From: Mario Date: Sun, 30 Jun 2013 11:04:58 +0000 (+1000) Subject: Move hook to the new cvar system X-Git-Tag: xonotic-v0.8.0~152^2~361 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9b27f6f55af46c78bad2fd1e097588c299ca2b9b;p=xonotic%2Fxonotic-data.pk3dir.git Move hook to the new cvar system --- diff --git a/balanceXonotic.cfg b/balanceXonotic.cfg index 6d9092db4..1645a62bc 100644 --- a/balanceXonotic.cfg +++ b/balanceXonotic.cfg @@ -704,12 +704,12 @@ set g_balance_portal_health 200 // these get recharged whenever the portal is us 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_ammo 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_primary_hooked_ammo 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 diff --git a/qcsrc/common/weapons/w_hook.qc b/qcsrc/common/weapons/w_hook.qc index d7a8113c4..1f1c9c27b 100644 --- a/qcsrc/common/weapons/w_hook.qc +++ b/qcsrc/common/weapons/w_hook.qc @@ -10,18 +10,31 @@ REGISTER_WEAPON( /* netname */ "hook", /* fullname */ _("Grappling Hook") ); -#else +#define HOOK_SETTINGS(weapon) \ + WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \ + WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \ + WEP_ADD_CVAR(weapon, MO_BOTH, refire) \ + WEP_ADD_CVAR(weapon, MO_PRI, hooked_ammo) \ + WEP_ADD_CVAR(weapon, MO_PRI, hooked_time_free) \ + WEP_ADD_CVAR(weapon, MO_PRI, hooked_time_max) \ + WEP_ADD_CVAR(weapon, MO_SEC, damage) \ + WEP_ADD_CVAR(weapon, MO_SEC, duration) \ + WEP_ADD_CVAR(weapon, MO_SEC, edgedamage) \ + WEP_ADD_CVAR(weapon, MO_SEC, force) \ + WEP_ADD_CVAR(weapon, MO_SEC, gravity) \ + WEP_ADD_CVAR(weapon, MO_SEC, lifetime) \ + WEP_ADD_CVAR(weapon, MO_SEC, power) \ + WEP_ADD_CVAR(weapon, MO_SEC, radius) \ + WEP_ADD_CVAR(weapon, MO_SEC, speed) \ + WEP_ADD_CVAR(weapon, MO_SEC, health) \ + WEP_ADD_CVAR(weapon, MO_SEC, damageforcescale) \ + 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 -void spawnfunc_weapon_hook() -{ - if(g_grappling_hook) // offhand hook - { - startitem_failed = TRUE; - remove(self); - return; - } - weapon_defaultspawnfunc(WEP_HOOK); -} +HOOK_SETTINGS(hook) .float dmg; .float dmg_edge; @@ -33,6 +46,20 @@ void spawnfunc_weapon_hook() .float hook_refire; .float hook_time_hooked; .float hook_time_fueldecrease; +#endif +#else +#ifdef SVQC + +void spawnfunc_weapon_hook() +{ + if(g_grappling_hook) // offhand hook + { + startitem_failed = TRUE; + remove(self); + return; + } + weapon_defaultspawnfunc(WEP_HOOK); +} void W_Hook_ExplodeThink (void) { @@ -62,12 +89,12 @@ void W_Hook_Explode2 (void) self.think = W_Hook_ExplodeThink; self.nextthink = time; - self.dmg = autocvar_g_balance_hook_secondary_damage; - self.dmg_edge = autocvar_g_balance_hook_secondary_edgedamage; - self.dmg_radius = autocvar_g_balance_hook_secondary_radius; - self.dmg_force = autocvar_g_balance_hook_secondary_force; - self.dmg_power = autocvar_g_balance_hook_secondary_power; - self.dmg_duration = autocvar_g_balance_hook_secondary_duration; + self.dmg = WEP_CVAR_SEC(hook, damage); + self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage); + self.dmg_radius = WEP_CVAR_SEC(hook, radius); + self.dmg_force = WEP_CVAR_SEC(hook, force); + self.dmg_power = WEP_CVAR_SEC(hook, power); + self.dmg_duration = WEP_CVAR_SEC(hook, duration); self.teleport_time = time; self.dmg_last = 1; self.movetype = MOVETYPE_NONE; @@ -97,37 +124,37 @@ void W_Hook_Attack2() { entity gren; - W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hook_secondary_ammo, FALSE); - W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, autocvar_g_balance_hook_secondary_damage); + W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hook, ammo), FALSE); + W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); gren = spawn (); gren.owner = gren.realowner = self; gren.classname = "hookbomb"; gren.bot_dodge = TRUE; - gren.bot_dodgerating = autocvar_g_balance_hook_secondary_damage; + gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage); gren.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY; setorigin(gren, w_shotorg); setsize(gren, '0 0 0', '0 0 0'); - gren.nextthink = time + autocvar_g_balance_hook_secondary_lifetime; + gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime); gren.think = adaptor_think2use_hittype_splash; gren.use = W_Hook_Explode2; gren.touch = W_Hook_Touch2; gren.takedamage = DAMAGE_YES; - gren.health = autocvar_g_balance_hook_secondary_health; - gren.damageforcescale = autocvar_g_balance_hook_secondary_damageforcescale; + gren.health = WEP_CVAR_SEC(hook, health); + gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale); gren.event_damage = W_Hook_Damage; gren.damagedbycontents = TRUE; gren.missile_flags = MIF_SPLASH | MIF_ARC; - gren.velocity = '0 0 1' * autocvar_g_balance_hook_secondary_speed; + gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed); if(autocvar_g_projectiles_newton_style) gren.velocity = gren.velocity + self.velocity; - gren.gravity = autocvar_g_balance_hook_secondary_gravity; + gren.gravity = WEP_CVAR_SEC(hook, gravity); //W_SetupProjectileVelocity(gren); // just falling down! gren.angles = '0 0 0'; @@ -159,25 +186,25 @@ float w_hook(float req) if (time > self.hook_refire) if (weapon_prepareattack(0, -1)) { - W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_hook_primary_fuel, FALSE); + W_DecreaseAmmo(ammo_fuel, WEP_CVAR_PRI(hook, ammo), FALSE); self.hook_state |= HOOK_FIRING; - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hook_primary_animtime, w_ready); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); } } if (self.BUTTON_ATCK2) { - if (weapon_prepareattack(1, autocvar_g_balance_hook_secondary_refire)) + if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire))) { W_Hook_Attack2(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hook_secondary_animtime, w_ready); + weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); } } if(self.hook) { // if hooked, no bombs, and increase the timer - self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_hook_primary_refire * W_WeaponRateFactor()); + self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor()); // hook also inhibits health regeneration, but only for 1 second if not(self.items & IT_UNLIMITED_WEAPON_AMMO) @@ -186,14 +213,14 @@ float w_hook(float req) if(self.hook && self.hook.state == 1) { - hooked_time_max = autocvar_g_balance_hook_primary_hooked_time_max; + hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); if (hooked_time_max > 0) { if ( time > self.hook_time_hooked + hooked_time_max ) self.hook_state |= HOOK_REMOVING; } - hooked_fuel = autocvar_g_balance_hook_primary_hooked_fuel; + hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo); if (hooked_fuel > 0) { if ( time > self.hook_time_fueldecrease ) @@ -219,7 +246,7 @@ float w_hook(float req) else { self.hook_time_hooked = time; - self.hook_time_fueldecrease = time + autocvar_g_balance_hook_primary_hooked_time_free; + self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); } if (self.BUTTON_CROUCH) @@ -258,6 +285,11 @@ float w_hook(float req) precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc precache_sound ("weapons/hook_fire.wav"); precache_sound ("weapons/hookbomb_fire.wav"); + #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/ + #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_HOOK,weapon,prop,name) + HOOK_SETTINGS(hook) + #undef WEP_ADD_CVAR + #undef WEP_ADD_PROP return TRUE; } case WR_SETUP: @@ -272,11 +304,11 @@ float w_hook(float req) if(self.hook) return self.ammo_fuel > 0; else - return self.ammo_fuel >= autocvar_g_balance_hook_primary_fuel; + return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); } case WR_CHECKAMMO2: { - return self.ammo_cells >= autocvar_g_balance_hook_secondary_ammo; + return self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); } case WR_RESETPLAYER: { diff --git a/qcsrc/common/weapons/w_nex.qc b/qcsrc/common/weapons/w_nex.qc index 2ab08e53a..f1a798050 100644 --- a/qcsrc/common/weapons/w_nex.qc +++ b/qcsrc/common/weapons/w_nex.qc @@ -34,6 +34,7 @@ REGISTER_WEAPON( WEP_ADD_CVAR(weapon, MO_NONE, charge_minspeed) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_maxspeed) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_velocity_rate) \ + WEP_ADD_CVAR(weapon, MO_NONE, secondary) \ WEP_ADD_CVAR(weapon, MO_SEC, chargepool) \ WEP_ADD_CVAR(weapon, MO_SEC, chargepool_regen) \ WEP_ADD_CVAR(weapon, MO_SEC, chargepool_pause_regen) \ @@ -141,7 +142,7 @@ float w_nex(float req) self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(nex, chargepool_pause_regen)); } - if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload + if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); else { @@ -153,7 +154,7 @@ float w_nex(float req) weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(nex, animtime), w_ready); } } - if ((WEP_CVAR(nex, charge) && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2) + if ((WEP_CVAR(nex, charge) && !WEP_CVAR(nex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2) { if(WEP_CVAR(nex, charge)) { @@ -217,7 +218,7 @@ float w_nex(float req) } } } - else if(autocvar_g_balance_nex_secondary) + else if(WEP_CVAR(nex, secondary)) { if (weapon_prepareattack(0, WEP_CVAR_SEC(nex, refire))) { @@ -262,7 +263,7 @@ float w_nex(float req) } case WR_CHECKAMMO2: { - if(autocvar_g_balance_nex_secondary) + if(WEP_CVAR(nex, secondary)) { // don't allow charging if we don't have enough ammo ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(nex, ammo); diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index 056bf0550..38c056bac 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -230,26 +230,6 @@ float autocvar_g_balance_hlac_secondary_spread; float autocvar_g_balance_hlac_secondary_spread_crouchmod; float autocvar_g_balance_hlac_reload_ammo; float autocvar_g_balance_hlac_reload_time; -float autocvar_g_balance_hook_primary_animtime; -float autocvar_g_balance_hook_primary_fuel; -float autocvar_g_balance_hook_primary_hooked_fuel; -float autocvar_g_balance_hook_primary_hooked_time_free; -float autocvar_g_balance_hook_primary_hooked_time_max; -float autocvar_g_balance_hook_primary_refire; -float autocvar_g_balance_hook_secondary_ammo; -float autocvar_g_balance_hook_secondary_animtime; -float autocvar_g_balance_hook_secondary_damage; -float autocvar_g_balance_hook_secondary_duration; -float autocvar_g_balance_hook_secondary_edgedamage; -float autocvar_g_balance_hook_secondary_force; -float autocvar_g_balance_hook_secondary_gravity; -float autocvar_g_balance_hook_secondary_lifetime; -float autocvar_g_balance_hook_secondary_power; -float autocvar_g_balance_hook_secondary_radius; -float autocvar_g_balance_hook_secondary_refire; -float autocvar_g_balance_hook_secondary_speed; -float autocvar_g_balance_hook_secondary_health; -float autocvar_g_balance_hook_secondary_damageforcescale; float autocvar_g_balance_keyhunt_damageforcescale; float autocvar_g_balance_keyhunt_delay_collect; float autocvar_g_balance_keyhunt_delay_return; @@ -347,7 +327,6 @@ float autocvar_g_balance_minstanex_animtime; float autocvar_g_balance_minstanex_refire; float autocvar_g_balance_minstanex_reload_ammo; float autocvar_g_balance_minstanex_reload_time; -float autocvar_g_balance_nex_secondary; float autocvar_g_balance_nex_reload_ammo; float autocvar_g_balance_nex_reload_time; float autocvar_g_balance_nexball_primary_animtime;