From d43844b0d539d986a219b41e17c2dec6dea601bc Mon Sep 17 00:00:00 2001 From: Mario Date: Sat, 15 Jun 2013 19:51:31 +1000 Subject: [PATCH] Move crylink to the new cvar system --- balanceXonotic.cfg | 4 +- qcsrc/common/weapons/w_crylink.qc | 235 +++++++++++++----------------- qcsrc/server/autocvars.qh | 51 ------- 3 files changed, 107 insertions(+), 183 deletions(-) diff --git a/balanceXonotic.cfg b/balanceXonotic.cfg index 0046d7ef6..5c2d79a32 100644 --- a/balanceXonotic.cfg +++ b/balanceXonotic.cfg @@ -553,8 +553,8 @@ set g_balance_crylink_secondary_linkexplode 1 set g_balance_crylink_secondary_middle_lifetime 5 // range: 35000 full, fades to 70000 set g_balance_crylink_secondary_middle_fadetime 5 -set g_balance_crylink_secondary_line_lifetime 5 -set g_balance_crylink_secondary_line_fadetime 5 +set g_balance_crylink_secondary_other_lifetime 5 +set g_balance_crylink_secondary_other_fadetime 5 set g_balance_crylink_switchdelay_drop 0.2 set g_balance_crylink_switchdelay_raise 0.2 diff --git a/qcsrc/common/weapons/w_crylink.qc b/qcsrc/common/weapons/w_crylink.qc index 983b3305d..a8f075dea 100644 --- a/qcsrc/common/weapons/w_crylink.qc +++ b/qcsrc/common/weapons/w_crylink.qc @@ -10,8 +10,41 @@ REGISTER_WEAPON( /* shortname */ "crylink", /* fullname */ _("Crylink") ); -#else + +#define CRYLINK_SETTINGS(weapon) \ + WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \ + WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \ + WEP_ADD_CVAR(weapon, MO_BOTH, damage) \ + WEP_ADD_CVAR(weapon, MO_BOTH, edgedamage) \ + WEP_ADD_CVAR(weapon, MO_BOTH, radius) \ + WEP_ADD_CVAR(weapon, MO_BOTH, force) \ + WEP_ADD_CVAR(weapon, MO_BOTH, spread) \ + WEP_ADD_CVAR(weapon, MO_BOTH, refire) \ + WEP_ADD_CVAR(weapon, MO_BOTH, speed) \ + WEP_ADD_CVAR(weapon, MO_BOTH, shots) \ + WEP_ADD_CVAR(weapon, MO_BOTH, bounces) \ + WEP_ADD_CVAR(weapon, MO_BOTH, bouncedamagefactor) \ + WEP_ADD_CVAR(weapon, MO_BOTH, middle_lifetime) \ + WEP_ADD_CVAR(weapon, MO_BOTH, middle_fadetime) \ + WEP_ADD_CVAR(weapon, MO_BOTH, other_lifetime) \ + WEP_ADD_CVAR(weapon, MO_BOTH, other_fadetime) \ + WEP_ADD_CVAR(weapon, MO_BOTH, linkexplode) \ + WEP_ADD_CVAR(weapon, MO_BOTH, joindelay) \ + WEP_ADD_CVAR(weapon, MO_BOTH, joinspread) \ + WEP_ADD_CVAR(weapon, MO_BOTH, jointime) \ + WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode) \ + WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_damage) \ + WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_edgedamage) \ + WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_radius) \ + WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_force) \ + WEP_ADD_CVAR(weapon, MO_SEC, spreadtype) \ + 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 +CRYLINK_SETTINGS(crylink) void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); } .float gravity; .float crylink_waitrelease; @@ -19,6 +52,9 @@ void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); } .entity queuenext; .entity queueprev; +#endif +#else +#ifdef SVQC void W_Crylink_CheckLinks(entity e) { @@ -78,11 +114,10 @@ void W_Crylink_LinkExplode (entity e, entity e2) if(e == e.realowner.crylink_lastgroup) e.realowner.crylink_lastgroup = world; - - if(e.projectiledeathtype & HITTYPE_SECONDARY) - RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other); - else - RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other); + + float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY); + + RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other); W_Crylink_LinkExplode(e.queuenext, e2); @@ -205,31 +240,16 @@ void W_Crylink_LinkJoinEffect_Think() } if(n >= 2) { - if(e.projectiledeathtype & HITTYPE_SECONDARY) - { - if(autocvar_g_balance_crylink_secondary_joinexplode) - { - n = n / autocvar_g_balance_crylink_secondary_shots; - RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n, - autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n, - autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner, world, - autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other); - - pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n); - } - } - else + float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY); + + if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode)) { - if(autocvar_g_balance_crylink_primary_joinexplode) - { - n = n / autocvar_g_balance_crylink_primary_shots; - RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n, - autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n, - autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner, world, - autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other); - - pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n); - } + n /= WEP_CVAR_BOTH(crylink, isprimary, shots); + RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n, + WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n, + WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n, e.realowner, world, + WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n, e.projectiledeathtype, other); + pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n); } } } @@ -263,6 +283,7 @@ void W_Crylink_Touch (void) { float finalhit; float f; + float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY); PROJECTILE_TOUCH; float a; @@ -272,57 +293,13 @@ void W_Crylink_Touch (void) if(finalhit) f = 1; else - f = autocvar_g_balance_crylink_primary_bouncedamagefactor; - if(a) - f *= a; - - float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other); - - if(totaldamage && ((autocvar_g_balance_crylink_primary_linkexplode == 2) || ((autocvar_g_balance_crylink_primary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_primary_radius)))) - { - if(self == self.realowner.crylink_lastgroup) - self.realowner.crylink_lastgroup = world; - W_Crylink_LinkExplode(self.queuenext, self); - self.classname = "spike_oktoremove"; - remove (self); - return; - } - else if(finalhit) - { - // just unlink - W_Crylink_Dequeue(self); - remove(self); - return; - } - self.cnt = self.cnt - 1; - self.angles = vectoangles(self.velocity); - self.owner = world; - self.projectiledeathtype |= HITTYPE_BOUNCE; - // commented out as it causes a little hitch... - //if(proj.cnt == 0) - // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE); -} - -void W_Crylink_Touch2 (void) -{ - float finalhit; - float f; - PROJECTILE_TOUCH; - - float a; - a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1); - - finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); - if(finalhit) - f = 1; - else - f = autocvar_g_balance_crylink_secondary_bouncedamagefactor; + f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor); if(a) f *= a; - float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other); + float totaldamage = RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, self.projectiledeathtype, other); - if(totaldamage && ((autocvar_g_balance_crylink_secondary_linkexplode == 2) || ((autocvar_g_balance_crylink_secondary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_secondary_radius)))) + if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(self, WEP_CVAR_BOTH(crylink, isprimary, radius))))) { if(self == self.realowner.crylink_lastgroup) self.realowner.crylink_lastgroup = world; @@ -363,17 +340,17 @@ void W_Crylink_Attack (void) W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo); - maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots; - maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces; - if(autocvar_g_balance_crylink_primary_joinexplode) - maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage; + maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots); + maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces); + if(WEP_CVAR_PRI(crylink, joinexplode)) + maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage); W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg); forward = v_forward; right = v_right; up = v_up; - shots = autocvar_g_balance_crylink_primary_shots; + shots = WEP_CVAR_PRI(crylink, shots); pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); proj = prevproj = firstproj = world; for(counter = 0; counter < shots; ++counter) @@ -383,7 +360,7 @@ void W_Crylink_Attack (void) proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; - proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage; + proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage); if(shots == 1) { proj.queuenext = proj; proj.queueprev = proj; @@ -422,25 +399,25 @@ void W_Crylink_Attack (void) s_y = v_forward_x; s_z = v_forward_y; } - s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor; - W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE); + s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor; + W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE); proj.touch = W_Crylink_Touch; proj.think = W_Crylink_Fadethink; if(counter == 0) { - proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime; - proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime; - proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime; + proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime); + proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime); + proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime); } else { - proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime; - proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime; - proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime; + proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime); + proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime); + proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime); } - proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay; - proj.cnt = autocvar_g_balance_crylink_primary_bounces; + proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay); + proj.cnt = WEP_CVAR_PRI(crylink, bounces); //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles (proj.velocity); @@ -454,7 +431,7 @@ void W_Crylink_Attack (void) other = proj; MUTATOR_CALLHOOK(EditProjectile); } - if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0) + if(WEP_CVAR_PRI(crylink, joinspread) != 0 || WEP_CVAR_PRI(crylink, jointime) != 0) { self.crylink_lastgroup = proj; W_Crylink_CheckLinks(proj); @@ -472,17 +449,17 @@ void W_Crylink_Attack2 (void) W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo); - maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots; - maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces; - if(autocvar_g_balance_crylink_secondary_joinexplode) - maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage; + maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots); + maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces); + if(WEP_CVAR_SEC(crylink, joinexplode)) + maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage); W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg); forward = v_forward; right = v_right; up = v_up; - shots = autocvar_g_balance_crylink_secondary_shots; + shots = WEP_CVAR_SEC(crylink, shots); pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); proj = prevproj = firstproj = world; for(counter = 0; counter < shots; ++counter) @@ -492,7 +469,7 @@ void W_Crylink_Attack2 (void) proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; - proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage; + proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage); if(shots == 1) { proj.queuenext = proj; proj.queueprev = proj; @@ -521,7 +498,7 @@ void W_Crylink_Attack2 (void) setorigin (proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); - if(autocvar_g_balance_crylink_secondary_spreadtype == 1) + if(WEP_CVAR_SEC(crylink, spreadtype) == 1) { s = '0 0 0'; if (counter == 0) @@ -532,31 +509,31 @@ void W_Crylink_Attack2 (void) s_y = v_forward_x; s_z = v_forward_y; } - s = s * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor; + s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor; s = w_shotdir + right * s_y + up * s_z; } else { - s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor); + s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor); } - W_SetupProjectileVelocityEx(proj, s, v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE); - proj.touch = W_Crylink_Touch2; + W_SetupProjectileVelocityEx(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE); + proj.touch = W_Crylink_Touch; proj.think = W_Crylink_Fadethink; if(counter == (shots - 1) / 2) { - proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime; - proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime; - proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime; + proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime); + proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime); + proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime); } else { - proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime; - proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime; - proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime; + proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime); + proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime); + proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime); } - proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay; - proj.cnt = autocvar_g_balance_crylink_secondary_bounces; + proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay); + proj.cnt = WEP_CVAR_SEC(crylink, bounces); //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles (proj.velocity); @@ -570,7 +547,7 @@ void W_Crylink_Attack2 (void) other = proj; MUTATOR_CALLHOOK(EditProjectile); } - if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0) + if(WEP_CVAR_SEC(crylink, joinspread) != 0 || WEP_CVAR_SEC(crylink, jointime) != 0) { self.crylink_lastgroup = proj; W_Crylink_CheckLinks(proj); @@ -586,9 +563,9 @@ float w_crylink(float req) case WR_AIM: { if (random() < 0.10) - self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE); + self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE); else - self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE); + self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE); return TRUE; } @@ -600,20 +577,20 @@ float w_crylink(float req) if (self.BUTTON_ATCK) { if (self.crylink_waitrelease != 1) - if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire)) + if (weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire))) { W_Crylink_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready); } } if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary) { if (self.crylink_waitrelease != 2) - if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire)) + if (weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire))) { W_Crylink_Attack2(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready); + weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready); } } @@ -626,16 +603,9 @@ float w_crylink(float req) { vector pos; entity linkjoineffect; - - if(self.crylink_waitrelease == 1) - { - pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime); - - } - else - { - pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed, autocvar_g_balance_crylink_secondary_jointime); - } + float isprimary = (self.crylink_waitrelease == 1); + + pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed), WEP_CVAR_BOTH(crylink, isprimary, jointime)); linkjoineffect = spawn(); linkjoineffect.think = W_Crylink_LinkJoinEffect_Think; @@ -665,6 +635,11 @@ float w_crylink(float req) precache_sound ("weapons/crylink_fire.wav"); precache_sound ("weapons/crylink_fire2.wav"); precache_sound ("weapons/crylink_linkjoin.wav"); + #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/ + #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_CRYLINK).##prop = autocvar_g_balance_##weapon##_##name; + CRYLINK_SETTINGS(crylink) + #undef WEP_ADD_CVAR + #undef WEP_ADD_PROP return TRUE; } case WR_SETUP: diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index e97547f2b..94621ab0d 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -125,58 +125,7 @@ float autocvar_g_balance_contents_playerdamage_drowning; float autocvar_g_balance_contents_playerdamage_lava; float autocvar_g_balance_contents_playerdamage_slime; float autocvar_g_balance_contents_projectiledamage; -float autocvar_g_balance_crylink_primary_ammo; -float autocvar_g_balance_crylink_primary_animtime; -float autocvar_g_balance_crylink_primary_bouncedamagefactor; -float autocvar_g_balance_crylink_primary_bounces; -float autocvar_g_balance_crylink_primary_damage; -float autocvar_g_balance_crylink_primary_edgedamage; -float autocvar_g_balance_crylink_primary_force; -float autocvar_g_balance_crylink_primary_joindelay; -float autocvar_g_balance_crylink_primary_joinexplode; -float autocvar_g_balance_crylink_primary_joinexplode_damage; -float autocvar_g_balance_crylink_primary_joinexplode_edgedamage; -float autocvar_g_balance_crylink_primary_joinexplode_force; -float autocvar_g_balance_crylink_primary_joinexplode_radius; -float autocvar_g_balance_crylink_primary_joinspread; -float autocvar_g_balance_crylink_primary_jointime; -float autocvar_g_balance_crylink_primary_linkexplode; -float autocvar_g_balance_crylink_primary_middle_fadetime; -float autocvar_g_balance_crylink_primary_middle_lifetime; -float autocvar_g_balance_crylink_primary_other_fadetime; -float autocvar_g_balance_crylink_primary_other_lifetime; -float autocvar_g_balance_crylink_primary_radius; -float autocvar_g_balance_crylink_primary_refire; -float autocvar_g_balance_crylink_primary_shots; -float autocvar_g_balance_crylink_primary_speed; -float autocvar_g_balance_crylink_primary_spread; float autocvar_g_balance_crylink_secondary; -float autocvar_g_balance_crylink_secondary_ammo; -float autocvar_g_balance_crylink_secondary_animtime; -float autocvar_g_balance_crylink_secondary_bouncedamagefactor; -float autocvar_g_balance_crylink_secondary_bounces; -float autocvar_g_balance_crylink_secondary_damage; -float autocvar_g_balance_crylink_secondary_edgedamage; -float autocvar_g_balance_crylink_secondary_force; -float autocvar_g_balance_crylink_secondary_joindelay; -float autocvar_g_balance_crylink_secondary_joinexplode; -float autocvar_g_balance_crylink_secondary_joinexplode_damage; -float autocvar_g_balance_crylink_secondary_joinexplode_edgedamage; -float autocvar_g_balance_crylink_secondary_joinexplode_force; -float autocvar_g_balance_crylink_secondary_joinexplode_radius; -float autocvar_g_balance_crylink_secondary_joinspread; -float autocvar_g_balance_crylink_secondary_jointime; -float autocvar_g_balance_crylink_secondary_line_fadetime; -float autocvar_g_balance_crylink_secondary_line_lifetime; -float autocvar_g_balance_crylink_secondary_linkexplode; -float autocvar_g_balance_crylink_secondary_middle_fadetime; -float autocvar_g_balance_crylink_secondary_middle_lifetime; -float autocvar_g_balance_crylink_secondary_radius; -float autocvar_g_balance_crylink_secondary_refire; -float autocvar_g_balance_crylink_secondary_shots; -float autocvar_g_balance_crylink_secondary_speed; -float autocvar_g_balance_crylink_secondary_spread; -float autocvar_g_balance_crylink_secondary_spreadtype; float autocvar_g_balance_crylink_reload_ammo; float autocvar_g_balance_crylink_reload_time; float autocvar_g_balance_damagepush_speedfactor; -- 2.39.2