]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_crylink.qc
make crylink no longer use an impact sound and effect, instead do this on csqc
[divverent/nexuiz.git] / data / qcsrc / server / w_crylink.qc
1 .float gravity;
2
3 .entity realowner;
4
5 void W_Crylink_Touch (void)
6 {
7         float finalhit;
8         float f;
9         PROJECTILE_TOUCH;
10         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
11         if(finalhit)
12                 f = 1;
13         else
14                 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
15         if(self.alpha)
16                 f *= self.alpha;
17         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);
18         if (finalhit)
19         {
20                 remove (self);
21                 return;
22         }
23         self.cnt = self.cnt - 1;
24         self.angles = vectoangles(self.velocity);
25         self.owner = world;
26         self.projectiledeathtype |= HITTYPE_BOUNCE;
27         //self.scale = 1 + self.cnt;
28
29         UpdateCSQCProjectile(self);
30 }
31
32 void W_Crylink_Touch2 (void)
33 {
34         float finalhit;
35         float f;
36         PROJECTILE_TOUCH;
37         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
38         if(finalhit)
39                 f = 1;
40         else
41                 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
42         if(self.alpha)
43                 f *= self.alpha;
44         RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage") * f, cvar("g_balance_crylink_secondary_edgedamage") * f, cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force") * f, self.projectiledeathtype, other);
45         if (finalhit)
46         {
47                 remove (self);
48                 return;
49         }
50         self.cnt = self.cnt - 1;
51         self.angles = vectoangles(self.velocity);
52         self.owner = world;
53         self.projectiledeathtype |= HITTYPE_BOUNCE;
54 //      self.scale = 1 + 1 * self.cnt;
55
56         UpdateCSQCProjectile(self);
57 }
58
59 void W_Crylink_Attack (void)
60 {
61         local float counter, shots;
62         local entity proj;
63         local vector s;
64         vector forward, right, up;
65
66         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
67                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
68
69         W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
70         forward = v_forward;
71         right = v_right;
72         up = v_up;
73
74         shots = cvar("g_balance_crylink_primary_shots");
75         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
76         while (counter < shots)
77         {
78                 proj = spawn ();
79                 proj.realowner = proj.owner = self;
80                 proj.classname = "spike";
81                 proj.bot_dodge = TRUE;
82                 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
83
84                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
85                 proj.solid = SOLID_BBOX;
86                 proj.projectiledeathtype = WEP_CRYLINK;
87                 //proj.gravity = 0.001;
88
89                 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
90                 setsize (proj, '0 0 0', '0 0 0');
91                 setorigin (proj, w_shotorg);
92
93
94                 s = '0 0 0';
95                 if (counter == 0)
96                         s = '0 0 0';
97                 else
98                 {
99                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
100                         s_y = v_forward_x;
101                         s_z = v_forward_y;
102                 }
103                 s = s * cvar("g_balance_crylink_primary_spread");
104                 proj.velocity = (w_shotdir + right * s_y + up * s_z) * cvar("g_balance_crylink_primary_speed");
105 //              proj.velocity = (w_shotdir + randomvec() * cvar("g_balance_crylink_primary_spread")) * cvar("g_balance_crylink_primary_speed");
106                 W_SetupProjectileVelocity(proj);
107                 proj.touch = W_Crylink_Touch;
108                 if(counter == 0)
109                         SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
110                 else if(counter <= 3)
111                         SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime"));
112                 else
113                         SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime"));
114                 proj.cnt = cvar("g_balance_crylink_primary_bounces");
115                 //proj.scale = 1 + 1 * proj.cnt;
116
117                 proj.angles = vectoangles (proj.velocity);
118
119                 //proj.glow_size = 20;
120
121                 proj.effects = EF_LOWPRECISION;
122                 proj.flags = FL_PROJECTILE;
123
124                 CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK);
125
126                 counter = counter + 1;
127         }
128 }
129
130 void W_Crylink_Attack2 (void)
131 {
132         local float counter, shots;
133         local entity proj;
134
135         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
136                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
137
138         W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire2.wav");
139
140         shots = cvar("g_balance_crylink_secondary_shots");
141         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
142         while (counter < shots)
143         {
144                 proj = spawn ();
145                 proj.realowner = proj.owner = self;
146                 proj.classname = "spike";
147                 proj.bot_dodge = TRUE;
148                 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
149
150                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
151                 proj.solid = SOLID_BBOX;
152                 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
153                 //proj.gravity = 0.001;
154
155                 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
156                 setsize (proj, '0 0 0', '0 0 0');
157                 setorigin (proj, w_shotorg);
158
159                 proj.velocity = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
160                 W_SetupProjectileVelocity(proj);
161                 proj.touch = W_Crylink_Touch2;
162                 if(counter == (shots - 1) / 2)
163                         SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
164                 else
165                         SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
166                 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
167                 //proj.scale = 1 + 1 * proj.cnt;
168
169                 proj.angles = vectoangles (proj.velocity);
170
171                 //proj.glow_size = 20;
172
173                 proj.effects = EF_LOWPRECISION;
174                 proj.flags = FL_PROJECTILE;
175
176                 CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK);
177
178                 counter = counter + 1;
179         }
180 }
181
182
183 /*
184 // experimental lightning gun
185 void W_Crylink_Attack3 (void)
186 {
187         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
188                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
189         W_SetupShot (self, '25 8 -8', TRUE, 0, "weapons/crylink_fire.wav");
190
191         traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * 1000, FALSE, self, self.ping * 0.001);
192
193         pointparticles(particleeffectnum("lightning_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
194         pointparticles(particleeffectnum("lightning_impact", trace_endpos, trace_plane_normal * 1000, 1);
195         trailparticles(world, particleeffectnum("lightning_beam", w_shotorg, trace_endpos);
196
197         if (trace_fraction < 1)
198                 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), WEP_CRYLINK | HITTYPE_SECONDARY, trace_endpos, '0 0 0');
199 }
200 */
201
202 void spawnfunc_weapon_crylink (void)
203 {
204         weapon_defaultspawnfunc(WEP_CRYLINK);
205 }
206
207 float w_crylink(float req)
208 {
209         if (req == WR_AIM)
210         {
211                 if (random() > 0.15)
212                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
213                 else
214                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
215         }
216         else if (req == WR_THINK)
217         {
218                 if (self.BUTTON_ATCK)
219                 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
220                 {
221                         W_Crylink_Attack();
222                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
223                 }
224                 if (self.BUTTON_ATCK2)
225                 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
226                 {
227                         W_Crylink_Attack2();
228                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
229                 }
230         }
231         else if (req == WR_PRECACHE)
232         {
233                 precache_model ("models/plasma.mdl");
234                 precache_model ("models/plasmatrail.mdl");
235                 precache_model ("models/weapons/g_crylink.md3");
236                 precache_model ("models/weapons/v_crylink.md3");
237                 precache_model ("models/weapons/w_crylink.zym");
238                 precache_sound ("weapons/crylink_fire.wav");
239                 precache_sound ("weapons/crylink_fire2.wav");
240                 precache_sound ("weapons/crylink_impact.wav");
241                 precache_sound ("weapons/crylink_impact2.wav");
242         }
243         else if (req == WR_SETUP)
244                 weapon_setup(WEP_CRYLINK);
245         else if (req == WR_CHECKAMMO1)
246                 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
247         else if (req == WR_CHECKAMMO2)
248                 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
249         else if (req == WR_SUICIDEMESSAGE)
250         {
251                 w_deathtypestring = "succeeded at self-destructing himself with the Crylink";
252         }
253         else if (req == WR_KILLMESSAGE)
254         {
255                 if(w_deathtype & HITTYPE_BOUNCE)
256                         w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
257                 else if(w_deathtype & HITTYPE_SPLASH)
258                         w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
259                 else
260                         w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY
261         }
262         return TRUE;
263 };