]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/arc.qh
Merge branch 'k9er/fix-2907' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qh
1 #pragma once
2
3 CLASS(Arc, Weapon)
4 /* spawnfunc */ ATTRIB(Arc, m_canonical_spawnfunc, string, "weapon_arc");
5 /* ammotype  */ ATTRIB(Arc, ammo_type, Resource, RES_CELLS);
6 /* impulse   */ ATTRIB(Arc, impulse, int, 3);
7 /* flags     */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN);
8 /* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
9 /* color     */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
10 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
11 #ifdef GAMEQC
12 /* model     */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
13 /* flash mdl */ ATTRIB(Arc, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Arc, m_muzzleeffect, entity, EFFECT_ARC_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
17 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
18 /* wepimg    */ ATTRIB(Arc, model2, string, "weaponarc");
19 /* refname   */ ATTRIB(Arc, netname, string, "arc");
20 /* wepname   */ ATTRIB(Arc, m_name, string, _("Arc"));
21
22 #define X(BEGIN, P, END, class, prefix) \
23         BEGIN(class) \
24                 P(class, prefix, bolt, float, NONE) \
25                 P(class, prefix, bolt_ammo, float, NONE) \
26                 P(class, prefix, bolt_bounce_count, float, NONE) \
27                 P(class, prefix, bolt_bounce_explode, float, NONE) \
28                 P(class, prefix, bolt_bounce_lifetime, float, NONE) \
29                 P(class, prefix, bolt_count, float, NONE) \
30                 P(class, prefix, bolt_damageforcescale, float, NONE) \
31                 P(class, prefix, bolt_damage, float, NONE) \
32                 P(class, prefix, bolt_edgedamage, float, NONE) \
33                 P(class, prefix, bolt_force, float, NONE) \
34                 P(class, prefix, bolt_health, float, NONE) \
35                 P(class, prefix, bolt_lifetime, float, NONE) \
36                 P(class, prefix, bolt_radius, float, NONE) \
37                 P(class, prefix, bolt_refire, float, NONE) \
38                 P(class, prefix, bolt_refire2, float, NONE) \
39                 P(class, prefix, bolt_speed, float, NONE) \
40                 P(class, prefix, bolt_spread, float, NONE) \
41                 P(class, prefix, beam_ammo, float, NONE) \
42                 P(class, prefix, beam_animtime, float, NONE) \
43                 P(class, prefix, beam_botaimlifetime, float, NONE) \
44                 P(class, prefix, beam_botaimspeed, float, NONE) \
45                 P(class, prefix, beam_damage, float, NONE) \
46                 P(class, prefix, beam_degreespersegment, float, NONE) \
47                 P(class, prefix, beam_distancepersegment, float, NONE) \
48                 P(class, prefix, beam_falloff_halflifedist, float, NONE) \
49                 P(class, prefix, beam_falloff_maxdist, float, NONE) \
50                 P(class, prefix, beam_falloff_mindist, float, NONE) \
51                 P(class, prefix, beam_force, float, NONE) \
52                 P(class, prefix, beam_healing_amax, float, NONE) \
53                 P(class, prefix, beam_healing_aps, float, NONE) \
54                 P(class, prefix, beam_healing_hmax, float, NONE) \
55                 P(class, prefix, beam_healing_hps, float, NONE) \
56                 P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
57                 P(class, prefix, beam_maxangle, float, NONE) \
58                 P(class, prefix, beam_nonplayerdamage, float, NONE) \
59                 P(class, prefix, beam_range, float, NONE) \
60                 P(class, prefix, beam_refire, float, NONE) \
61                 P(class, prefix, beam_returnspeed, float, NONE) \
62                 P(class, prefix, beam_tightness, float, NONE) \
63                 P(class, prefix, burst_ammo, float, NONE) \
64                 P(class, prefix, burst_damage, float, NONE) \
65                 P(class, prefix, burst_healing_aps, float, NONE) \
66                 P(class, prefix, burst_healing_hps, float, NONE) \
67                 P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
68                 P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
69                 P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
70                 P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
71                 P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
72                 P(class, prefix, switchdelay_drop, float, NONE) \
73                 P(class, prefix, switchdelay_raise, float, NONE) \
74                 P(class, prefix, weaponreplace, string, NONE) \
75                 P(class, prefix, weaponstartoverride, float, NONE) \
76                 P(class, prefix, weaponstart, float, NONE) \
77                 P(class, prefix, weaponthrowable, float, NONE) \
78         END()
79         W_PROPS(X, Arc, arc)
80 #undef X
81
82 ENDCLASS(Arc)
83 REGISTER_WEAPON(ARC, NEW(Arc));
84
85 SPAWNFUNC_WEAPON(weapon_arc, WEP_ARC)
86
87 #ifdef GAMEQC
88 const float ARC_MAX_SEGMENTS = 20;
89 vector arc_shotorigin[4];
90 .vector beam_start;
91 .vector beam_dir;
92 .vector beam_wantdir;
93 .int beam_type;
94
95 const int ARC_BT_MISS =        0x00;
96 const int ARC_BT_WALL =        0x01;
97 const int ARC_BT_HEAL =        0x02;
98 const int ARC_BT_HIT =         0x03;
99 const int ARC_BT_BURST_MISS =  0x10;
100 const int ARC_BT_BURST_WALL =  0x11;
101 const int ARC_BT_BURST_HEAL =  0x12;
102 const int ARC_BT_BURST_HIT =   0x13;
103 const int ARC_BT_BURSTMASK =   0x10;
104
105 const int ARC_SF_SETTINGS =    BIT(0);
106 const int ARC_SF_START =       BIT(1);
107 const int ARC_SF_WANTDIR =     BIT(2);
108 const int ARC_SF_BEAMDIR =     BIT(3);
109 const int ARC_SF_BEAMTYPE =    BIT(4);
110 const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
111 #endif
112 #ifdef SVQC
113 .entity arc_beam;
114 .bool arc_BUTTON_ATCK_prev; // for better animation control
115 .float beam_prev;
116 .float beam_initialized;
117 .float beam_bursting;
118 .float beam_teleporttime;
119 .float beam_heat; // (beam) amount of heat produced
120 .float arc_overheat; // (dropped arc/player) time during which it's too hot
121 .float arc_cooldown; // (dropped arc/player) cooling speed
122 .float arc_heat_percent;
123 .float arc_smoke_sound;
124 #endif
125 #ifdef CSQC
126
127 .vector beam_color;
128 .float beam_alpha;
129 .float beam_thickness;
130 .entity beam_traileffect;
131 .entity beam_hiteffect;
132 .float beam_hitlight[4]; // 0: radius, 123: rgb
133 .entity beam_muzzleeffect;
134 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
135 .string beam_image;
136
137 .entity beam_muzzleentity;
138
139 .float beam_degreespersegment;
140 .float beam_distancepersegment;
141 .float beam_usevieworigin;
142 .float beam_initialized;
143 .float beam_maxangle;
144 .float beam_range;
145 .float beam_returnspeed;
146 .float beam_tightness;
147 .vector beam_shotorigin;
148
149 entity Draw_ArcBeam_callback_entity;
150 float Draw_ArcBeam_callback_last_thickness;
151 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
152 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
153 #endif