From: FruitieX Date: Fri, 30 Jul 2010 22:41:16 +0000 (+0300) Subject: explode all crylink projectiles if even one of them hits (primary only currently) X-Git-Tag: xonotic-v0.1.0preview~388 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=d40f81427b3d1a570b069777a1852862f642c213;p=xonotic%2Fxonotic-data.pk3dir.git explode all crylink projectiles if even one of them hits (primary only currently) --- diff --git a/qcsrc/server/w_crylink.qc b/qcsrc/server/w_crylink.qc index 3d18ba12d..a8cd3ad53 100644 --- a/qcsrc/server/w_crylink.qc +++ b/qcsrc/server/w_crylink.qc @@ -6,22 +6,55 @@ REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLA .entity realowner; +.entity queuenext; +.entity queueprev; + +// force projectile to explode +void W_Crylink_LinkExplode (entity e, entity e2) +{ + float f; + f = 1; + if(e.alpha) + f = e.alpha; + RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, e.projectiledeathtype, other); + + if(e.queuenext != e2) + W_Crylink_LinkExplode(e.queuenext, e2); + remove (e); +} + // NO bounce protection, as bounces are limited! void W_Crylink_Touch (void) { float finalhit; float f; - PROJECTILE_TOUCH; + //PROJECTILE_TOUCH; + local entity savenext, saveprev; + savenext = self.queuenext; + saveprev = self.queueprev; + if(WarpZone_Projectile_Touch()) + { + if(wasfreed(self)) + { + savenext.queueprev = saveprev; + saveprev.queuenext = savenext; + } + return; + } + + float a; + a = 1 - (time - self.fade_time) * self.fade_rate; + finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) f = 1; else f = cvar("g_balance_crylink_primary_bouncedamagefactor"); - if(self.alpha) - f *= self.alpha; - RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other); - if (finalhit) + if(a) + f *= a; + if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other) || finalhit) { + W_Crylink_LinkExplode(self.queuenext, self); remove (self); return; } @@ -61,10 +94,17 @@ void W_Crylink_Touch2 (void) // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE); } +void W_Crylink_Fadethink (void) +{ + self.queuenext.queueprev = self.queueprev; + self.queueprev.queuenext = self.queuenext; + remove(self); +} + void W_Crylink_Attack (void) { local float counter, shots; - local entity proj; + local entity proj, prevproj, firstproj; local vector s; vector forward, right, up; @@ -85,6 +125,21 @@ void W_Crylink_Attack (void) proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage"); + if(counter == 0) { // first projectile, store in firstproj for now + firstproj = proj; + } + else if(counter == shots - 1) { // last projectile, link up with first projectile + prevproj.queuenext = proj; + firstproj.queueprev = proj; + proj.queuenext = firstproj; + proj.queueprev = prevproj; + } + else { // else link up with previous projectile + prevproj.queuenext = proj; + proj.queueprev = prevproj; + } + + prevproj = proj; proj.movetype = MOVETYPE_BOUNCEMISSILE; PROJECTILE_MAKETRIGGER(proj); @@ -107,12 +162,26 @@ void W_Crylink_Attack (void) s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor; W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0); proj.touch = W_Crylink_Touch; + + proj.think = W_Crylink_Fadethink; if(counter == 0) - SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime")); + { + proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime"); + self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime"); + proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime"); + } else if(counter <= 3) - SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime")); + { + proj.fade_time = time + cvar("g_balance_crylink_primary_star_lifetime"); + self.fade_rate = 1 / cvar("g_balance_crylink_primary_star_fadetime"); + proj.nextthink = time + cvar("g_balance_crylink_primary_star_lifetime") + cvar("g_balance_crylink_primary_star_fadetime"); + } else - SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime")); + { + proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime"); + self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime"); + proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime"); + } proj.cnt = cvar("g_balance_crylink_primary_bounces"); //proj.scale = 1 + 1 * proj.cnt;