From: Samual Lenks Date: Mon, 10 Jun 2013 03:01:50 +0000 (-0400) Subject: Make it compile X-Git-Tag: xonotic-v0.8.0~152^2~406 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=967ab43e74e7bd5128172167fc63c319d33aee40;p=xonotic%2Fxonotic-data.pk3dir.git Make it compile --- diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index 7e6e6ef46..2b144420d 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -488,30 +488,30 @@ float autocvar_g_balance_laser_shockwave_spread_min; float autocvar_g_balance_lightning_primary_ammo; float autocvar_g_balance_lightning_primary_animtime; float autocvar_g_balance_lightning_primary_damage; -float autocvar_g_balance_lightning_primary_edgedamage; +//float autocvar_g_balance_lightning_primary_edgedamage; float autocvar_g_balance_lightning_primary_falloff_halflifedist; float autocvar_g_balance_lightning_primary_falloff_maxdist; float autocvar_g_balance_lightning_primary_falloff_mindist; float autocvar_g_balance_lightning_primary_force; -float autocvar_g_balance_lightning_primary_lifetime; -float autocvar_g_balance_lightning_primary_radius; +//float autocvar_g_balance_lightning_primary_lifetime; +//float autocvar_g_balance_lightning_primary_radius; float autocvar_g_balance_lightning_primary_range; float autocvar_g_balance_lightning_primary_refire; -float autocvar_g_balance_lightning_primary_speed; +//float autocvar_g_balance_lightning_primary_speed; float autocvar_g_balance_lightning_secondary_ammo; -float autocvar_g_balance_lightning_secondary_animtime; -float autocvar_g_balance_lightning_secondary_damage; -float autocvar_g_balance_lightning_secondary_damageforcescale; -float autocvar_g_balance_lightning_secondary_edgedamage; -float autocvar_g_balance_lightning_secondary_flyingdamage; -float autocvar_g_balance_lightning_secondary_flyingforce; -float autocvar_g_balance_lightning_secondary_flyingradius; -float autocvar_g_balance_lightning_secondary_force; -float autocvar_g_balance_lightning_secondary_health; -float autocvar_g_balance_lightning_secondary_lifetime; -float autocvar_g_balance_lightning_secondary_radius; -float autocvar_g_balance_lightning_secondary_refire; -float autocvar_g_balance_lightning_secondary_speed; +//float autocvar_g_balance_lightning_secondary_animtime; +//float autocvar_g_balance_lightning_secondary_damage; +//float autocvar_g_balance_lightning_secondary_damageforcescale; +//float autocvar_g_balance_lightning_secondary_edgedamage; +//float autocvar_g_balance_lightning_secondary_flyingdamage; +//float autocvar_g_balance_lightning_secondary_flyingforce; +//float autocvar_g_balance_lightning_secondary_flyingradius; +//float autocvar_g_balance_lightning_secondary_force; +//float autocvar_g_balance_lightning_secondary_health; +//float autocvar_g_balance_lightning_secondary_lifetime; +//float autocvar_g_balance_lightning_secondary_radius; +//float autocvar_g_balance_lightning_secondary_refire; +//float autocvar_g_balance_lightning_secondary_speed; float autocvar_g_balance_minelayer_ammo; float autocvar_g_balance_minelayer_animtime; float autocvar_g_balance_minelayer_damage; diff --git a/qcsrc/server/w_lightning.qc b/qcsrc/server/w_lightning.qc index 02f2654f3..6edd0ced8 100644 --- a/qcsrc/server/w_lightning.qc +++ b/qcsrc/server/w_lightning.qc @@ -102,7 +102,7 @@ void W_Lightning_Attack1 (void) { // only play fire sound if 0.5 sec has passed since player let go the fire button if(time - self.lg_fire_prev > 0.5) - sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM); entity beam, oldself; @@ -162,10 +162,10 @@ float w_lightning(float req) { if (self.BUTTON_ATCK) { - if(self.BUTTON_ATCK_prev) - if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y) + if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this! + /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y) weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready); - else + else*/ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready); if (weapon_prepareattack(0, 0)) @@ -219,6 +219,20 @@ float w_lightning(float req) } else if (req == WR_CHECKAMMO2) return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo; + else if (req == 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; + } + } else if (req == WR_RESETPLAYER) { //self.lightning_secondarytime = time; @@ -252,13 +266,13 @@ float w_lightning(float req) { pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM); } else { pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM); } } else if(req == WR_PRECACHE) @@ -266,32 +280,6 @@ float w_lightning(float req) precache_sound("weapons/lightning_impact.wav"); precache_sound("weapons/lightning_impact_combo.wav"); } - else if (req == WR_SUICIDEMESSAGE) - { - if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = _("%s could not remember where they put plasma"); - else - w_deathtypestring = _("%s played with plasma"); - } - else if (req == WR_KILLMESSAGE) - { - if(w_deathtype & HITTYPE_SECONDARY) - { - if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE - w_deathtypestring = _("%s just noticed %s's blue ball"); - else // unchecked: BOUNCE - w_deathtypestring = _("%s got in touch with %s's blue ball"); - } - else - { - if(w_deathtype & HITTYPE_BOUNCE) // combo - w_deathtypestring = _("%s felt the electrifying air of %s's combo"); - else if(w_deathtype & HITTYPE_SPLASH) - w_deathtypestring = _("%s got too close to %s's blue beam"); - else - w_deathtypestring = _("%s was blasted by %s's blue beam"); - } - } return TRUE; } #endif