From ec553fe574daf3e947de51b4a965bfd4723b96b7 Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Tue, 12 Apr 2011 23:25:01 +0300 Subject: [PATCH] Move the releasing of loaded rockets in its own function. --- qcsrc/server/w_hagar.qc | 132 +++++++++++++++++++++------------------- 1 file changed, 70 insertions(+), 62 deletions(-) diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 89cce0b3b..265cb28f4 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -113,6 +113,74 @@ void W_Hagar_Attack2 (void) } .float hagar_loadstep, hagar_loadblock; +void W_Hagar_Attack2_Load_Release (void) +{ + // time to release the rockets we've loaded + + local entity missile; + local float counter, shots; + local vector s; + vector forward, right, up; + + if(!self.hagar_load) + return; + + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo); + + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage); + pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + + forward = v_forward; + right = v_right; + up = v_up; + + shots = self.hagar_load; + missile = world; + while (counter < shots) + { + missile = spawn (); + missile.owner = missile.realowner = self; + missile.classname = "missile"; + missile.bot_dodge = TRUE; + missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; + + missile.touch = W_Hagar_Touch; // not bouncy + missile.use = W_Hagar_Explode2; + missile.think = adaptor_think2use_hittype_splash; + missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand; + PROJECTILE_MAKETRIGGER(missile); + missile.projectiledeathtype = WEP_HAGAR; + setorigin (missile, w_shotorg); + setsize(missile, '0 0 0', '0 0 0'); + missile.movetype = MOVETYPE_FLY; + + s = '0 0 0'; + if (counter == 0) + s = '0 0 0'; + else + { + makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); + s_y = v_forward_x; + s_z = v_forward_y; + } + s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor; + W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE); + + missile.angles = vectoangles (missile.velocity); + missile.flags = FL_PROJECTILE; + + CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); + + counter = counter + 1; + } + + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire; + self.hagar_load = 0; +} + void W_Hagar_Attack2_Load (void) { // loadable hagar secondary attack, must always run each frame @@ -123,11 +191,8 @@ void W_Hagar_Attack2_Load (void) return; } - local entity missile; - local float counter, shots, loaded; + local float loaded; local float used_ammo, enough_ammo; - local vector s; - vector forward, right, up; loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max; @@ -181,64 +246,7 @@ void W_Hagar_Attack2_Load (void) if(self.hagar_load) if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold)) if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire)) - { - // time to release the rockets we've loaded - - W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo); - - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage); - pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - - forward = v_forward; - right = v_right; - up = v_up; - - shots = self.hagar_load; - missile = world; - while (counter < shots) - { - missile = spawn (); - missile.owner = missile.realowner = self; - missile.classname = "missile"; - missile.bot_dodge = TRUE; - missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; - - missile.touch = W_Hagar_Touch; // not bouncy - missile.use = W_Hagar_Explode2; - missile.think = adaptor_think2use_hittype_splash; - missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand; - PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_HAGAR; - setorigin (missile, w_shotorg); - setsize(missile, '0 0 0', '0 0 0'); - missile.movetype = MOVETYPE_FLY; - - s = '0 0 0'; - if (counter == 0) - s = '0 0 0'; - else - { - makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); - s_y = v_forward_x; - s_z = v_forward_y; - } - s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor; - W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE); - - missile.angles = vectoangles (missile.velocity); - missile.flags = FL_PROJECTILE; - - CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); - - other = missile; MUTATOR_CALLHOOK(EditProjectile); - - counter = counter + 1; - } - - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); - self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire; - self.hagar_load = 0; - } + W_Hagar_Attack2_Load_Release(); } void spawnfunc_weapon_hagar (void) -- 2.39.2