Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
sv_weapon.qc
Go to the documentation of this file.
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))
13 {
14 if(actor.ballcarried && !STAT(NB_METERSTART, actor))
15 STAT(NB_METERSTART, actor) = time;
16 else
17 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
18 }
19 else
20 {
21 W_Nexball_Attack(thiswep, actor, weaponentity, -1);
22 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
23 }
24 if(fire & 2)
25 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
26 {
27 W_Nexball_Attack2(thiswep, actor, weaponentity);
28 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
29 }
30
31 if(!(fire & 1) && STAT(NB_METERSTART, actor) && actor.ballcarried)
32 {
33 W_Nexball_Attack(thiswep, actor, weaponentity, time - STAT(NB_METERSTART, actor));
34 // DropBall or stealing will set metertime back to 0
35 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
36 }
37}
38
39METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor, .entity weaponentity))
40{
41 TC(BallStealer, this);
42 //weapon_setup(WEP_PORTO.m_id);
43}
44
45METHOD(BallStealer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
46{
47 TC(BallStealer, thiswep);
48}
49
50METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor, .entity weaponentity))
51{
52 TC(BallStealer, this);
53 return true;
54}
55
56METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor, .entity weaponentity))
57{
58 TC(BallStealer, this);
59 return true;
60}
61
63{
64 //dprint("W_Nexball_Think\n");
65 //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
66 vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
67 vector old_dir = normalize(this.velocity);
68 float _speed = vlen(this.velocity);
69 vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
70 //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
71
72 this.velocity = new_vel;
73
74 this.nextthink = time;
75}
76
78{
79 entity ball, attacker;
80 attacker = this.owner;
81 //this.think = func_null;
82 //this.enemy = NULL;
83
85 // TODO: mutator hook to prevent picking up objectives
86 if(attacker.team != toucher.team || autocvar_g_nexball_basketball_teamsteal)
87 if((ball = toucher.ballcarried) && !IS_DEAD(toucher) && (IS_PLAYER(attacker)))
88 {
89 toucher.velocity = toucher.velocity + normalize(this.velocity) * toucher.damageforcescale * autocvar_g_balance_nexball_secondary_force;
91 if(!attacker.ballcarried && !IS_DEAD(attacker))
92 {
93 LogNB("stole", attacker);
95
96 if(SAME_TEAM(attacker, toucher) && time > CS(attacker).teamkill_complain)
97 {
98 CS(attacker).teamkill_complain = time + 5;
99 CS(attacker).teamkill_soundtime = time + 0.4;
100 CS(attacker).teamkill_soundsource = toucher;
101 }
102
103 GiveBall(attacker, toucher.ballcarried);
104 }
105 }
106 delete(this);
107}
108
109void W_Nexball_Attack(Weapon thiswep, entity actor, .entity weaponentity, float t)
110{
111 entity ball;
112 float mul, mi, ma;
113 if(!(ball = actor.ballcarried))
114 return;
115
116 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
119 {
120 if(STAT(NB_METERSTART, actor))
121 STAT(NB_METERSTART, actor) = 0; // Shot failed, hide the power meter
122 return;
123 }
124
125 //Calculate multiplier
126 if(t < 0)
127 mul = 1;
128 else
129 {
131 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
132 //One triangle wave period with 1 as max
134 if(mul > 1)
135 mul = 2 - mul;
136 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
137 }
138
140
141
142 //TODO: use the speed_up cvar too ??
143}
144
145void W_Nexball_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
146{
147 if(actor.ballcarried.enemy)
148 {
149 entity _ball = actor.ballcarried;
150 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
151 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32, _ball));
153 _ball.nextthink = time;
154 return;
155 }
156
158 return;
159
160 W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0, WEP_PORTO.m_id);
161 entity missile = new(ballstealer);
162
163 missile.owner = actor;
164
165 set_movetype(missile, MOVETYPE_FLY);
166 PROJECTILE_MAKETRIGGER(missile);
167
168 //setmodel(missile, "models/elaser.mdl"); // precision set below
169 setsize(missile, '0 0 0', '0 0 0');
170 setorigin(missile, w_shotorg);
171
173 missile.angles = vectoangles(missile.velocity);
174 settouch(missile, W_Nexball_Touch);
175 setthink(missile, SUB_Remove);
176 missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
177
178 missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
179 missile.flags = FL_PROJECTILE;
180 IL_PUSH(g_projectiles, missile);
181 IL_PUSH(g_bot_dodge, missile);
182
183 CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
184}
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:44
entity owner
Definition main.qh:87
#define IS_DEAD(s)
Definition player.qh:245
#define IS_PLAYER(s)
Definition player.qh:243
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:77
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:62
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:145
void W_Nexball_Attack(Weapon thiswep, entity actor,.entity weaponentity, float t)
Definition sv_weapon.qc:109
void W_Nexball_Touch(entity this, entity toucher)
Definition sv_weapon.qc:77
#define SAME_TEAM(a, b)
Definition teams.qh:241
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
Definition tracing.qc:176
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)