From 8d156e01bb18624baf99c0df8652d09bb4b28c95 Mon Sep 17 00:00:00 2001 From: drjaska Date: Mon, 5 Dec 2022 20:00:19 +0200 Subject: [PATCH] why no sound networking :( --- qcsrc/common/weapons/weapon/vortex.qc | 73 ++++++++++++++++----------- 1 file changed, 43 insertions(+), 30 deletions(-) diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index b73cfbf21..796d5ba45 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -157,9 +157,9 @@ void W_Vortex_Charge(entity actor, .entity weaponentity, float dt) actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt); } -.float hagar_loadstep, hagar_loadbeep, hagar_warning; -.float hagar_loadblock; // fire press checker, not original use -//.float vortex_bow_in_charging; +.float hagar_loadblock; // are we loading or not +.float hagar_loadstep; // time when to force release +.float hagar_loadbeep, hagar_warning; // prevent sounds from playing on multiple frames void W_Vortex_Charge_Bow(Weapon thiswep, entity actor, .entity weaponentity) { // loadable vortex attack, must always run each frame @@ -170,57 +170,58 @@ void W_Vortex_Charge_Bow(Weapon thiswep, entity actor, .entity weaponentity) bool loaded = actor.(weaponentity).vortex_charge == WEP_CVAR(vortex, charge_limit); + // check if we can attempt to charge more if(PHYS_INPUT_BUTTON_ATCK(actor) && (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)) || actor.(weaponentity).hagar_loadblock == true)) { - actor.(weaponentity).hagar_loadblock = true; + actor.(weaponentity).hagar_loadblock = true; // we are charging - // check if we can attempt to charge more - if(!loaded) + if(!loaded) // not fully loaded { W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME); actor.(weaponentity).state = WS_INUSE; if(!actor.(weaponentity).hagar_loadbeep){ - //sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * 0.8, ATTN_NORM); - actor.(weaponentity).hagar_loadbeep = true; // set to true so that charging sound isn't replayed each charging frame + // set to true so that charging sound isn't replayed each charging frame + actor.(weaponentity).hagar_loadbeep = true; + // TODO find a better charging sound? + sound(actor, CH_SHOTS_SINGLE, SND_ELECTRO_FLY, 1, ATTEN_NORM); } if(actor.(weaponentity).vortex_charge >= WEP_CVAR(vortex, charge_limit)){ loaded = true; - actor.(weaponentity).hagar_loadbeep = false; // set to false so we can play full charge beep + actor.(weaponentity).hagar_loadstep = time + WEP_CVAR(vortex, charge_bow_hold) * W_WeaponRateFactor(actor); actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_limit); //no overcharge + + // we are now fully loaded, play a beep sound to notify the player + sound(actor, CH_WEAPON_B, SND_ONS_SPARK1, 1, ATTEN_NORM); + + sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, 1, ATTEN_NORM); } } - if(loaded && !actor.(weaponentity).hagar_loadbeep) // prevents the beep from playing each frame - { - // if this is the last rocket we can load, play a beep sound to notify the player - sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); - actor.(weaponentity).hagar_loadbeep = true; - actor.(weaponentity).hagar_loadstep = time + WEP_CVAR(vortex, charge_bow_hold) * W_WeaponRateFactor(actor); - } - - // play warning sound if we're about to release - if(!actor.(weaponentity).hagar_warning) // prevents the beep from playing each frame + else if(!actor.(weaponentity).hagar_warning) // prevents the beep from playing each frame { - if(loaded && actor.(weaponentity).hagar_loadstep - 0.5 < time && WEP_CVAR(vortex, charge_bow_hold) >= 0) + if(actor.(weaponentity).hagar_loadstep - 0.5 < time && WEP_CVAR(vortex, charge_bow_hold) >= 0) { - // we're about to automatically release after holding time, play a beep sound to notify the player - sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); + // we're soon about to automatically have a forced release + // play a sound to notify the player + sound(actor, CH_WEAPON_B, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); actor.(weaponentity).hagar_warning = true; } } } - if(actor.(weaponentity).vortex_charge && actor.(weaponentity).hagar_loadblock == true) + // have we charged? + if(actor.(weaponentity).vortex_charge && actor.(weaponentity).hagar_loadblock) { - // release if player let go of button or if they've held it in too long + // release if player let go of firing button or if they've held it in too long if(!PHYS_INPUT_BUTTON_ATCK(actor) || (loaded && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR(vortex, charge_bow_hold) >= 0)) { + stopsound(actor, CH_SHOTS_SINGLE); actor.(weaponentity).state = WS_READY; if(thiswep.wr_checkammo1(thiswep, actor, weaponentity)){ weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)); W_Vortex_Attack(thiswep, actor, weaponentity, 0); - actor.(weaponentity).hagar_loadblock = false; } + actor.(weaponentity).hagar_loadblock = false; } } else @@ -242,25 +243,37 @@ void W_Vortex_Charge_Bow(Weapon thiswep, entity actor, .entity weaponentity) METHOD(Vortex, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity)) { // we lost the weapon and want to prepare switching away - if(actor.(weaponentity).vortex_charge) + if(actor.(weaponentity).vortex_charge && actor.(weaponentity).hagar_loadblock) { + actor.(weaponentity).vortex_charge = 0; + actor.(weaponentity).hagar_loadbeep = false; + actor.(weaponentity).hagar_warning = false; + actor.(weaponentity).hagar_loadblock = false; actor.(weaponentity).state = WS_READY; - if(thiswep.wr_checkammo1(thiswep, actor, weaponentity)) - W_Vortex_Attack(thiswep, actor, weaponentity, 0); + stopsound(actor, CH_SHOTS_SINGLE); } } METHOD(Vortex, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity)) { // if we have charge loaded when we die, release it - if(actor.(weaponentity).vortex_charge && WEP_CVAR(vortex, charge_bow_hold_releasedeath)) - if(thiswep.wr_checkammo1(thiswep, actor, weaponentity)) + if(actor.(weaponentity).vortex_charge && WEP_CVAR(vortex, charge_bow_hold_releasedeath)){ + actor.(weaponentity).state = WS_READY; + if(thiswep.wr_checkammo1(thiswep, actor, weaponentity)){ + weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)); W_Vortex_Attack(thiswep, actor, weaponentity, 0); + } + actor.(weaponentity).hagar_loadblock = false; + } } METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true)) PHYS_INPUT_BUTTON_ATCK(actor) = true; + + // check if we have a bow charging vortex and it's fully loaded + if(WEP_CVAR(vortex, charge_bow) && actor.(weaponentity).vortex_charge >= WEP_CVAR(vortex, charge_limit)) + PHYS_INPUT_BUTTON_ATCK(actor) = false; } METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { -- 2.39.2