]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_vaporizer.qc
Merge branches 'TimePath/weaponsys' and 'Mario/modpack'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_vaporizer.qc
index 90ea15d5c473dc88c4bda842d46f5114e0c816a5..da94149009fc835cc1e09b6ffea1a66d42aa4c46 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id  */ VAPORIZER,
 /* function  */ W_Vaporizer,
@@ -9,7 +9,7 @@ REGISTER_WEAPON(
 /* color     */ '0.5 1 1',
 /* modelname */ "minstanex",
 /* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairminstanex 0.4",
+/* crosshair */ "gfx/crosshairminstanex 0.6",
 /* wepimg    */ "weaponminstanex",
 /* refname   */ "vaporizer",
 /* wepname   */ _("Vaporizer")
@@ -46,9 +46,10 @@ VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float vaporizer_lasthit;
 .float jump_interval;
 #endif
-#else
+#endif
+#ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
+void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); }
 void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
 
 void W_Vaporizer_Attack(void)
@@ -56,14 +57,14 @@ void W_Vaporizer_Attack(void)
        float flying;
        flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
 
-       W_SetupShot(self, TRUE, 0, "", CH_WEAPON_A, 10000);
+       W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000);
        // handle sound separately so we can change the volume
        // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
        sound (self, CH_WEAPON_A, "weapons/minstanexfire.wav", VOL_BASE * 0.8, ATTEN_NORM);
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
+       FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
 
        if(yoda && flying)
                Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
@@ -75,7 +76,7 @@ void W_Vaporizer_Attack(void)
 
        self.vaporizer_lasthit = damage_goodhits;
 
-       pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+       Send_Effect("nex_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
 
        // teamcolor / hit beam effect
        vector v;
@@ -84,36 +85,36 @@ void W_Vaporizer_Attack(void)
        {
                case NUM_TEAM_1:   // Red
                        if(damage_goodhits)
-                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
+                               Send_Effect("TE_TEI_G3RED_HIT", w_shotorg, v, 1);
                        else
-                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
+                               Send_Effect("TE_TEI_G3RED", w_shotorg, v, 1);
                        break;
                case NUM_TEAM_2:   // Blue
                        if(damage_goodhits)
-                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
+                               Send_Effect("TE_TEI_G3BLUE_HIT", w_shotorg, v, 1);
                        else
-                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
+                               Send_Effect("TE_TEI_G3BLUE", w_shotorg, v, 1);
                        break;
                case NUM_TEAM_3:   // Yellow
                        if(damage_goodhits)
-                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
+                               Send_Effect("TE_TEI_G3YELLOW_HIT", w_shotorg, v, 1);
                        else
-                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
+                               Send_Effect("TE_TEI_G3YELLOW", w_shotorg, v, 1);
                        break;
                case NUM_TEAM_4:   // Pink
                        if(damage_goodhits)
-                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
+                               Send_Effect("TE_TEI_G3PINK_HIT", w_shotorg, v, 1);
                        else
-                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
+                               Send_Effect("TE_TEI_G3PINK", w_shotorg, v, 1);
                        break;
                default:
                        if(damage_goodhits)
-                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
+                               Send_Effect("TE_TEI_G3_HIT", w_shotorg, v, 1);
                        else
-                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
+                               Send_Effect("TE_TEI_G3", w_shotorg, v, 1);
                        break;
        }
-       
+
        W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
 }
 
@@ -130,11 +131,11 @@ float W_Vaporizer(float req)
                case WR_AIM:
                {
                        if(self.WEP_AMMO(VAPORIZER) > 0)
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
                        else
-                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), FALSE); // WEAPONTODO: replace with proper vaporizer cvars
-                               
-                       return TRUE;
+                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
+
+                       return true;
                }
                case WR_THINK:
                {
@@ -158,14 +159,16 @@ float W_Vaporizer(float req)
                                {
                                        // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
                                        self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
-                                       
+
                                        // decrease ammo for the laser?
                                        if(WEP_CVAR_SEC(vaporizer, ammo))
                                                W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
 
                                        // ugly instagib hack to reuse the fire mode of the laser
+                                       int oldwep = self.weapon; // we can't avoid this hack
+                                       self.weapon = WEP_BLASTER.m_id;
                                        W_Blaster_Attack(
-                                               WEP_VAPORIZER | HITTYPE_SECONDARY,
+                                               WEP_BLASTER.m_id | HITTYPE_SECONDARY,
                                                WEP_CVAR_SEC(vaporizer, shotangle),
                                                WEP_CVAR_SEC(vaporizer, damage),
                                                WEP_CVAR_SEC(vaporizer, edgedamage),
@@ -176,13 +179,14 @@ float W_Vaporizer(float req)
                                                WEP_CVAR_SEC(vaporizer, delay),
                                                WEP_CVAR_SEC(vaporizer, lifetime)
                                        );
-                                       
+                                       self.weapon = oldwep;
+
                                        // now do normal refire
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
@@ -195,38 +199,38 @@ float W_Vaporizer(float req)
                        precache_sound("weapons/nexwhoosh2.wav");
                        precache_sound("weapons/nexwhoosh3.wav");
                        //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
-                       VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_SETUP:
                {
                        self.ammo_field = WEP_AMMO(VAPORIZER);
                        self.vaporizer_lasthit = 0;
-                       return TRUE;
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
                        ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
-                       ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= vaporizer_ammo;
+                       ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
                        if(!WEP_CVAR_SEC(vaporizer, ammo))
-                               return TRUE;
+                               return true;
                        ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
-                       ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo);
+                       ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
                        return ammo_amount;
                }
                case WR_CONFIG:
                {
-                       VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RESETPLAYER:
                {
                        self.vaporizer_lasthit = 0;
-                       return TRUE;
+                       return true;
                }
                case WR_RELOAD:
                {
@@ -237,7 +241,7 @@ float W_Vaporizer(float req)
                                used_ammo = vaporizer_ammo;
 
                        W_Reload(used_ammo, "weapons/reload.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -248,7 +252,7 @@ float W_Vaporizer(float req)
                        return WEAPON_VAPORIZER_MURDER;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -270,7 +274,7 @@ float W_Vaporizer(float req)
                                pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
                                if(!w_issilent) { sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM); }
                        }
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
@@ -280,23 +284,23 @@ float W_Vaporizer(float req)
                        {
                                precache_pic("gfx/reticle_nex");
                        }
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        if(button_zoom || zoomscript_caught)
                        {
                                reticle_image = "gfx/reticle_nex";
-                               return TRUE;
+                               return true;
                        }
                        else
                        {
                                // no weapon specific image for this weapon
-                               return FALSE;
+                               return false;
                        }
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #endif