(id, sn, SEC, spread) \ + w_prop(id, sn, float, reloading_ammo, reload_ammo) \ + w_prop(id, sn, float, reloading_time, reload_time) \ + w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ + w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ + w_prop(id, sn, string, weaponreplace, weaponreplace) \ + w_prop(id, sn, float, weaponstart, weaponstart) \ + w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ + w_prop(id, sn, float, weaponthrowable, weaponthrowable) + +#ifdef SVQC +VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) +.float vaporizer_lasthit; +.float jump_interval; ++.float jump_interval2; ++.bool held_down; ++.float rm_force; ++.float rm_damage; ++.float rm_edmg; +#endif +#endif +#ifdef IMPLEMENTATION +#ifdef SVQC +void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); } +void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); } + ++void W_RocketMinsta_Explosion(vector loc) ++{ ++ if(accuracy_canbegooddamage(self)) ++ accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0); ++ entity dmgent = spawn(); ++ dmgent.owner = dmgent.realowner = self; ++ setorigin(dmgent, loc); ++ RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other); ++ remove(dmgent); ++} ++ +void W_Vaporizer_Attack(void) +{ + float flying; + flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last + + W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000); + // handle sound separately so we can change the volume + // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway) + sound (self, CH_WEAPON_A, W_Sound("minstanexfire"), VOL_BASE * 0.8, ATTEN_NORM); + + yoda = 0; + damage_goodhits = 0; + FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); + + if(yoda && flying) + Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); + if(damage_goodhits && self.vaporizer_lasthit) + { + Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); + damage_goodhits = 0; // only every second time + } + + self.vaporizer_lasthit = damage_goodhits; + + Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + + // teamcolor / hit beam effect + vector v; + v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); + switch(self.team) + { + case NUM_TEAM_1: // Red + if(damage_goodhits) + Send_Effect(EFFECT_VAPORIZER_RED_HIT, w_shotorg, v, 1); + else + Send_Effect(EFFECT_VAPORIZER_RED, w_shotorg, v, 1); + break; + case NUM_TEAM_2: // Blue + if(damage_goodhits) + Send_Effect(EFFECT_VAPORIZER_BLUE_HIT, w_shotorg, v, 1); + else + Send_Effect(EFFECT_VAPORIZER_BLUE, w_shotorg, v, 1); + break; + case NUM_TEAM_3: // Yellow + if(damage_goodhits) + Send_Effect(EFFECT_VAPORIZER_YELLOW_HIT, w_shotorg, v, 1); + else + Send_Effect(EFFECT_VAPORIZER_YELLOW, w_shotorg, v, 1); + break; + case NUM_TEAM_4: // Pink + if(damage_goodhits) + Send_Effect(EFFECT_VAPORIZER_PINK_HIT, w_shotorg, v, 1); + else + Send_Effect(EFFECT_VAPORIZER_PINK, w_shotorg, v, 1); + break; + default: + if(damage_goodhits) + Send_Effect_("TE_TEI_G3_HIT", w_shotorg, v, 1); + else + Send_Effect_("TE_TEI_G3", w_shotorg, v, 1); + break; + } + ++ if(autocvar_g_rm) ++ if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT))) ++ W_RocketMinsta_Explosion(trace_endpos); ++ + W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); +} + ++void W_RocketMinsta_Laser_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; ++ RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other); ++ remove(self); ++} ++ ++void W_RocketMinsta_Laser_Touch (void) ++{ ++ PROJECTILE_TOUCH; ++ //W_RocketMinsta_Laser_Explode (); ++ RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other); ++ remove(self); ++} ++ ++void W_RocketMinsta_Attack2(void) ++{ ++ makevectors(self.v_angle); ++ ++ entity proj; ++ float counter = 0; ++ float total = autocvar_g_rm_laser_count; ++ float spread = autocvar_g_rm_laser_spread; ++ float rndspread = autocvar_g_rm_laser_spread_random; ++ ++ float w = self.weapon; ++ self.weapon = WEP_ELECTRO.m_id; ++ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, autocvar_g_rm_laser_damage); ++ self.weapon = w; ++ ++ Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); ++ ++ while(counter < total) ++ { ++ proj = spawn (); ++ proj.classname = "plasma_prim"; ++ proj.owner = proj.realowner = self; ++ proj.bot_dodge = true; ++ proj.bot_dodgerating = autocvar_g_rm_laser_damage; ++ proj.use = W_RocketMinsta_Laser_Explode; ++ proj.think = adaptor_think2use_hittype_splash; ++ proj.nextthink = time + autocvar_g_rm_laser_lifetime; ++ PROJECTILE_MAKETRIGGER(proj); ++ proj.projectiledeathtype = WEP_ELECTRO.m_id; ++ setorigin(proj, w_shotorg); ++ ++ proj.rm_force = autocvar_g_rm_laser_force / total; ++ proj.rm_damage = autocvar_g_rm_laser_damage / total; ++ proj.rm_edmg = proj.rm_damage; ++ ++ //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed); ++ ++ proj.movetype = MOVETYPE_BOUNCEMISSILE; ++ //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser); ++ proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed"); ++ proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5); ++ proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true); ++ proj.angles = vectoangles(proj.velocity); ++ proj.touch = W_RocketMinsta_Laser_Touch; ++ setsize(proj, '0 0 -3', '0 0 -3'); ++ proj.flags = FL_PROJECTILE; ++ proj.missile_flags = MIF_SPLASH; ++ ++ CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); ++ ++ MUTATOR_CALLHOOK(EditProjectile, self, proj); ++ counter++; ++ } ++} ++ ++void W_RocketMinsta_Attack3 (void) ++{ ++ makevectors(self.v_angle); ++ ++ entity proj; ++ float counter = 0; ++ float total = 1; ++ ++ int w = self.weapon; ++ self.weapon = WEP_ELECTRO.m_id; ++ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("electro_fire2"), CH_WEAPON_A, autocvar_g_rm_laser_damage); ++ self.weapon = w; ++ ++ Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); ++ ++ while(counter < total) ++ { ++ proj = spawn (); ++ proj.classname = "plasma_prim"; ++ proj.owner = proj.realowner = self; ++ proj.bot_dodge = true; ++ proj.bot_dodgerating = autocvar_g_rm_laser_damage; ++ proj.use = W_RocketMinsta_Laser_Explode; ++ proj.think = adaptor_think2use_hittype_splash; ++ proj.nextthink = time + autocvar_g_rm_laser_lifetime; ++ PROJECTILE_MAKETRIGGER(proj); ++ proj.projectiledeathtype = WEP_ELECTRO.m_id; ++ setorigin(proj, w_shotorg); ++ ++ proj.rm_force = autocvar_g_rm_laser_force / total; ++ proj.rm_damage = autocvar_g_rm_laser_damage / total; ++ proj.rm_edmg = proj.rm_damage; ++ ++ //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed); ++ ++ proj.movetype = MOVETYPE_BOUNCEMISSILE; ++ proj.velocity = w_shotdir * autocvar_g_rm_laser_speed; ++ proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true); ++ proj.angles = vectoangles(proj.velocity); ++ proj.touch = W_RocketMinsta_Laser_Touch; ++ setsize(proj, '0 0 -3', '0 0 -3'); ++ proj.flags = FL_PROJECTILE; ++ proj.missile_flags = MIF_SPLASH; ++ ++ CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); ++ ++ MUTATOR_CALLHOOK(EditProjectile, self, proj); ++ counter++; ++ } ++} ++ +float W_Vaporizer(float req) +{ + float ammo_amount; + float vaporizer_ammo; ++ float rapid = autocvar_g_rm_laser_rapid; + + // now multiple WR_s use this + vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); + + switch(req) + { + case WR_AIM: + { + if(self.WEP_AMMO(VAPORIZER) > 0) + self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false); + else + self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars + + return true; + } + case WR_THINK: + { + // if the laser uses load, we also consider its ammo for reloading + if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload + WEP_ACTION(self.weapon, WR_RELOAD); + else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload + WEP_ACTION(self.weapon, WR_RELOAD); - else if(self.BUTTON_ATCK) ++ if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self)) + { + if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire))) + { + W_Vaporizer_Attack(); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); + } + } - else if(self.BUTTON_ATCK2) ++ if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm)) + { - if(self.jump_interval <= time) - if(weapon_prepareattack(1, -1)) ++ if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2) ++ { ++ if(self.jump_interval <= time && !self.held_down) ++ { ++ if(rapid) ++ self.held_down = true; ++ self.jump_interval = time + autocvar_g_rm_laser_refire; ++ self.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; ++ damage_goodhits = 0; ++ W_RocketMinsta_Attack2(); ++ } ++ else if(rapid && self.jump_interval2 <= time && self.held_down) ++ { ++ self.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; ++ damage_goodhits = 0; ++ W_RocketMinsta_Attack3(); ++ //weapon_thinkf(WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); ++ } ++ } ++ else if (self.jump_interval <= time) + { + // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) + self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(); + + // decrease ammo for the laser? + if(WEP_CVAR_SEC(vaporizer, ammo)) + W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo)); + + // ugly instagib hack to reuse the fire mode of the laser ++ makevectors(self.v_angle); + int oldwep = self.weapon; // we can't avoid this hack + self.weapon = WEP_BLASTER.m_id; + W_Blaster_Attack( + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(vaporizer, shotangle), + WEP_CVAR_SEC(vaporizer, damage), + WEP_CVAR_SEC(vaporizer, edgedamage), + WEP_CVAR_SEC(vaporizer, radius), + WEP_CVAR_SEC(vaporizer, force), + WEP_CVAR_SEC(vaporizer, speed), + WEP_CVAR_SEC(vaporizer, spread), + WEP_CVAR_SEC(vaporizer, delay), + WEP_CVAR_SEC(vaporizer, lifetime) + ); + self.weapon = oldwep; + + // now do normal refire + weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); + } + } - ++ else ++ self.held_down = false; ++ + return true; + } + case WR_INIT: + { + precache_model("models/nexflash.md3"); + precache_model(W_Model("g_minstanex.md3")); + precache_model(W_Model("v_minstanex.md3")); + precache_model(W_Model("h_minstanex.iqm")); + precache_sound(W_Sound("minstanexfire")); + precache_sound(W_Sound("nexwhoosh1")); + precache_sound(W_Sound("nexwhoosh2")); + precache_sound(W_Sound("nexwhoosh3")); + //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously? + VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); + return true; + } + case WR_SETUP: + { + self.ammo_field = WEP_AMMO(VAPORIZER); + self.vaporizer_lasthit = 0; + return true; + } + case WR_CHECKAMMO1: + { + ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo; + ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; + return ammo_amount; + } + case WR_CHECKAMMO2: + { + if(!WEP_CVAR_SEC(vaporizer, ammo)) + return true; + ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo); + ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); + return ammo_amount; + } + case WR_CONFIG: + { + VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); + return true; + } + case WR_RESETPLAYER: + { + self.vaporizer_lasthit = 0; + return true; + } + case WR_RELOAD: + { + float used_ammo; + if(WEP_CVAR_SEC(vaporizer, ammo)) + used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo)); + else + used_ammo = vaporizer_ammo; + + W_Reload(used_ammo, W_Sound("reload")); + return true; + } + case WR_SUICIDEMESSAGE: + { + return WEAPON_THINKING_WITH_PORTALS; + } + case WR_KILLMESSAGE: + { + return WEAPON_VAPORIZER_MURDER; + } + } + return false; +} +#endif +#ifdef CSQC +float W_Vaporizer(float req) +{ + switch(req) + { + case WR_IMPACTEFFECT: + { - vector org2; - org2 = w_org + w_backoff * 6; ++ vector org2 = w_org + w_backoff * 6; + if(w_deathtype & HITTYPE_SECONDARY) + { + pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1); + if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); } + } + else + { + pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1); + if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM); } + } + return true; + } + case WR_INIT: + { + precache_sound(W_Sound("laserimpact")); + precache_sound(W_Sound("neximpact")); + if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) + { + precache_pic("gfx/reticle_nex"); + } + return true; + } + case WR_ZOOMRETICLE: + { + if(button_zoom || zoomscript_caught) + { + reticle_image = "gfx/reticle_nex"; + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } + } + } + return false; +} +#endif +#endif