]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_devastator.qc
More consistency in the weapon files
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_devastator.qc
index 9c2750685929cff3587eb56d0510d42490f01e19..b0d7a0a1a26d8896cc08f86f6b56240c198524dd 100644 (file)
@@ -46,7 +46,8 @@ REGISTER_WEAPON(
        w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
        w_prop(id, sn, string, weaponreplace, weaponreplace) \
        w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
@@ -55,10 +56,10 @@ DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
-void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
+void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
+void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
 
-void W_Devastator_Unregister()
+void W_Devastator_Unregister(void)
 {
        if(self.realowner && self.realowner.lastrocket == self)
        {
@@ -67,7 +68,7 @@ void W_Devastator_Unregister()
        }
 }
 
-void W_Devastator_Explode()
+void W_Devastator_Explode(void)
 {
        W_Devastator_Unregister();
 
@@ -81,9 +82,9 @@ void W_Devastator_Explode()
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other);
 
-       if (self.realowner.weapon == WEP_DEVASTATOR)
+       if(self.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
                {
@@ -92,19 +93,19 @@ void W_Devastator_Explode()
                        self.realowner.switchweapon = w_getbestweapon(self.realowner);
                }
        }
-       remove (self);
+       remove(self);
 }
 
-void W_Devastator_DoRemoteExplode()
+void W_Devastator_DoRemoteExplode(void)
 {
        W_Devastator_Unregister();
 
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       RadiusDamage(self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
 
-       if (self.realowner.weapon == WEP_DEVASTATOR)
+       if(self.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
                {
@@ -113,10 +114,10 @@ void W_Devastator_DoRemoteExplode()
                        self.realowner.switchweapon = w_getbestweapon(self.realowner);
                }
        }
-       remove (self);
+       remove(self);
 }
 
-void W_Devastator_RemoteExplode()
+void W_Devastator_RemoteExplode(void)
 {
        if(self.realowner.deadflag == DEAD_NO)
        if(self.realowner.lastrocket)
@@ -164,7 +165,7 @@ vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
 //   normalize(thisdir + goaldir)
 //   normalize(0)
 
-void W_Devastator_Think (void)
+void W_Devastator_Think(void)
 {
        vector desireddir, olddir, newdir, desiredorigin, goal;
 #if 0
@@ -172,22 +173,22 @@ void W_Devastator_Think (void)
 #endif
        float velspeed, f;
        self.nextthink = time;
-       if (time > self.cnt)
+       if(time > self.cnt)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Devastator_Explode ();
+               W_Devastator_Explode();
                return;
        }
 
        // accelerate
        makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
        velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
-       if (velspeed > 0)
+       if(velspeed > 0)
                self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
 
        // laser guided, or remote detonation
-       if (self.realowner.weapon == WEP_DEVASTATOR)
+       if(self.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self == self.realowner.lastrocket)
                if(!self.realowner.rl_release)
@@ -221,7 +222,7 @@ void W_Devastator_Think (void)
                        {
                                pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
                                // TODO add a better sound here
-                               sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+                               sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
                                self.count = 1;
                        }
                }
@@ -234,7 +235,7 @@ void W_Devastator_Think (void)
                UpdateCSQCProjectile(self);
 }
 
-void W_Devastator_Touch (void)
+void W_Devastator_Touch(void)
 {
        if(WarpZone_Projectile_Touch())
        {
@@ -243,32 +244,32 @@ void W_Devastator_Touch (void)
                return;
        }
        W_Devastator_Unregister();
-       W_Devastator_Explode ();
+       W_Devastator_Explode();
 }
 
-void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
        
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
                
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
        
-       if (self.health <= 0)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
 }
 
-void W_Devastator_Attack (void)
+void W_Devastator_Attack(void)
 {
        entity missile;
        entity flash;
 
        W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
 
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = WarpZone_RefSys_SpawnSameRefSys(self);
@@ -292,11 +293,11 @@ void W_Devastator_Attack (void)
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_DEVASTATOR;
-       setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+       setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
 
-       setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+       setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
        W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
 
        missile.touch = W_Devastator_Touch;
        missile.think = W_Devastator_Think;
@@ -308,9 +309,9 @@ void W_Devastator_Attack (void)
        CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
 
        // muzzle flash for 1st person view
-       flash = spawn ();
-       setmodel (flash, "models/flash.md3"); // precision set below
-       SUB_SetFade (flash, time, 0.1);
+       flash = spawn();
+       setmodel(flash, "models/flash.md3"); // precision set below
+       SUB_SetFade(flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(flash, '5 0 0');
 
@@ -374,24 +375,24 @@ float W_Devastator(float req)
                                enemydamage = 0;
                                targetlist = findchainfloat(bot_attack, TRUE);
                                missile = find(world, classname, "rocket");
-                               while (missile)
+                               while(missile)
                                {
-                                       if (missile.realowner != self)
+                                       if(missile.realowner != self)
                                        {
                                                missile = find(missile, classname, "rocket");
                                                continue;
                                        }
                                        targ = targetlist;
-                                       while (targ)
+                                       while(targ)
                                        {
                                                d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
                                                d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
                                                // count potential damage according to type of target
-                                               if (targ == self)
+                                               if(targ == self)
                                                        selfdamage = selfdamage + d;
-                                               else if (targ.team == self.team && teamplay)
+                                               else if(targ.team == self.team && teamplay)
                                                        teamdamage = teamdamage + d;
-                                               else if (bot_shouldattack(targ))
+                                               else if(bot_shouldattack(targ))
                                                        enemydamage = enemydamage + d;
                                                targ = targ.chain;
                                        }
@@ -399,27 +400,27 @@ float W_Devastator(float req)
                                }
                                float desirabledamage;
                                desirabledamage = enemydamage;
-                               if (time > self.invincible_finished && time > self.spawnshieldtime)
+                               if(time > self.invincible_finished && time > self.spawnshieldtime)
                                        desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
-                               if (teamplay && self.team)
+                               if(teamplay && self.team)
                                        desirabledamage = desirabledamage - teamdamage;
 
                                missile = find(world, classname, "rocket");
-                               while (missile)
+                               while(missile)
                                {
-                                       if (missile.realowner != self)
+                                       if(missile.realowner != self)
                                        {
                                                missile = find(missile, classname, "rocket");
                                                continue;
                                        }
                                        makevectors(missile.v_angle);
                                        targ = targetlist;
-                                       if (skill > 9) // normal players only do this for the target they are tracking
+                                       if(skill > 9) // normal players only do this for the target they are tracking
                                        {
                                                targ = targetlist;
-                                               while (targ)
+                                               while(targ)
                                                {
-                                                       if (
+                                                       if(
                                                                (v_forward * normalize(missile.origin - targ.origin)< 0.1)
                                                                && desirabledamage > 0.1*coredamage
                                                        )self.BUTTON_ATCK2 = TRUE;
@@ -441,13 +442,13 @@ float W_Devastator(float req)
                                }
                                // if we would be doing at X percent of the core damage, detonate it
                                // but don't fire a new shot at the same time!
-                               if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+                               if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
                                        self.BUTTON_ATCK2 = TRUE;
-                               if ((skill > 6.5) && (selfdamage > self.health))
+                               if((skill > 6.5) && (selfdamage > self.health))
                                        self.BUTTON_ATCK2 = FALSE;
                                //if(self.BUTTON_ATCK2 == TRUE)
                                //      dprint(ftos(desirabledamage),"\n");
-                               if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+                               if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
                        }
                        
                        return TRUE;
@@ -484,7 +485,7 @@ float W_Devastator(float req)
                                                }
                                        }
                                        if(rockfound)
-                                               sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+                                               sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                                }
                        }
                        
@@ -514,7 +515,7 @@ float W_Devastator(float req)
                {
                        #if 0
                        // don't switch while guiding a missile
-                       if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
+                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
                        {
                                ammo_amount = FALSE;
                                if(WEP_CVAR(devastator, reload_ammo))
@@ -577,7 +578,7 @@ float W_Devastator(float req)
                                return WEAPON_DEVASTATOR_MURDER_DIRECT;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
@@ -606,7 +607,7 @@ float W_Devastator(float req)
                        return FALSE;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif