From 9342bdb2c8a15b979a50505eb1d733385aa1d1d7 Mon Sep 17 00:00:00 2001 From: Lyberta Date: Fri, 7 Apr 2017 04:12:11 +0300 Subject: [PATCH] Added secondary fire to HMG and RPC. --- bal-wep-overkill.cfg | 42 +++--- bal-wep-xonotic.cfg | 68 ++++++--- qcsrc/common/mutators/mutator/overkill/hmg.qc | 114 ++++++++++++--- qcsrc/common/mutators/mutator/overkill/hmg.qh | 29 ++-- qcsrc/common/mutators/mutator/overkill/rpc.qc | 133 +++++++++++++----- qcsrc/common/mutators/mutator/overkill/rpc.qh | 39 +++-- .../mutators/mutator/overkill/sv_overkill.qc | 48 ------- 7 files changed, 308 insertions(+), 165 deletions(-) diff --git a/bal-wep-overkill.cfg b/bal-wep-overkill.cfg index 86f986eb2..3590d45c5 100644 --- a/bal-wep-overkill.cfg +++ b/bal-wep-overkill.cfg @@ -778,16 +778,16 @@ set g_balance_arc_weaponstartoverride -1 set g_balance_arc_weaponthrowable 1 // }}} // {{{ #21: Heavy Machine Gun -set g_balance_hmg_ammo 1 -set g_balance_hmg_damage 30 -set g_balance_hmg_force 10 -set g_balance_hmg_refire 0.05 +set g_balance_hmg_primary_ammo 1 +set g_balance_hmg_primary_damage 30 +set g_balance_hmg_primary_force 10 +set g_balance_hmg_primary_refire 0.05 +set g_balance_hmg_primary_solidpenetration 32 +set g_balance_hmg_primary_spread_add 0.005 +set g_balance_hmg_primary_spread_max 0.06 +set g_balance_hmg_primary_spread_min 0.01 set g_balance_hmg_reload_ammo 120 set g_balance_hmg_reload_time 1 -set g_balance_hmg_solidpenetration 32 -set g_balance_hmg_spread_add 0.005 -set g_balance_hmg_spread_max 0.06 -set g_balance_hmg_spread_min 0.01 set g_balance_hmg_switchdelay_drop 0.2 set g_balance_hmg_switchdelay_raise 0.2 set g_balance_hmg_weaponreplace "" @@ -796,21 +796,21 @@ set g_balance_hmg_weaponstartoverride 0 set g_balance_hmg_weaponthrowable 0 // }}} // {{{ #22: Rocket Propelled Chainsaw -set g_balance_rpc_ammo 10 -set g_balance_rpc_animtime 1 -set g_balance_rpc_damage 150 -set g_balance_rpc_damage2 500 -set g_balance_rpc_damageforcescale 2 -set g_balance_rpc_edgedamage 50 -set g_balance_rpc_force 400 -set g_balance_rpc_health 25 -set g_balance_rpc_lifetime 30 -set g_balance_rpc_radius 300 -set g_balance_rpc_refire 1 +set g_balance_rpc_primary_ammo 10 +set g_balance_rpc_primary_animtime 1 +set g_balance_rpc_primary_damage 150 +set g_balance_rpc_primary_damage2 500 +set g_balance_rpc_primary_damageforcescale 2 +set g_balance_rpc_primary_edgedamage 50 +set g_balance_rpc_primary_force 400 +set g_balance_rpc_primary_health 25 +set g_balance_rpc_primary_lifetime 30 +set g_balance_rpc_primary_radius 300 +set g_balance_rpc_primary_refire 1 +set g_balance_rpc_primary_speed 2500 +set g_balance_rpc_primary_speedaccel 5000 set g_balance_rpc_reload_ammo 10 set g_balance_rpc_reload_time 1 -set g_balance_rpc_speed 2500 -set g_balance_rpc_speedaccel 5000 set g_balance_rpc_switchdelay_drop 0.2 set g_balance_rpc_switchdelay_raise 0.2 set g_balance_rpc_weaponreplace "" diff --git a/bal-wep-xonotic.cfg b/bal-wep-xonotic.cfg index 0a538347e..7686ad2f4 100644 --- a/bal-wep-xonotic.cfg +++ b/bal-wep-xonotic.cfg @@ -778,16 +778,29 @@ set g_balance_arc_weaponstartoverride -1 set g_balance_arc_weaponthrowable 1 // }}} // {{{ #21: Heavy Machine Gun -set g_balance_hmg_ammo 1 -set g_balance_hmg_damage 10 -set g_balance_hmg_force 5 -set g_balance_hmg_refire 0.05 +set g_balance_hmg_primary_ammo 1 +set g_balance_hmg_primary_damage 10 +set g_balance_hmg_primary_force 5 +set g_balance_hmg_primary_refire 0.05 +set g_balance_hmg_primary_solidpenetration 32 +set g_balance_hmg_primary_spread_add 0.01 +set g_balance_hmg_primary_spread_max 0.05 +set g_balance_hmg_primary_spread_min 0.02 set g_balance_hmg_reload_ammo 120 set g_balance_hmg_reload_time 1 -set g_balance_hmg_solidpenetration 32 -set g_balance_hmg_spread_add 0.01 -set g_balance_hmg_spread_max 0.05 -set g_balance_hmg_spread_min 0.02 +set g_balance_hmg_secondary_ammo 0 +set g_balance_hmg_secondary_animtime 0.2 +set g_balance_hmg_secondary_damage 25 +set g_balance_hmg_secondary_delay 0 +set g_balance_hmg_secondary_edgedamage 12.5 +set g_balance_hmg_secondary_force 300 +set g_balance_hmg_secondary_lifetime 5 +set g_balance_hmg_secondary_radius 70 +set g_balance_hmg_secondary_refire 0.7 +set g_balance_hmg_secondary_refire_type 1 +set g_balance_hmg_secondary_shotangle 0 +set g_balance_hmg_secondary_speed 6000 +set g_balance_hmg_secondary_spread 0 set g_balance_hmg_switchdelay_drop 0.2 set g_balance_hmg_switchdelay_raise 0.2 set g_balance_hmg_weaponreplace "" @@ -796,21 +809,34 @@ set g_balance_hmg_weaponstartoverride 0 set g_balance_hmg_weaponthrowable 0 // }}} // {{{ #22: Rocket Propelled Chainsaw -set g_balance_rpc_ammo 10 -set g_balance_rpc_animtime 1 -set g_balance_rpc_damage 150 -set g_balance_rpc_damage2 500 -set g_balance_rpc_damageforcescale 2 -set g_balance_rpc_edgedamage 50 -set g_balance_rpc_force 400 -set g_balance_rpc_health 25 -set g_balance_rpc_lifetime 30 -set g_balance_rpc_radius 300 -set g_balance_rpc_refire 1 +set g_balance_rpc_primary_ammo 10 +set g_balance_rpc_primary_animtime 1 +set g_balance_rpc_primary_damage 150 +set g_balance_rpc_primary_damage2 500 +set g_balance_rpc_primary_damageforcescale 2 +set g_balance_rpc_primary_edgedamage 50 +set g_balance_rpc_primary_force 400 +set g_balance_rpc_primary_health 25 +set g_balance_rpc_primary_lifetime 30 +set g_balance_rpc_primary_radius 300 +set g_balance_rpc_primary_refire 1 +set g_balance_rpc_primary_speed 1250 +set g_balance_rpc_primary_speedaccel 5000 set g_balance_rpc_reload_ammo 10 set g_balance_rpc_reload_time 1 -set g_balance_rpc_speed 1250 -set g_balance_rpc_speedaccel 5000 +set g_balance_rpc_secondary_ammo 0 +set g_balance_rpc_secondary_animtime 0.2 +set g_balance_rpc_secondary_damage 25 +set g_balance_rpc_secondary_delay 0 +set g_balance_rpc_secondary_edgedamage 12.5 +set g_balance_rpc_secondary_force 300 +set g_balance_rpc_secondary_lifetime 5 +set g_balance_rpc_secondary_radius 70 +set g_balance_rpc_secondary_refire 0.7 +set g_balance_rpc_secondary_refire_type 1 +set g_balance_rpc_secondary_shotangle 0 +set g_balance_rpc_secondary_speed 6000 +set g_balance_rpc_secondary_spread 0 set g_balance_rpc_switchdelay_drop 0.2 set g_balance_rpc_switchdelay_raise 0.2 set g_balance_rpc_weaponreplace "" diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qc b/qcsrc/common/mutators/mutator/overkill/hmg.qc index caf96a67b..28ce4604a 100644 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qc @@ -27,9 +27,9 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone return; } - W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo), weaponentity); + W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR_PRI(hmg, ammo), weaponentity); - W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage)); + W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hmg, damage)); if(!autocvar_g_norecoil) { @@ -37,8 +37,8 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone actor.punchangle_y = random () - 0.5; } - float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(hmg, spread_max)); - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0); + float hmg_spread = bound(WEP_CVAR_PRI(hmg, spread_min), WEP_CVAR_PRI(hmg, spread_min) + (WEP_CVAR_PRI(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(hmg, spread_max)); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR_PRI(hmg, solidpenetration), WEP_CVAR_PRI(hmg, damage), WEP_CVAR_PRI(hmg, force), WEP_HMG.m_id, 0); actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; @@ -54,8 +54,8 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone } int slot = weaponslot(weaponentity); - ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hmg, refire) * W_WeaponRateFactor(actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hmg, refire), W_HeavyMachineGun_Attack_Auto); } METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) @@ -68,42 +68,114 @@ METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weapo METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(hmg, ammo)) { // forced reload + if ((WEP_CVAR_SEC(hmg, 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(hmg, refire) * W_WeaponRateFactor(actor); + // Ugly hack to reuse the fire mode of the blaster. + makevectors(actor.v_angle); + Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack + actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(hmg, shotangle), + WEP_CVAR_SEC(hmg, damage), + WEP_CVAR_SEC(hmg, edgedamage), + WEP_CVAR_SEC(hmg, radius), + WEP_CVAR_SEC(hmg, force), + WEP_CVAR_SEC(hmg, speed), + WEP_CVAR_SEC(hmg, spread), + WEP_CVAR_SEC(hmg, delay), + WEP_CVAR_SEC(hmg, lifetime) + ); + actor.(weaponentity).m_weapon = oldwep; + 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(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(hmg, ammo)) + { + // Forced reload. thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - if (fire & 1) - if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) - { - actor.(weaponentity).misc_bulletcounter = 0; - W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); - } - } + return; + } + if (fire & 1) // Primary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) + { + return; + } + actor.(weaponentity).misc_bulletcounter = 0; + W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); + return; + } + if ((fire & 2) && (WEP_CVAR_SEC(hmg, refire_type) == 0)) // Secondary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(hmg, refire))) + { + return; + } + // ugly instagib hack to reuse the fire mode of the laser + makevectors(actor.v_angle); + Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack + actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(hmg, shotangle), + WEP_CVAR_SEC(hmg, damage), + WEP_CVAR_SEC(hmg, edgedamage), + WEP_CVAR_SEC(hmg, radius), + WEP_CVAR_SEC(hmg, force), + WEP_CVAR_SEC(hmg, speed), + WEP_CVAR_SEC(hmg, spread), + WEP_CVAR_SEC(hmg, delay), + WEP_CVAR_SEC(hmg, lifetime) + ); + actor.(weaponentity).m_weapon = oldwep; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hmg, animtime), w_ready); + } } METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo); + float ammo_amount = actor.ammo_nails >= WEP_CVAR_PRI(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR_PRI(hmg, ammo); return ammo_amount; } METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo); + float ammo_amount = actor.ammo_nails >= WEP_CVAR_SEC(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR_SEC(hmg, ammo); return ammo_amount; } METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD); + W_Reload(actor, weaponentity, WEP_CVAR_PRI(hmg, ammo), SND_RELOAD); } METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep)) diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qh b/qcsrc/common/mutators/mutator/overkill/hmg.qh index 99eb4c809..44eef90d5 100644 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qh +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qh @@ -18,16 +18,29 @@ CLASS(HeavyMachineGun, Weapon) #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ - P(class, prefix, ammo, float, NONE) \ - P(class, prefix, damage, float, NONE) \ - P(class, prefix, force, float, NONE) \ - P(class, prefix, refire, float, NONE) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, damage, float, PRI) \ + P(class, prefix, force, float, PRI) \ + P(class, prefix, refire, float, PRI) \ + P(class, prefix, solidpenetration, float, PRI) \ + P(class, prefix, spread_add, float, PRI) \ + P(class, prefix, spread_max, float, PRI) \ + P(class, prefix, spread_min, float, PRI) \ + P(class, prefix, ammo, float, SEC) \ + P(class, prefix, animtime, float, SEC) \ + P(class, prefix, damage, float, SEC) \ + P(class, prefix, delay, float, SEC) \ + P(class, prefix, edgedamage, float, SEC) \ + P(class, prefix, force, float, SEC) \ + P(class, prefix, lifetime, float, SEC) \ + P(class, prefix, radius, float, SEC) \ + P(class, prefix, refire, float, SEC) \ + P(class, prefix, refire_type, float, SEC) \ + P(class, prefix, shotangle, float, SEC) \ + P(class, prefix, speed, float, SEC) \ + P(class, prefix, spread, float, SEC) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, solidpenetration, float, NONE) \ - P(class, prefix, spread_add, float, NONE) \ - P(class, prefix, spread_max, float, NONE) \ - P(class, prefix, spread_min, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qc b/qcsrc/common/mutators/mutator/overkill/rpc.qc index 745b87f85..afca9517c 100644 --- a/qcsrc/common/mutators/mutator/overkill/rpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/rpc.qc @@ -8,7 +8,7 @@ void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity) this.event_damage = func_null; this.takedamage = DAMAGE_NO; - RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, directhitentity); + RadiusDamage (this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, directhitentity); delete (this); } @@ -55,9 +55,9 @@ void W_RocketPropelledChainsaw_Think(entity this) tracebox(this.origin, this.mins, this.maxs, this.origin + this.pos1 * (2 * this.wait), MOVE_NORMAL, this); if(IS_PLAYER(trace_ent)) - Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR(rpc, force)); + Damage (trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR_PRI(rpc, force)); - this.velocity = this.pos1 * (this.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime)); + this.velocity = this.pos1 * (this.cnt + (WEP_CVAR_PRI(rpc, speedaccel) * sys_frametime)); UpdateCSQCProjectile(this); this.nextthink = time; @@ -68,18 +68,18 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor); entity flash = spawn (); - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity); - W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(rpc, ammo), weaponentity); + W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage)); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); PROJECTILE_MAKETRIGGER(missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; - missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2; + missile.bot_dodgerating = WEP_CVAR_PRI(rpc, damage) * 2; missile.takedamage = DAMAGE_YES; - missile.damageforcescale = WEP_CVAR(rpc, damageforcescale); - missile.health = WEP_CVAR(rpc, health); + missile.damageforcescale = WEP_CVAR_PRI(rpc, damageforcescale); + missile.health = WEP_CVAR_PRI(rpc, health); missile.event_damage = W_RocketPropelledChainsaw_Damage; missile.damagedbycontents = true; IL_PUSH(g_damagedbycontents, missile); @@ -89,12 +89,12 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point - W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0); + W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(rpc, speed), 0); settouch(missile, W_RocketPropelledChainsaw_Touch); setthink(missile, W_RocketPropelledChainsaw_Think); - missile.cnt = time + WEP_CVAR(rpc, lifetime); + missile.cnt = time + WEP_CVAR_PRI(rpc, lifetime); missile.nextthink = time; missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); @@ -113,46 +113,113 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(rpc, speed), 0, WEP_CVAR_PRI(rpc, lifetime), false); } METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) { - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - if (fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire))) - { - W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready); - } - } - - if (fire & 2) - { - // to-do - } - } + if ((WEP_CVAR_SEC(rpc, 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(rpc, refire) * W_WeaponRateFactor(actor); + // Ugly hack to reuse the fire mode of the blaster. + makevectors(actor.v_angle); + Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack + actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(rpc, shotangle), + WEP_CVAR_SEC(rpc, damage), + WEP_CVAR_SEC(rpc, edgedamage), + WEP_CVAR_SEC(rpc, radius), + WEP_CVAR_SEC(rpc, force), + WEP_CVAR_SEC(rpc, speed), + WEP_CVAR_SEC(rpc, spread), + WEP_CVAR_SEC(rpc, delay), + WEP_CVAR_SEC(rpc, lifetime) + ); + actor.(weaponentity).m_weapon = oldwep; + 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(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(rpc, ammo)) + { + // Forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + return; + } + if (fire & 1) // Primary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rpc, refire))) + { + return; + } + W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(rpc, animtime), w_ready); + return; + } + if ((fire & 2) && (WEP_CVAR_SEC(rpc, refire_type) == 0)) // Secondary attack + { + if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(rpc, refire))) + { + return; + } + // ugly instagib hack to reuse the fire mode of the laser + makevectors(actor.v_angle); + Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack + actor.(weaponentity).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + weaponentity, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(rpc, shotangle), + WEP_CVAR_SEC(rpc, damage), + WEP_CVAR_SEC(rpc, edgedamage), + WEP_CVAR_SEC(rpc, radius), + WEP_CVAR_SEC(rpc, force), + WEP_CVAR_SEC(rpc, speed), + WEP_CVAR_SEC(rpc, spread), + WEP_CVAR_SEC(rpc, delay), + WEP_CVAR_SEC(rpc, lifetime) + ); + actor.(weaponentity).m_weapon = oldwep; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(rpc, animtime), w_ready); + } } METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo); + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rpc, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_PRI(rpc, ammo); return ammo_amount; } METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - return false; + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rpc, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_SEC(rpc, ammo); + return ammo_amount; } METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, weaponentity, WEP_CVAR(rpc, ammo), SND_RELOAD); + W_Reload(actor, weaponentity, WEP_CVAR_PRI(rpc, ammo), SND_RELOAD); } METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep)) diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qh b/qcsrc/common/mutators/mutator/overkill/rpc.qh index 8de910102..d4d5c1772 100644 --- a/qcsrc/common/mutators/mutator/overkill/rpc.qh +++ b/qcsrc/common/mutators/mutator/overkill/rpc.qh @@ -18,21 +18,34 @@ CLASS(RocketPropelledChainsaw, Weapon) #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ - P(class, prefix, ammo, float, NONE) \ - P(class, prefix, animtime, float, NONE) \ - P(class, prefix, damage2, float, NONE) \ - P(class, prefix, damageforcescale, float, NONE) \ - P(class, prefix, damage, float, NONE) \ - P(class, prefix, edgedamage, float, NONE) \ - P(class, prefix, force, float, NONE) \ - P(class, prefix, health, float, NONE) \ - P(class, prefix, lifetime, float, NONE) \ - P(class, prefix, radius, float, NONE) \ - P(class, prefix, refire, float, NONE) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, animtime, float, PRI) \ + P(class, prefix, damage, float, PRI) \ + P(class, prefix, damage2, float, PRI) \ + P(class, prefix, damageforcescale, float, PRI) \ + P(class, prefix, edgedamage, float, PRI) \ + P(class, prefix, force, float, PRI) \ + P(class, prefix, health, float, PRI) \ + P(class, prefix, lifetime, float, PRI) \ + P(class, prefix, radius, float, PRI) \ + P(class, prefix, refire, float, PRI) \ + P(class, prefix, speedaccel, float, PRI) \ + P(class, prefix, speed, float, PRI) \ + P(class, prefix, ammo, float, SEC) \ + P(class, prefix, animtime, float, SEC) \ + P(class, prefix, damage, float, SEC) \ + P(class, prefix, delay, float, SEC) \ + P(class, prefix, edgedamage, float, SEC) \ + P(class, prefix, force, float, SEC) \ + P(class, prefix, lifetime, float, SEC) \ + P(class, prefix, radius, float, SEC) \ + P(class, prefix, refire, float, SEC) \ + P(class, prefix, refire_type, float, SEC) \ + P(class, prefix, shotangle, float, SEC) \ + P(class, prefix, speed, float, SEC) \ + P(class, prefix, spread, float, SEC) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, speedaccel, float, NONE) \ - P(class, prefix, speed, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ diff --git a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc index 1a6faa16f..fdf942af2 100644 --- a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc +++ b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc @@ -110,54 +110,6 @@ MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon) return true; } -MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) -{ - if(game_stopped) - return; - - entity player = M_ARGV(0, entity); - - if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player)) - return; - - if(PHYS_INPUT_BUTTON_ATCK2(player)) - if( !forbidWeaponUse(player) - || (round_handler_IsActive() && !round_handler_IsRoundStarted()) ) - if(time >= player.jump_interval) - { - player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player); - makevectors(player.v_angle); - - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - - if(player.(weaponentity).m_weapon == WEP_Null && slot != 0) - continue; - - Weapon oldwep = player.(weaponentity).m_weapon; - player.(weaponentity).m_weapon = WEP_BLASTER; - W_Blaster_Attack( - player, - weaponentity, - WEP_BLASTER.m_id | HITTYPE_SECONDARY, - WEP_CVAR_SEC(vaporizer, shotangle), - WEP_CVAR_SEC(vaporizer, damage), - WEP_CVAR_SEC(vaporizer, edgedamage), - WEP_CVAR_SEC(vaporizer, radius), - WEP_CVAR_SEC(vaporizer, force), - WEP_CVAR_SEC(vaporizer, speed), - WEP_CVAR_SEC(vaporizer, spread), - WEP_CVAR_SEC(vaporizer, delay), - WEP_CVAR_SEC(vaporizer, lifetime) - ); - player.(weaponentity).m_weapon = oldwep; - } - } - - PHYS_INPUT_BUTTON_ATCK2(player) = false; -} - MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect) { entity player = M_ARGV(0, entity); -- 2.39.2