From: Martin Taibr Date: Mon, 2 Jul 2018 06:41:18 +0000 (+0200) Subject: Merge branch 'master' into martin-t/bullet-trails X-Git-Tag: xonotic-v0.8.5~1797^2~1^2~13 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=bc3f297ed082b23fb33dd0d8f5dcd33bb0198507;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into martin-t/bullet-trails --- bc3f297ed082b23fb33dd0d8f5dcd33bb0198507 diff --cc qcsrc/common/mutators/mutator/overkill/okhmg.qc index 000000000,d278ca9d4..003cd3abc mode 000000,100644..100644 --- a/qcsrc/common/mutators/mutator/overkill/okhmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/okhmg.qc @@@ -1,0 -1,168 +1,168 @@@ + #include "okhmg.qh" + + #ifdef SVQC + + REGISTER_MUTATOR(okhmg_nadesupport, true); + MUTATOR_HOOKFUNCTION(okhmg_nadesupport, Nade_Damage) + { + if (M_ARGV(1, entity) != WEP_OVERKILL_HMG) return; + return = true; + M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1; + } + + void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) + { + if (!PHYS_INPUT_BUTTON_ATCK(actor)) + { + w_ready(thiswep, actor, weaponentity, fire); + return; + } + + if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS))) + { + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); + w_ready(thiswep, actor, weaponentity, fire); + return; + } + + W_DecreaseAmmo(WEP_OVERKILL_HMG, actor, WEP_CVAR_PRI(okhmg, ammo), weaponentity); + + W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okhmg, damage), WEP_OVERKILL_HMG.m_id); + + if(!autocvar_g_norecoil) + { + actor.punchangle_x = random () - 0.5; + actor.punchangle_y = random () - 0.5; + } + + float okhmg_spread = bound(WEP_CVAR_PRI(okhmg, spread_min), WEP_CVAR_PRI(okhmg, spread_min) + (WEP_CVAR_PRI(okhmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okhmg, spread_max)); - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, 0); ++ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, EFFECT_RIFLE); + + 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(okhmg, refire) * W_WeaponRateFactor(actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okhmg, refire), W_OverkillHeavyMachineGun_Attack_Auto); + } + + METHOD(OverkillHeavyMachineGun, 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(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) + { + if ((WEP_CVAR_SEC(okhmg, 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(okhmg, refire) * W_WeaponRateFactor(actor); + BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity); + 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(okhmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okhmg, 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_OverkillHeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); + return; + } + if ((fire & 2) && (WEP_CVAR_SEC(okhmg, refire_type) == 0)) // Secondary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okhmg, refire))) + { + return; + } + BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okhmg, animtime), w_ready); + } + } + + METHOD(OverkillHeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) + { + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okhmg, ammo); + if (autocvar_g_balance_okhmg_reload_ammo) + { + ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_PRI(okhmg, ammo); + } + return ammo_amount; + } + + METHOD(OverkillHeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) + { + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okhmg, ammo); + if (autocvar_g_balance_okhmg_reload_ammo) + { + ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_SEC(okhmg, ammo); + } + return ammo_amount; + } + + METHOD(OverkillHeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) + { + W_Reload(actor, weaponentity, WEP_CVAR_PRI(okhmg, ammo), SND_RELOAD); + } + + METHOD(OverkillHeavyMachineGun, wr_suicidemessage, Notification(entity thiswep)) + { + return WEAPON_THINKING_WITH_PORTALS; + } + + METHOD(OverkillHeavyMachineGun, wr_killmessage, Notification(entity thiswep)) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_OVERKILL_HMG_MURDER_SNIPE; + else + return WEAPON_OVERKILL_HMG_MURDER_SPRAY; + } + + #endif + #ifdef CSQC + + METHOD(OverkillHeavyMachineGun, 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, ATTEN_NORM); + } + + #endif diff --cc qcsrc/common/mutators/mutator/overkill/okmachinegun.qc index 000000000,63c1e245b..27502a759 mode 000000,100644..100644 --- a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc +++ b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc @@@ -1,0 -1,156 +1,155 @@@ + #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), 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); ++ 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, EFFECT_RIFLE); + + 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); + BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity); + 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; + } + BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity); + 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/weapons/weapon/shotgun.qc index 5429b3541,4acceed71..fe465e528 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@@ -2,15 -2,16 +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), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); - 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, EFFECT_RIFLE_WEAK); + 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); ++ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, EFFECT_RIFLE_WEAK); - 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)