]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_crylink.qc
fix laserguided missiles; remove prandom again, it fails
[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, "null"); // 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.flags = FL_PROJECTILE;
122
123                 CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK);
124
125                 counter = counter + 1;
126         }
127 }
128
129 void W_Crylink_Attack2 (void)
130 {
131         local float counter, shots;
132         local entity proj;
133
134         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
135                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
136
137         W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire2.wav");
138
139         shots = cvar("g_balance_crylink_secondary_shots");
140         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
141         while (counter < shots)
142         {
143                 proj = spawn ();
144                 proj.realowner = proj.owner = self;
145                 proj.classname = "spike";
146                 proj.bot_dodge = TRUE;
147                 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
148
149                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
150                 proj.solid = SOLID_BBOX;
151                 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
152                 //proj.gravity = 0.001;
153
154                 setmodel (proj, "null"); // precision set below
155                 setsize (proj, '0 0 0', '0 0 0');
156                 setorigin (proj, w_shotorg);
157
158                 proj.velocity = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
159                 W_SetupProjectileVelocity(proj);
160                 proj.touch = W_Crylink_Touch2;
161                 if(counter == (shots - 1) / 2)
162                         SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
163                 else
164                         SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
165                 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
166                 //proj.scale = 1 + 1 * proj.cnt;
167
168                 proj.angles = vectoangles (proj.velocity);
169
170                 //proj.glow_size = 20;
171
172                 proj.flags = FL_PROJECTILE;
173
174                 CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK);
175
176                 counter = counter + 1;
177         }
178 }
179
180
181 /*
182 // experimental lightning gun
183 void W_Crylink_Attack3 (void)
184 {
185         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
186                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
187         W_SetupShot (self, '25 8 -8', TRUE, 0, "weapons/crylink_fire.wav");
188
189         traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * 1000, FALSE, self, self.ping * 0.001);
190
191         pointparticles(particleeffectnum("lightning_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
192         pointparticles(particleeffectnum("lightning_impact", trace_endpos, trace_plane_normal * 1000, 1);
193         trailparticles(world, particleeffectnum("lightning_beam", w_shotorg, trace_endpos);
194
195         if (trace_fraction < 1)
196                 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), WEP_CRYLINK | HITTYPE_SECONDARY, trace_endpos, '0 0 0');
197 }
198 */
199
200 void spawnfunc_weapon_crylink (void)
201 {
202         weapon_defaultspawnfunc(WEP_CRYLINK);
203 }
204
205 float w_crylink(float req)
206 {
207         if (req == WR_AIM)
208         {
209                 if (random() > 0.15)
210                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
211                 else
212                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
213         }
214         else if (req == WR_THINK)
215         {
216                 if (self.BUTTON_ATCK)
217                 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
218                 {
219                         W_Crylink_Attack();
220                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
221                 }
222                 if (self.BUTTON_ATCK2)
223                 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
224                 {
225                         W_Crylink_Attack2();
226                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
227                 }
228         }
229         else if (req == WR_PRECACHE)
230         {
231                 precache_model ("models/weapons/g_crylink.md3");
232                 precache_model ("models/weapons/v_crylink.md3");
233                 precache_model ("models/weapons/w_crylink.zym");
234                 precache_sound ("weapons/crylink_fire.wav");
235                 precache_sound ("weapons/crylink_fire2.wav");
236         }
237         else if (req == WR_SETUP)
238                 weapon_setup(WEP_CRYLINK);
239         else if (req == WR_CHECKAMMO1)
240                 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
241         else if (req == WR_CHECKAMMO2)
242                 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
243         else if (req == WR_SUICIDEMESSAGE)
244         {
245                 w_deathtypestring = "succeeded at self-destructing himself with the Crylink";
246         }
247         else if (req == WR_KILLMESSAGE)
248         {
249                 if(w_deathtype & HITTYPE_BOUNCE)
250                         w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
251                 else if(w_deathtype & HITTYPE_SPLASH)
252                         w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
253                 else
254                         w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY
255         }
256         return TRUE;
257 };