From: Lyberta Date: Sat, 17 Feb 2018 05:43:10 +0000 (+0300) Subject: Merge branch 'master' into Lyberta/StandaloneOverkillWeapons X-Git-Tag: xonotic-v0.8.5~2119^2~20 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=83093a5626b3ec25a2dc4f87b24eda2a95a8335f;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into Lyberta/StandaloneOverkillWeapons --- 83093a5626b3ec25a2dc4f87b24eda2a95a8335f diff --cc qcsrc/common/mutators/mutator/overkill/hmg.qc index 02b7ccda2,b9e01bd98..28bc8c8b5 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qc @@@ -25,9 -25,9 +25,9 @@@ void W_HeavyMachineGun_Attack_Auto(Weap return; } - W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo), weaponentity); + W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR_PRI(hmg, ammo), weaponentity); - W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hmg, damage)); - W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage), WEP_HMG.m_id); ++ W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hmg, damage), WEP_HMG.m_id); if(!autocvar_g_norecoil) { @@@ -66,89 -66,17 +66,86 @@@ METHOD(HeavyMachineGun, wr_aim, void(en METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(hmg, ammo)) { // forced reload + if ((WEP_CVAR_SEC(hmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval)) + { + // Secondary uses it's own refire timer if refire_type is 1. + actor.jump_interval = time + WEP_CVAR_SEC(hmg, refire) * W_WeaponRateFactor(actor); + // Ugly hack to reuse the fire mode of the blaster. + makevectors(actor.v_angle); + Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack + actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(hmg, shotangle), + WEP_CVAR_SEC(hmg, damage), + WEP_CVAR_SEC(hmg, edgedamage), + WEP_CVAR_SEC(hmg, radius), + WEP_CVAR_SEC(hmg, force), + WEP_CVAR_SEC(hmg, speed), + WEP_CVAR_SEC(hmg, spread), + WEP_CVAR_SEC(hmg, delay), + WEP_CVAR_SEC(hmg, lifetime) + ); + actor.(weaponentity).m_weapon = oldwep; + if ((actor.(weaponentity).wframe == WFRAME_IDLE) || + (actor.(weaponentity).wframe == WFRAME_FIRE2)) + { + // Set secondary fire animation. + vector a = '0 0 0'; + actor.(weaponentity).wframe = WFRAME_FIRE2; + a = actor.(weaponentity).anim_fire2; + a.z *= g_weaponratefactor; + FOREACH_CLIENT(true, LAMBDA( + if (it == actor || (IS_SPEC(it) && it.enemy == actor)) + { + wframe_send(it, actor.(weaponentity), a, true); + } + )); + animdecide_setaction(actor, ANIMACTION_SHOOT, true); + } + } + if (WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(hmg, ammo)) + { + // Forced reload. thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - if (fire & 1) - if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) - { - actor.(weaponentity).misc_bulletcounter = 0; - W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); - } - } + return; + } + if (fire & 1) // Primary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) + { + return; + } + actor.(weaponentity).misc_bulletcounter = 0; + W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); + return; + } + if ((fire & 2) && (WEP_CVAR_SEC(hmg, refire_type) == 0)) // Secondary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(hmg, refire))) + { + return; + } + // ugly instagib hack to reuse the fire mode of the laser + makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(hmg, shotangle), + WEP_CVAR_SEC(hmg, damage), + WEP_CVAR_SEC(hmg, edgedamage), + WEP_CVAR_SEC(hmg, radius), + WEP_CVAR_SEC(hmg, force), + WEP_CVAR_SEC(hmg, speed), + WEP_CVAR_SEC(hmg, spread), + WEP_CVAR_SEC(hmg, delay), + WEP_CVAR_SEC(hmg, lifetime) + ); - actor.(weaponentity).m_weapon = oldwep; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hmg, animtime), w_ready); + } } METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) diff --cc qcsrc/common/mutators/mutator/overkill/okmachinegun.qc index 60f916272,000000000..48c6634dd mode 100644,000000..100644 --- a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc +++ b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc @@@ -1,192 -1,0 +1,186 @@@ +#include "okmachinegun.qh" + +#ifdef SVQC + +void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) +{ + float okmachinegun_spread; + + if(!(fire & 1)) + { + w_ready(thiswep, actor, weaponentity, fire); + return; + } + + if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity)) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); + w_ready(thiswep, actor, weaponentity, fire); + return; + } + + W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(okmachinegun, ammo), weaponentity); + - W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage)); ++ W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage), WEP_OVERKILL_MACHINEGUN.m_id); + if(!autocvar_g_norecoil) + { + actor.punchangle_x = random() - 0.5; + actor.punchangle_y = random() - 0.5; + } + + okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max)); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, 0); + + actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; + + Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + + W_MachineGun_MuzzleFlash(actor, weaponentity); + W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); + + if(autocvar_g_casings >= 2) // casing code + { + makevectors(actor.v_angle); // for some reason, this is lost + SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity); + } + + int slot = weaponslot(weaponentity); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, refire), W_OverkillMachineGun_Attack_Auto); +} + +METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) +{ + if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); + else + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); +} + +METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if ((WEP_CVAR_SEC(okmachinegun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval)) + { + // Secondary uses it's own refire timer if refire_type is 1. + actor.jump_interval = time + WEP_CVAR_SEC(okmachinegun, refire) * W_WeaponRateFactor(actor); + // Ugly hack to reuse the fire mode of the blaster. + makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(okmachinegun, shotangle), + WEP_CVAR_SEC(okmachinegun, damage), + WEP_CVAR_SEC(okmachinegun, edgedamage), + WEP_CVAR_SEC(okmachinegun, radius), + WEP_CVAR_SEC(okmachinegun, force), + WEP_CVAR_SEC(okmachinegun, speed), + WEP_CVAR_SEC(okmachinegun, spread), + WEP_CVAR_SEC(okmachinegun, delay), + WEP_CVAR_SEC(okmachinegun, lifetime) + ); - actor.(weaponentity).m_weapon = oldwep; + if ((actor.(weaponentity).wframe == WFRAME_IDLE) || + (actor.(weaponentity).wframe == WFRAME_FIRE2)) + { + // Set secondary fire animation. + vector a = '0 0 0'; + actor.(weaponentity).wframe = WFRAME_FIRE2; + a = actor.(weaponentity).anim_fire2; + a.z *= g_weaponratefactor; + FOREACH_CLIENT(true, LAMBDA( + if (it == actor || (IS_SPEC(it) && it.enemy == actor)) + { + wframe_send(it, actor.(weaponentity), a, true); + } + )); + animdecide_setaction(actor, ANIMACTION_SHOOT, true); + } + } + if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okmachinegun, ammo)) + { + // Forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + return; + } + if (fire & 1) // Primary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) + { + return; + } + actor.(weaponentity).misc_bulletcounter = 0; + W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); + return; + } + if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire))) + { + return; + } + // Ugly hack to reuse the fire mode of the blaster. + makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(okmachinegun, shotangle), + WEP_CVAR_SEC(okmachinegun, damage), + WEP_CVAR_SEC(okmachinegun, edgedamage), + WEP_CVAR_SEC(okmachinegun, radius), + WEP_CVAR_SEC(okmachinegun, force), + WEP_CVAR_SEC(okmachinegun, speed), + WEP_CVAR_SEC(okmachinegun, spread), + WEP_CVAR_SEC(okmachinegun, delay), + WEP_CVAR_SEC(okmachinegun, lifetime) + ); - actor.(weaponentity).m_weapon = oldwep; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready); + } +} + +METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + float ammo_amount; + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo); + if (WEP_CVAR(okmachinegun, reload_ammo)) + { + ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo); + } + return ammo_amount; +} + +METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + return true; // Blaster secondary is unlimited. +} + +METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD); +} + +METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_THINKING_WITH_PORTALS; +} + +METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_OVERKILL_MACHINEGUN_MURDER; +} + +#endif +#ifdef CSQC + +METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 2; + pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); +} + +#endif + diff --cc qcsrc/common/mutators/mutator/overkill/oknex.qc index a52ac30e1,000000000..cbfa1216d mode 100644,000000..100644 --- a/qcsrc/common/mutators/mutator/overkill/oknex.qc +++ b/qcsrc/common/mutators/mutator/overkill/oknex.qc @@@ -1,397 -1,0 +1,391 @@@ +#include "oknex.qh" + +#ifdef SVQC + +.float oknex_lasthit; +#endif + +#if defined(GAMEQC) + +METHOD(OverkillNex, wr_glow, vector(OverkillNex this, entity actor, entity wepent)) +{ + if (!WEP_CVAR(oknex, charge)) return '0 0 0'; + float charge = wepent.oknex_charge; + float animlimit = WEP_CVAR(oknex, charge_animlimit); + vector g; + g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit); + g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit); + g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit); + if (charge > animlimit) + { + g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit); + g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit); + g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit); + } + return g; +} +#endif + +#ifdef SVQC +REGISTER_MUTATOR(oknex_charge, true); + +MUTATOR_HOOKFUNCTION(oknex_charge, GetPressedKeys) +{ + entity player = M_ARGV(0, entity); + + // WEAPONTODO + if(!WEP_CVAR(oknex, charge) || !WEP_CVAR(oknex, charge_velocity_rate)) + return; + + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + + if (player.(weaponentity).m_weapon == WEP_OVERKILL_NEX && WEP_CVAR(oknex, charge) && WEP_CVAR(oknex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(oknex, charge_minspeed))) + { + float xyspeed = vlen(vec2(player.velocity)); + // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed + xyspeed = min(xyspeed, WEP_CVAR(oknex, charge_maxspeed)); + float f = (xyspeed - WEP_CVAR(oknex, charge_minspeed)) / (WEP_CVAR(oknex, charge_maxspeed) - WEP_CVAR(oknex, charge_minspeed)); + // add the extra charge + player.(weaponentity).oknex_charge = min(1, player.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH); + } + } +} + +void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary) +{ + float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge; + + mydmg = WEP_CVAR_BOTH(oknex, !issecondary, damage); + myforce = WEP_CVAR_BOTH(oknex, !issecondary, force); + mymindist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_mindist); + mymaxdist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_maxdist); + myhalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_halflife); + myforcehalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_forcehalflife); + myammo = WEP_CVAR_BOTH(oknex, !issecondary, ammo); + + float flying; + flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last + + if (WEP_CVAR(oknex, charge)) + { + charge = WEP_CVAR(oknex, charge_mindmg) / mydmg + (1 - WEP_CVAR(oknex, charge_mindmg) / mydmg) * actor.(weaponentity).oknex_charge; + actor.(weaponentity).oknex_charge *= WEP_CVAR(oknex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce + // O RLY? -- divVerent + // YA RLY -- FruitieX + } + else + { + charge = 1; + } + mydmg *= charge; + myforce *= charge; + - W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg); ++ W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, WEP_OVERKILL_NEX.m_id); + if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound + { + sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM); + } + + yoda = 0; + damage_goodhits = 0; + FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_NEX.m_id); + + if(yoda && flying) + Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); + if(damage_goodhits && actor.oknex_lasthit) + { + Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); + damage_goodhits = 0; // only every second time + } + + actor.oknex_lasthit = damage_goodhits; + + //beam and muzzle flash done on client + SendCSQCVortexBeamParticle(charge); + + W_DecreaseAmmo(thiswep, actor, myammo, weaponentity); +} + +.float oknex_chargepool_pauseregen_finished; + +METHOD(OverkillNex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) +{ + if(bot_aim(actor, weaponentity, 1000000, 0, 1, false)) + PHYS_INPUT_BUTTON_ATCK(actor) = true; + else + { + if(WEP_CVAR(oknex, charge)) + PHYS_INPUT_BUTTON_ATCK2(actor) = true; + } +} + +METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if (WEP_CVAR(oknex, charge) && actor.(weaponentity).oknex_charge < WEP_CVAR(oknex, charge_limit)) + { + actor.(weaponentity).oknex_charge = min(1, actor.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_rate) * frametime / W_TICSPERFRAME); + } + + if (WEP_CVAR_SEC(oknex, chargepool)) + if (actor.(weaponentity).oknex_chargepool_ammo < 1) + { + if (actor.oknex_chargepool_pauseregen_finished < time) + actor.(weaponentity).oknex_chargepool_ammo = min(1, actor.(weaponentity).oknex_chargepool_ammo + WEP_CVAR_SEC(oknex, chargepool_regen) * frametime / W_TICSPERFRAME); + actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(oknex, chargepool_pause_regen)); + } + + if ((WEP_CVAR_SEC(oknex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval)) + { + // Secondary uses it's own refire timer if refire_type is 1. + actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor); + // Ugly hack to reuse the fire mode of the blaster. + makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(oknex, shotangle), + WEP_CVAR_SEC(oknex, damage), + WEP_CVAR_SEC(oknex, edgedamage), + WEP_CVAR_SEC(oknex, radius), + WEP_CVAR_SEC(oknex, force), + WEP_CVAR_SEC(oknex, speed), + WEP_CVAR_SEC(oknex, spread), + WEP_CVAR_SEC(oknex, delay), + WEP_CVAR_SEC(oknex, lifetime) + ); - actor.(weaponentity).m_weapon = oldwep; + if ((actor.(weaponentity).wframe == WFRAME_IDLE) || + (actor.(weaponentity).wframe == WFRAME_FIRE2)) + { + // Set secondary fire animation. + vector a = '0 0 0'; + actor.(weaponentity).wframe = WFRAME_FIRE2; + a = actor.(weaponentity).anim_fire2; + a.z *= g_weaponratefactor; + FOREACH_CLIENT(true, LAMBDA( + if (it == actor || (IS_SPEC(it) && it.enemy == actor)) + { + wframe_send(it, actor.(weaponentity), a, true); + } + )); + animdecide_setaction(actor, ANIMACTION_SHOOT, true); + } + } + + if (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(oknex, ammo)) + { + // Rorced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + return; + } + if (fire & 1) // Primary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(oknex, refire))) + { + return; + } + W_OverkillNex_Attack(thiswep, actor, weaponentity, 0); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(oknex, animtime), w_ready); + return; + } + if ((fire & 2) && (WEP_CVAR(oknex, secondary) == 2) && (WEP_CVAR_SEC(oknex, refire_type) == 0)) + { + // Secondary attack + if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(oknex, refire))) + { + return; + } + // ugly instagib hack to reuse the fire mode of the laser + makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(oknex, shotangle), + WEP_CVAR_SEC(oknex, damage), + WEP_CVAR_SEC(oknex, edgedamage), + WEP_CVAR_SEC(oknex, radius), + WEP_CVAR_SEC(oknex, force), + WEP_CVAR_SEC(oknex, speed), + WEP_CVAR_SEC(oknex, spread), + WEP_CVAR_SEC(oknex, delay), + WEP_CVAR_SEC(oknex, lifetime) + ); - actor.(weaponentity).m_weapon = oldwep; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready); + return; + } + //if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2)) + //{ + // if(WEP_CVAR(oknex, charge)) + // { + // actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause); + // float dt = frametime / W_TICSPERFRAME; + // + // if(actor.(weaponentity).oknex_charge < 1) + // { + // if(WEP_CVAR_SEC(oknex, chargepool)) + // { + // if(WEP_CVAR_SEC(oknex, ammo)) + // { + // // always deplete if secondary is held + // actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt); + + // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate)); + // actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen); + // dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo); + // dt = max(0, dt); + + // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate); + // } + // } + + // else if(WEP_CVAR_SEC(oknex, ammo)) + // { + // if(fire & 2) // only eat ammo when the button is pressed + // { + // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate)); + // if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + // { + // // if this weapon is reloadable, decrease its load. Else decrease the player's ammo + // if(autocvar_g_balance_vortex_reload_ammo) + // { + // dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo)); + // dt = max(0, dt); + // if(dt > 0) + // { + // actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt); + // } + // actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load; + // } + // else + // { + // dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo)); + // dt = max(0, dt); + // if(dt > 0) + // { + // actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt); + // } + // } + // } + // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate); + // } + // } + + // else + // { + // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate)); + // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate); + // } + // } + // } + // else if(WEP_CVAR(oknex, secondary)) + // { + // if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire))) + // { + // W_OverkillNex_Attack(thiswep, actor, weaponentity, 1); + // weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready); + // } + // } + //} +} + +METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) +{ + actor.oknex_lasthit = 0; +} + +METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo); + ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_PRI(oknex, ammo)); + return ammo_amount; +} + +METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + if (WEP_CVAR(oknex, secondary)) + { + // don't allow charging if we don't have enough ammo + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_SEC(oknex, ammo); + return ammo_amount; + } + else + { + return false; // zoom is not a fire mode + } +} + +METHOD(OverkillNex, wr_resetplayer, void(entity thiswep, entity actor)) +{ + if (WEP_CVAR(oknex, charge)) { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).oknex_charge = WEP_CVAR(oknex, charge_start); + } + } + actor.oknex_lasthit = 0; +} + +METHOD(OverkillNex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, weaponentity, WEP_CVAR_PRI(oknex, ammo), SND_RELOAD); +} + +METHOD(OverkillNex, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_THINKING_WITH_PORTALS; +} + +METHOD(OverkillNex, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_OVERKILL_NEX_MURDER; +} + +METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor)) +{ + return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(oknex, secondary); +} + +#endif +#ifdef CSQC + +METHOD(OverkillNex, wr_impacteffect, void(entity thiswep, entity actor)) +{ + entity this = actor; + vector org2 = w_org + w_backoff * 6; + pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1); + if(!w_issilent) + sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); +} + +METHOD(OverkillNex, wr_init, void(entity thiswep)) +{ + if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) + { + precache_pic("gfx/reticle_nex"); + } +} + +METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor)) +{ + if(button_zoom || zoomscript_caught || (!WEP_CVAR(oknex, secondary) && button_attack2)) + { + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } +} + +METHOD(OverkillNex, wr_zoomdir, bool(entity thiswep)) +{ + return button_attack2 && !WEP_CVAR(oknex, secondary); +} + +#endif diff --cc qcsrc/common/mutators/mutator/overkill/okshotgun.qc index c71263aee,000000000..a0c80f25e mode 100644,000000..100644 --- a/qcsrc/common/mutators/mutator/overkill/okshotgun.qc +++ b/qcsrc/common/mutators/mutator/overkill/okshotgun.qc @@@ -1,152 -1,0 +1,146 @@@ +#include "okshotgun.qh" + +#ifdef SVQC +METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) +{ + if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range))) + { + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); + } + else + { + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); + } +} + +METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if ((WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval)) + { + // Secondary uses it's own refire timer if refire_type is 1. + actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor); + // Ugly hack to reuse the fire mode of the blaster. + makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(okshotgun, shotangle), + WEP_CVAR_SEC(okshotgun, damage), + WEP_CVAR_SEC(okshotgun, edgedamage), + WEP_CVAR_SEC(okshotgun, radius), + WEP_CVAR_SEC(okshotgun, force), + WEP_CVAR_SEC(okshotgun, speed), + WEP_CVAR_SEC(okshotgun, spread), + WEP_CVAR_SEC(okshotgun, delay), + WEP_CVAR_SEC(okshotgun, lifetime) + ); - actor.(weaponentity).m_weapon = oldwep; + if ((actor.(weaponentity).wframe == WFRAME_IDLE) || + (actor.(weaponentity).wframe == WFRAME_FIRE2)) + { + // Set secondary fire animation. + vector a = '0 0 0'; + actor.(weaponentity).wframe = WFRAME_FIRE2; + a = actor.(weaponentity).anim_fire2; + a.z *= g_weaponratefactor; + FOREACH_CLIENT(true, LAMBDA( + if (it == actor || (IS_SPEC(it) && it.enemy == actor)) + { + wframe_send(it, actor.(weaponentity), a, true); + } + )); + animdecide_setaction(actor, ANIMACTION_SHOOT, true); + } + } + if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo)) + { + // Forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + return; + } + if (fire & 1) // Primary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime))) + { + return; + } + W_Shotgun_Attack(thiswep, actor, weaponentity, true, + WEP_CVAR_PRI(okshotgun, ammo), + WEP_CVAR_PRI(okshotgun, damage), + WEP_CVAR_PRI(okshotgun, bullets), + WEP_CVAR_PRI(okshotgun, spread), + WEP_CVAR_PRI(okshotgun, solidpenetration), + WEP_CVAR_PRI(okshotgun, force)); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready); + return; + } + if ((fire & 2) && (WEP_CVAR_SEC(okshotgun, refire_type) == 0)) // Secondary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire))) + { + return; + } + // Ugly hack to reuse the fire mode of the blaster. + makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(okshotgun, shotangle), + WEP_CVAR_SEC(okshotgun, damage), + WEP_CVAR_SEC(okshotgun, edgedamage), + WEP_CVAR_SEC(okshotgun, radius), + WEP_CVAR_SEC(okshotgun, force), + WEP_CVAR_SEC(okshotgun, speed), + WEP_CVAR_SEC(okshotgun, spread), + WEP_CVAR_SEC(okshotgun, delay), + WEP_CVAR_SEC(okshotgun, lifetime) + ); - actor.(weaponentity).m_weapon = oldwep; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready); + } +} + +METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo); + return ammo_amount; +} + +METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + return true; // Blaster secondary is unlimited. +} + +METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, weaponentity, WEP_CVAR_PRI(okshotgun, ammo), SND_RELOAD); // WEAPONTODO +} + +METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_THINKING_WITH_PORTALS; +} + +METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_OVERKILL_SHOTGUN_MURDER; +} + +#endif +#ifdef CSQC +.float prevric; + +METHOD(OverkillShotgun, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2 = w_org + w_backoff * 2; + pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1); + if(!w_issilent && time - actor.prevric > 0.25) + { + if(w_random < 0.05) + sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM); + actor.prevric = time; + } +} + +#endif diff --cc qcsrc/common/mutators/mutator/overkill/rpc.qc index 7f80268d8,09e6ce29e..f42a55f65 --- a/qcsrc/common/mutators/mutator/overkill/rpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/rpc.qc @@@ -7,7 -7,7 +7,7 @@@ void W_RocketPropelledChainsaw_Explode( this.event_damage = func_null; this.takedamage = DAMAGE_NO; - RadiusDamage (this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, directhitentity); - RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); ++ RadiusDamage(this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); delete(this); } @@@ -54,9 -54,9 +54,9 @@@ void W_RocketPropelledChainsaw_Think(en tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this); if(IS_PLAYER(trace_ent)) - Damage (trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR_PRI(rpc, force)); - Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force)); ++ Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(rpc, force)); - this.velocity = mydir * (myspeed + (WEP_CVAR(rpc, speedaccel) * sys_frametime)); + this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(rpc, speedaccel) * sys_frametime)); UpdateCSQCProjectile(this); this.nextthink = time; @@@ -67,8 -67,8 +67,8 @@@ void W_RocketPropelledChainsaw_Attack ( entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor); entity flash = spawn (); - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity); - W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage), WEP_RPC.m_id); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(rpc, ammo), weaponentity); - W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage)); ++ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage), WEP_RPC.m_id); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); PROJECTILE_MAKETRIGGER(missile); @@@ -116,89 -117,24 +117,86 @@@ METHOD(RocketPropelledChainsaw, wr_aim METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) { - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - if (fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire))) - { - W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready); - } - } - - if (fire & 2) - { - // to-do - } - } + if ((WEP_CVAR_SEC(rpc, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval)) + { + // Secondary uses it's own refire timer if refire_type is 1. + actor.jump_interval = time + WEP_CVAR_SEC(rpc, refire) * W_WeaponRateFactor(actor); + // Ugly hack to reuse the fire mode of the blaster. + makevectors(actor.v_angle); + Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack + actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(rpc, shotangle), + WEP_CVAR_SEC(rpc, damage), + WEP_CVAR_SEC(rpc, edgedamage), + WEP_CVAR_SEC(rpc, radius), + WEP_CVAR_SEC(rpc, force), + WEP_CVAR_SEC(rpc, speed), + WEP_CVAR_SEC(rpc, spread), + WEP_CVAR_SEC(rpc, delay), + WEP_CVAR_SEC(rpc, lifetime) + ); + actor.(weaponentity).m_weapon = oldwep; + if ((actor.(weaponentity).wframe == WFRAME_IDLE) || + (actor.(weaponentity).wframe == WFRAME_FIRE2)) + { + // Set secondary fire animation. + vector a = '0 0 0'; + actor.(weaponentity).wframe = WFRAME_FIRE2; + a = actor.(weaponentity).anim_fire2; + a.z *= g_weaponratefactor; + FOREACH_CLIENT(true, LAMBDA( + if (it == actor || (IS_SPEC(it) && it.enemy == actor)) + { + wframe_send(it, actor.(weaponentity), a, true); + } + )); + animdecide_setaction(actor, ANIMACTION_SHOOT, true); + } + } + if (WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(rpc, ammo)) + { + // Forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + return; + } + if (fire & 1) // Primary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rpc, refire))) + { + return; + } + W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(rpc, animtime), w_ready); + return; + } + if ((fire & 2) && (WEP_CVAR_SEC(rpc, refire_type) == 0)) // Secondary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(rpc, refire))) + { + return; + } + // ugly instagib hack to reuse the fire mode of the laser + makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(rpc, shotangle), + WEP_CVAR_SEC(rpc, damage), + WEP_CVAR_SEC(rpc, edgedamage), + WEP_CVAR_SEC(rpc, radius), + WEP_CVAR_SEC(rpc, force), + WEP_CVAR_SEC(rpc, speed), + WEP_CVAR_SEC(rpc, spread), + WEP_CVAR_SEC(rpc, delay), + WEP_CVAR_SEC(rpc, lifetime) + ); - actor.(weaponentity).m_weapon = oldwep; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(rpc, animtime), w_ready); + } } METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) diff --cc qcsrc/common/weapons/weapon/shotgun.qc index a3f9c111a,7cabd7710..057ef3f03 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@@ -2,15 -2,15 +2,16 @@@ #ifdef SVQC -void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary) +void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force) { - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity); + W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity); - W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets); - W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets), WEP_SHOTGUN.m_id); - for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1) - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0); ++ W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, WEP_SHOTGUN.m_id); + for(int sc = 0;sc < bullets;sc = sc + 1) + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0); - Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo)); ++ + Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount); // casing code if(autocvar_g_casings >= 1) diff --cc qcsrc/common/wepent.qc index 376949870,3da8b8939..8927c70a6 --- a/qcsrc/common/wepent.qc +++ b/qcsrc/common/wepent.qc @@@ -23,13 -23,9 +23,13 @@@ MACRO_EN { (viewmodels[this.m_wepent_slot]).alpha = (ReadByte() + -1) / 254; }) \ \ PROP(false, vortex_charge, WEPENT_SET_NORMAL, \ - { WriteByte(chan, this.vortex_charge * 16); }, \ - { (viewmodels[this.m_wepent_slot]).vortex_charge = ReadByte() / 16; }) \ + { WriteByte(chan, this.vortex_charge * 255); }, \ + { (viewmodels[this.m_wepent_slot]).vortex_charge = ReadByte() / 255; }) \ \ + PROP(false, oknex_charge, WEPENT_SET_NORMAL, \ + { WriteByte(chan, this.oknex_charge * 16); }, \ + { (viewmodels[this.m_wepent_slot]).oknex_charge = ReadByte() / 16; }) \ + \ PROP(false, m_gunalign, WEPENT_SET_NORMAL, \ { WriteByte(chan, this.m_gunalign); }, \ { (viewmodels[this.m_wepent_slot]).m_gunalign = ReadByte(); }) \