+#include "arc.qh"
#ifndef IMPLEMENTATION
CLASS(Arc, Weapon)
-/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
-/* impulse */ ATTRIB(Arc, impulse, int, 3)
+/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
+/* impulse */ ATTRIB(Arc, impulse, int, 3);
/* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
/* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
/* modelname */ ATTRIB(Arc, mdl, string, "arc");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
#endif
/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
REGISTER_WEAPON(ARC, arc, NEW(Arc));
-#ifndef MENUQC
+#ifdef GAMEQC
const float ARC_MAX_SEGMENTS = 20;
vector arc_shotorigin[4];
.vector beam_start;
#endif
#ifdef SVQC
.entity arc_beam;
-.bool arc_BUTTON_ATCK_prev; // for better animation control
+.bool arc_BUTTON_ATCK_prev[MAX_WEAPONSLOTS]; // for better animation control
.float beam_prev;
.float beam_initialized;
.float beam_bursting;
void Reset_ArcBeam(entity player, vector forward)
{
- if (!player.arc_beam) {
- return;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(!player.(weaponentity).arc_beam)
+ continue;
+ player.(weaponentity).arc_beam.beam_dir = forward;
+ player.(weaponentity).arc_beam.beam_teleporttime = time;
}
- player.arc_beam.beam_dir = forward;
- player.arc_beam.beam_teleporttime = time;
}
-float Arc_GetHeat_Percent(entity player)
+float Arc_GetHeat_Percent(entity player, .entity weaponentity)
{
if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
{
return 0;
}
- if ( player.arc_beam )
- return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
+ if ( player.(weaponentity).arc_beam )
+ return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
if ( player.arc_overheat > time )
{
return 0;
}
-void Arc_Player_SetHeat(entity player)
+void Arc_Player_SetHeat(entity player, .entity weaponentity)
{
- player.arc_heat_percent = Arc_GetHeat_Percent(player);
+ player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
this.event_damage = func_null;
RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, directhitentity);
- remove(this);
+ delete(this);
}
void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
this.use(this, NULL, toucher);
}
-void W_Arc_Attack_Bolt(Weapon thiswep, entity actor)
+void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
{
entity missile;
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo));
- W_SetupShot(actor, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
+ W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = new(missile);
missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
+ IL_PUSH(g_bot_dodge, missile);
missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
missile.takedamage = DAMAGE_YES;
missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
missile.event_damage = W_Arc_Bolt_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
settouch(missile, W_Arc_Bolt_Touch);
missile.use = W_Arc_Bolt_Explode_use;
void W_Arc_Beam_Think(entity this)
{
- if(this != this.owner.arc_beam)
+ .entity weaponentity = this.weaponentity_fld;
+ if(this != this.owner.(weaponentity).arc_beam)
{
- remove(this);
+ delete(this);
return;
}
-
float burst = 0;
if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
{
||
forbidWeaponUse(this.owner)
||
+ PS(this.owner).m_switchweapon != WEP_ARC
+ ||
(!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
||
this.owner.vehicle
}
}
- if(this == this.owner.arc_beam) { this.owner.arc_beam = NULL; }
+ if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
entity own = this.owner;
Weapon w = WEP_ARC;
if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
// note: this doesn't force the switch
W_SwitchToOtherWeapon(own);
}
- remove(this);
+ delete(this);
return;
}
W_SetupShot_Range(
this.owner,
+ weaponentity, // TODO
true,
0,
SND_Null,
this.nextthink = time;
}
-void W_Arc_Beam(float burst, entity actor)
+void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
{
// only play fire sound if 1 sec has passed since player let go the fire button
if(time - actor.beam_prev > 1)
sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
- entity beam = actor.arc_beam = new(W_Arc_Beam);
+ entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
+ beam.weaponentity_fld = weaponentity;
beam.solid = SOLID_NOT;
setthink(beam, W_Arc_Beam_Think);
beam.owner = actor;
set_movetype(beam, MOVETYPE_NONE);
beam.bot_dodge = true;
+ IL_PUSH(g_bot_dodge, beam);
beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
beam.beam_bursting = burst;
Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
getthink(beam)(beam);
}
-void Arc_Smoke(entity actor)
+void Arc_Smoke(entity actor, .entity weaponentity)
{
makevectors(actor.v_angle);
- W_SetupShot_Range(actor,true,0,SND_Null,0,0,0);
+ W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
vector smoke_origin = w_shotorg + actor.velocity*frametime;
if ( actor.arc_overheat > time )
}
}
}
- else if ( actor.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
- actor.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
+ else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
+ actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
{
- if ( random() < (actor.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
+ if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
}
}
METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- Arc_Player_SetHeat(actor);
- Arc_Smoke(actor);
+ Arc_Player_SetHeat(actor, weaponentity);
+ Arc_Smoke(actor, weaponentity);
bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
+ int slot = weaponslot(weaponentity);
if (time >= actor.arc_overheat)
- if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting)
+ if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
{
- if(actor.arc_BUTTON_ATCK_prev)
+ if(actor.arc_BUTTON_ATCK_prev[slot])
{
#if 0
if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
}
- if((!actor.arc_beam) || wasfreed(actor.arc_beam))
+ if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
{
if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
{
- W_Arc_Beam(boolean(beam_fire2), actor);
+ W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
- if(!actor.arc_BUTTON_ATCK_prev)
+ if(!actor.arc_BUTTON_ATCK_prev[slot])
{
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- actor.arc_BUTTON_ATCK_prev = true;
+ actor.arc_BUTTON_ATCK_prev[slot] = true;
}
}
}
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
{
- W_Arc_Attack_Bolt(thiswep, actor);
+ W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
}
}
- if(actor.arc_BUTTON_ATCK_prev)
+ if(actor.arc_BUTTON_ATCK_prev[slot])
{
sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- int slot = weaponslot(weaponentity);
ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
}
- actor.arc_BUTTON_ATCK_prev = false;
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
#if 0
if(fire & 2)
weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
actor.arc_overheat = 0;
actor.arc_cooldown = 0;
- actor.arc_BUTTON_ATCK_prev = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
}
METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
{
{
actor.arc_overheat = 0;
actor.arc_cooldown = 0;
- actor.arc_BUTTON_ATCK_prev = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
}
-METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor))
+METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
{
actor.arc_overheat = 0;
actor.arc_cooldown = 0;
- actor.arc_BUTTON_ATCK_prev = false;
+ int slot = weaponslot(weaponentity);
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
}
#endif
#ifdef CSQC
void Remove_ArcBeam(entity this)
{
- remove(this.beam_muzzleentity);
+ delete(this.beam_muzzleentity);
sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
// set other main attributes of the beam
this.draw = Draw_ArcBeam;
+ IL_PUSH(g_drawables, this);
this.entremove = Remove_ArcBeam;
this.move_time = time;
loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
{
this.beam_type = ReadByte();
- vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1');
+ vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
switch(this.beam_type)
{
case ARC_BT_MISS: