Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
sv_weapon.qc
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1#include "sv_weapon.qh"
2
3void W_Nexball_Attack(Weapon thiswep, entity actor, .entity weaponentity, float t);
4void W_Nexball_Attack2(Weapon thiswep, entity actor, .entity weaponentity);
5vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity);
6
7METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
8{
9 TC(BallStealer, thiswep);
10 if (fire & 1)
11 if (weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
12 {
14 {
15 if (actor.ballcarried && !STAT(NB_METERSTART, actor))
16 STAT(NB_METERSTART, actor) = time;
17 else
18 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
19 }
20 else
21 {
22 W_Nexball_Attack(thiswep, actor, weaponentity, -1);
23 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
24 }
25 }
26 if (fire & 2)
27 if (weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
28 {
29 W_Nexball_Attack2(thiswep, actor, weaponentity);
30 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
31 }
32
33 if (!(fire & 1) && STAT(NB_METERSTART, actor) && actor.ballcarried)
34 {
35 W_Nexball_Attack(thiswep, actor, weaponentity, time - STAT(NB_METERSTART, actor));
36 // DropBall or stealing will set metertime back to 0
37 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
38 }
39}
40
41METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor, .entity weaponentity))
42{
43 TC(BallStealer, this);
44 //weapon_setup(WEP_PORTO.m_id);
45}
46
47METHOD(BallStealer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
48{
49 TC(BallStealer, thiswep);
50}
51
52METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor, .entity weaponentity))
53{
54 TC(BallStealer, this);
55 return true;
56}
57
58METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor, .entity weaponentity))
59{
60 TC(BallStealer, this);
61 return true;
62}
63
65{
66 //dprint("W_Nexball_Think\n");
67 //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
68 vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
69 vector old_dir = normalize(this.velocity);
70 float _speed = vlen(this.velocity);
71 vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
72 //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
73
74 this.velocity = new_vel;
75
76 this.nextthink = time;
77}
78
80{
81 //this.think = func_null;
82 //this.enemy = NULL;
83
85 entity ball = toucher;
86 entity attacker = this.owner;
87 // TODO: mutator hook to prevent picking up objectives
88 if ((attacker.team != toucher.team || autocvar_g_nexball_basketball_teamsteal)
89 && (ball = toucher.ballcarried) && !IS_DEAD(toucher) && (IS_PLAYER(attacker)))
90 {
93 if (!attacker.ballcarried && !IS_DEAD(attacker))
94 {
95 LogNB("stole", attacker);
97
98 if (SAME_TEAM(attacker, toucher) && time > CS(attacker).teamkill_complain)
99 {
100 CS(attacker).teamkill_complain = time + 5;
101 CS(attacker).teamkill_soundtime = time + 0.4;
102 CS(attacker).teamkill_soundsource = toucher;
103 }
104
105 GiveBall(attacker, toucher.ballcarried);
106 }
107 }
108
109 delete(this);
110}
111
112void W_Nexball_Attack(Weapon thiswep, entity actor, .entity weaponentity, float t)
113{
114 entity ball = actor.ballcarried;
115 if (!ball)
116 return;
117
118 W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0, WEP_PORTO.m_id); // TODO: use ballstealer weapon here? we don't want duplicates in the scoreboard
121 {
122 if (STAT(NB_METERSTART, actor))
123 STAT(NB_METERSTART, actor) = 0; // Shot failed, hide the power meter
124 return;
125 }
126
127 // Calculate multiplier
128 float mul;
129 if (t < 0)
130 mul = 1;
131 else
132 {
134 float ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
135 //One triangle wave period with 1 as max
137 if (mul > 1)
138 mul = 2 - mul;
139 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
140 }
141
143
144 // TODO: use the speed_up cvar too ??
145}
146
147void W_Nexball_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
148{
149 if (actor.ballcarried.enemy)
150 {
151 entity _ball = actor.ballcarried;
152 W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0, WEP_PORTO.m_id | HITTYPE_SECONDARY); // TODO: use the ball stealer weapon here? probably don't want duplicates
153 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32, _ball));
155 _ball.nextthink = time;
156 return;
157 }
158
160 return;
161
162 W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0, WEP_PORTO.m_id);
163 entity missile = new(ballstealer);
164
165 missile.owner = actor;
166
167 set_movetype(missile, MOVETYPE_FLY);
168 PROJECTILE_MAKETRIGGER(missile);
169
170 //setmodel(missile, "models/elaser.mdl"); // precision set below
171 setsize(missile, '0 0 0', '0 0 0');
172 setorigin(missile, w_shotorg);
173
175 missile.angles = vectoangles(missile.velocity);
176 settouch(missile, W_Nexball_Touch);
177 setthink(missile, SUB_Remove);
178 missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; // FIXME: use a distance instead?
179
180 missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
181 missile.flags = FL_PROJECTILE;
182 IL_PUSH(g_projectiles, missile);
183 IL_PUSH(g_bot_dodge, missile);
184
185 CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
186}
IntrusiveList g_bot_dodge
Definition api.qh:150
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
entity owner
Definition main.qh:87
#define IS_DEAD(s)
Definition player.qh:244
#define IS_PLAYER(s)
Definition player.qh:242
const int FL_PROJECTILE
Definition constants.qh:85
vector velocity
float time
float trace_startsolid
float nextthink
float MOVE_WORLDONLY
const int EF_BRIGHTFIELD
void CSQCProjectile(entity e, float clientanimate, int type, float docull)
float teamkill_complain
Definition damage.qh:54
const int HITTYPE_SECONDARY
Definition all.qh:29
void SUB_Remove(entity this)
Remove entity.
Definition defer.qh:13
float EF_LOWPRECISION
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define TC(T, sym)
Definition _all.inc:82
#define STAT(...)
Definition stats.qh:82
float vlen(vector v)
vector vectoangles(vector v)
vector normalize(vector v)
float max(float f,...)
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
#define UNSET_ONGROUND(s)
Definition movetypes.qh:18
const int MOVETYPE_FLY
Definition movetypes.qh:134
#define METHOD(cname, name, prototype)
Definition oo.qh:269
#define NULL
Definition post.qh:14
const int PROJECTILE_ELECTRO
Definition projectiles.qh:3
#define setthink(e, f)
vector
Definition self.qh:92
vector org
Definition self.qh:92
entity entity toucher
Definition self.qh:72
#define settouch(e, f)
Definition self.qh:73
#define PROJECTILE_TOUCH(e, t)
Definition common.qh:28
IntrusiveList g_projectiles
Definition common.qh:58
#define PROJECTILE_MAKETRIGGER(e)
Definition common.qh:34
const int CH_TRIGGER
Definition sound.qh:12
const float VOL_BASE
Definition sound.qh:36
const int CH_WEAPON_A
Definition sound.qh:7
#define _sound(e, c, s, v, a)
Definition sound.qh:43
const float ATTEN_NORM
Definition sound.qh:30
ClientState CS(Client this)
Definition state.qh:47
entity enemy
Definition sv_ctf.qh:153
float autocvar_g_nexball_basketball_meter_minpower
Definition sv_nexball.qc:22
float autocvar_g_balance_nexball_primary_refire
Definition sv_nexball.qc:42
bool autocvar_g_nexball_basketball_meter
Definition sv_nexball.qc:20
float autocvar_g_balance_nexball_secondary_refire
Definition sv_nexball.qc:47
float autocvar_g_nexball_basketball_meter_maxpower
Definition sv_nexball.qc:21
void LogNB(string mode, entity actor)
Definition sv_nexball.qc:76
float autocvar_g_balance_nexball_primary_animtime
Definition sv_nexball.qc:41
float autocvar_g_balance_nexball_secondary_lifetime
Definition sv_nexball.qc:46
float autocvar_g_balance_nexball_secondary_speed
Definition sv_nexball.qc:48
void GiveBall(entity plyr, entity ball)
float autocvar_g_balance_nexball_primary_speed
Definition sv_nexball.qc:43
float autocvar_g_nexball_safepass_turnrate
Definition sv_nexball.qc:34
float autocvar_g_balance_nexball_secondary_force
Definition sv_nexball.qc:45
float autocvar_g_nexball_tackling
Definition sv_nexball.qc:38
void DropBall(entity ball, vector org, vector vel)
float autocvar_g_balance_nexball_secondary_animtime
Definition sv_nexball.qc:44
float autocvar_g_nexball_basketball_teamsteal
Definition sv_nexball.qh:44
const vector BALL_MAXS
Definition sv_nexball.qh:26
float g_nexball_meter_period
Definition sv_nexball.qh:54
const vector BALL_MINS
Definition sv_nexball.qh:25
void W_Nexball_Think(entity this)
Definition sv_weapon.qc:64
vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity)
Definition jumppads.qc:32
void W_Nexball_Attack2(Weapon thiswep, entity actor,.entity weaponentity)
Definition sv_weapon.qc:147
void W_Nexball_Attack(Weapon thiswep, entity actor,.entity weaponentity, float t)
Definition sv_weapon.qc:112
void W_Nexball_Touch(entity this, entity toucher)
Definition sv_weapon.qc:79
#define SAME_TEAM(a, b)
Definition teams.qh:241
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
Definition tracing.qc:174
vector w_shotdir
Definition tracing.qh:20
vector w_shotorg
Definition tracing.qh:19
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition tracing.qh:34
#define W_SetupProjVelocity_Basic(ent, pspeed, pspread)
Definition tracing.qh:49
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)