]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/turrets/turret/hellion_weapon.qc
spawnfunc and SendEntity3 have a 'this' parameter, use it
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / hellion_weapon.qc
index 336af150af201bdfa71736aeff9cc45838acc9b2..7df79c8c7e03d41f1c1fc214047b51b8abac9674 100644 (file)
@@ -1,15 +1,4 @@
-#ifndef TURRET_HELLION_WEAPON_H
-#define TURRET_HELLION_WEAPON_H
-
-CLASS(HellionAttack, PortoLaunch)
-/* flags     */ ATTRIB(HellionAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
-/* impulse   */ ATTRIB(HellionAttack, impulse, int, 9);
-/* refname   */ ATTRIB(HellionAttack, netname, string, "turret_hellion");
-/* wepname   */ ATTRIB(HellionAttack, m_name, string, _("Hellion"));
-ENDCLASS(HellionAttack)
-REGISTER_WEAPON(HELLION, NEW(HellionAttack));
-
-#endif
+#include "hellion_weapon.qh"
 
 #ifdef IMPLEMENTATION
 
@@ -19,18 +8,19 @@ float autocvar_g_turrets_unit_hellion_shot_speed_gain;
 float autocvar_g_turrets_unit_hellion_shot_speed_max;
 
 void turret_hellion_missile_think();
-METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, int slot, int fire)) {
+SOUND(HellionAttack_FIRE, W_Sound("electro_fire"));
+METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
     bool isPlayer = IS_PLAYER(actor);
     if (fire & 1)
-    if (!isPlayer || weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(electro, refire))) {
+    if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
         if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
             actor.shot_radius = 500;
-            weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
         }
         if (!isPlayer) {
             if (actor.tur_head.frame != 0)
@@ -39,7 +29,7 @@ METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, int slot, int
                 actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2"));
         }
 
-        entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, FALSE, FALSE);
+        entity missile = turret_projectile(SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false);
         te_explosion (missile.origin);
         missile.think          = turret_hellion_missile_think;
         missile.nextthink      = time;
@@ -65,7 +55,7 @@ void turret_hellion_missile_think()
         turret_projectile_explode();
 
     // Enemy dead? just keep on the current heading then.
-    if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
+    if ((self.enemy == world) || (IS_DEAD(self.enemy)))
     {
 
         // Make sure we dont return to tracking a respawned player
@@ -74,7 +64,7 @@ void turret_hellion_missile_think()
         // Turn model
         self.angles = vectoangles(self.velocity);
 
-        if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
+        if(vdist(self.origin - self.owner.origin, >, (self.owner.shot_radius * 5)))
             turret_projectile_explode();
 
         // Accelerate
@@ -86,7 +76,7 @@ void turret_hellion_missile_think()
     }
 
     // Enemy in range?
-    if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
+    if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 0.2))
         turret_projectile_explode();
 
     // Predict enemy position