+#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;
// - The owner client has no use for beam start position or directions,
// it always figures this information out for itself with csqc code.
// - Spectating the owner also truncates this information.
- float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
+ float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
WriteByte(MSG_ENTITY, sf);
}
if(sf & ARC_SF_START) // starting location
{
- WriteCoord(MSG_ENTITY, self.beam_start.x);
- WriteCoord(MSG_ENTITY, self.beam_start.y);
- WriteCoord(MSG_ENTITY, self.beam_start.z);
+ WriteCoord(MSG_ENTITY, this.beam_start.x);
+ WriteCoord(MSG_ENTITY, this.beam_start.y);
+ WriteCoord(MSG_ENTITY, this.beam_start.z);
}
if(sf & ARC_SF_WANTDIR) // want/aim direction
{
- WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
- WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
- WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
+ WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
+ WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
+ WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- WriteCoord(MSG_ENTITY, self.beam_dir.x);
- WriteCoord(MSG_ENTITY, self.beam_dir.y);
- WriteCoord(MSG_ENTITY, self.beam_dir.z);
+ WriteCoord(MSG_ENTITY, this.beam_dir.x);
+ WriteCoord(MSG_ENTITY, this.beam_dir.y);
+ WriteCoord(MSG_ENTITY, this.beam_dir.z);
}
if(sf & ARC_SF_BEAMTYPE) // beam type
{
- WriteByte(MSG_ENTITY, self.beam_type);
+ WriteByte(MSG_ENTITY, this.beam_type);
}
return true;
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");
}
-void W_Arc_Bolt_Explode()
-{SELFPARAM();
- self.event_damage = func_null;
- RadiusDamage(self, self.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), world, world, WEP_CVAR(arc, bolt_force), self.projectiledeathtype, other);
+void W_Arc_Bolt_Explode(entity this, entity directhitentity)
+{
+ 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(self);
+ delete(this);
}
void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
{
- WITHSELF(this, W_Arc_Bolt_Explode());
+ W_Arc_Bolt_Explode(this, trigger);
}
void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
W_PrepareExplosionByDamage(this, attacker, getthink(this));
}
-void W_Arc_Bolt_Touch()
-{SELFPARAM();
- PROJECTILE_TOUCH;
- self.use(this, NULL, NULL);
+void W_Arc_Bolt_Touch(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
+ this.use(this, NULL, toucher);
}
-void W_Arc_Attack_Bolt(Weapon thiswep)
-{SELFPARAM();
+void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
+{
entity missile;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo));
- W_SetupShot(self, 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 = self;
+ 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;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
W_SetupProjVelocity_PRE(missile, arc, bolt_);
missile.angles = vectoangles(missile.velocity);
CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
-void W_Arc_Beam_Think()
-{SELFPARAM();
- if(self != self.owner.arc_beam)
+void W_Arc_Beam_Think(entity this)
+{
+ .entity weaponentity = this.weaponentity_fld;
+ if(this != this.owner.(weaponentity).arc_beam)
{
- remove(self);
+ delete(this);
return;
}
-
float burst = 0;
- if( (PHYS_INPUT_BUTTON_ATCK2(self.owner) && !WEP_CVAR(arc, bolt)) || self.beam_bursting)
+ if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
{
- if(!self.beam_bursting)
- self.beam_bursting = true;
+ if(!this.beam_bursting)
+ this.beam_bursting = true;
burst = ARC_BT_BURSTMASK;
}
Weapon thiswep = WEP_ARC;
if(
- !IS_PLAYER(self.owner)
+ !IS_PLAYER(this.owner)
||
- (self.owner.(thiswep.ammo_field) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
||
- IS_DEAD(self.owner)
+ IS_DEAD(this.owner)
||
- gameover
+ forbidWeaponUse(this.owner)
||
- (!PHYS_INPUT_BUTTON_ATCK(self.owner) && !burst )
+ PS(this.owner).m_switchweapon != WEP_ARC
||
- STAT(FROZEN, self.owner)
+ (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
||
- self.owner.vehicle
+ this.owner.vehicle
||
- (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
+ (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
)
{
if ( WEP_CVAR(arc, cooldown) > 0 )
{
float cooldown_speed = 0;
- if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
+ if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
{
cooldown_speed = WEP_CVAR(arc, cooldown);
}
else if ( !burst )
{
- cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
+ cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
}
if ( cooldown_speed )
{
- if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max)) )
- self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
- self.owner.arc_cooldown = cooldown_speed;
+ if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
+ this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
+ this.owner.arc_cooldown = cooldown_speed;
}
- if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
+ if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
{
Send_Effect(EFFECT_ARC_OVERHEAT,
- self.beam_start, self.beam_wantdir, 1 );
- sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+ this.beam_start, this.beam_wantdir, 1 );
+ sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
}
}
- if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
- entity own = self.owner;
+ 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))
if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
// note: this doesn't force the switch
W_SwitchToOtherWeapon(own);
}
- remove(self);
+ delete(this);
return;
}
// decrease ammo
float coefficient = frametime;
- if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
{
float rootammo;
if(burst)
if(rootammo)
{
- coefficient = min(coefficient, self.owner.(thiswep.ammo_field) / rootammo);
- self.owner.(thiswep.ammo_field) = max(0, self.owner.(thiswep.ammo_field) - (rootammo * frametime));
+ coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
+ this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
}
}
float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
- self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
+ this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
- makevectors(self.owner.v_angle);
+ makevectors(this.owner.v_angle);
W_SetupShot_Range(
- self.owner,
+ this.owner,
+ weaponentity, // TODO
true,
0,
SND_Null,
);
// After teleport, "lock" the beam until the teleport is confirmed.
- if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
- w_shotdir = self.beam_dir;
+ if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
+ w_shotdir = this.beam_dir;
}
// network information: shot origin and want/aim direction
- if(self.beam_start != w_shotorg)
+ if(this.beam_start != w_shotorg)
{
- self.SendFlags |= ARC_SF_START;
- self.beam_start = w_shotorg;
+ this.SendFlags |= ARC_SF_START;
+ this.beam_start = w_shotorg;
}
- if(self.beam_wantdir != w_shotdir)
+ if(this.beam_wantdir != w_shotdir)
{
- self.SendFlags |= ARC_SF_WANTDIR;
- self.beam_wantdir = w_shotdir;
+ this.SendFlags |= ARC_SF_WANTDIR;
+ this.beam_wantdir = w_shotdir;
}
- if(!self.beam_initialized)
+ if(!this.beam_initialized)
{
- self.beam_dir = w_shotdir;
- self.beam_initialized = true;
+ this.beam_dir = w_shotdir;
+ this.beam_initialized = true;
}
// WEAPONTODO: Detect player velocity so that the beam curves when moving too
- // idea: blend together self.beam_dir with the inverted direction the player is moving in
+ // idea: blend together this.beam_dir with the inverted direction the player is moving in
// might have to make some special accomodation so that it only uses view_right and view_up
// note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
float segments;
- if(self.beam_dir != w_shotdir)
+ if(this.beam_dir != w_shotdir)
{
// calculate how much we're going to move the end of the beam to the want position
// WEAPONTODO (server and client):
// blendfactor never actually becomes 0 in this situation, which is a problem
- // regarding precision... this means that self.beam_dir and w_shotdir approach
+ // regarding precision... this means that this.beam_dir and w_shotdir approach
// eachother, however they never actually become the same value with this method.
// Perhaps we should do some form of rounding/snapping?
- float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
+ float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
{
// if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
(1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
);
- self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
else
{
(1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
1
);
- self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
// network information: beam direction
- self.SendFlags |= ARC_SF_BEAMDIR;
+ this.SendFlags |= ARC_SF_BEAMDIR;
// calculate how many segments are needed
float max_allowed_segments;
}
else { segments = 1; }
- vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
+ vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
float i;
vector new_dir = normalize(new_origin - last_origin);
WarpZone_traceline_antilag(
- self.owner,
+ this.owner,
last_origin,
new_origin,
MOVE_NORMAL,
- self.owner,
- ANTILAG_LATENCY(self.owner)
+ this.owner,
+ ANTILAG_LATENCY(this.owner)
);
// Do all the transforms for warpzones right now, as we already
vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
);
- if(is_player && SAME_TEAM(self.owner, trace_ent))
+ if(is_player && SAME_TEAM(this.owner, trace_ent))
{
float roothealth, rootarmor;
if(burst)
else
{ rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
- if(accuracy_isgooddamage(self.owner, trace_ent))
+ if(accuracy_isgooddamage(this.owner, trace_ent))
{
accuracy_add(
- self.owner,
+ this.owner,
WEP_ARC.m_id,
0,
rootdamage * coefficient * falloff
Damage(
trace_ent,
- self.owner,
- self.owner,
+ this.owner,
+ this.owner,
rootdamage * coefficient * falloff,
WEP_ARC.m_id,
hitorigin,
new_beam_type |= burst;
// network information: beam type
- if(new_beam_type != self.beam_type)
+ if(new_beam_type != this.beam_type)
{
- self.SendFlags |= ARC_SF_BEAMTYPE;
- self.beam_type = new_beam_type;
+ this.SendFlags |= ARC_SF_BEAMTYPE;
+ this.beam_type = new_beam_type;
}
- self.owner.beam_prev = time;
- self.nextthink = time;
+ this.owner.beam_prev = time;
+ this.nextthink = time;
}
-void W_Arc_Beam(float burst)
-{SELFPARAM();
+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 - self.beam_prev > 1)
- sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
+ if(time - actor.beam_prev > 1)
+ sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
- entity beam = self.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 = self;
- beam.movetype = MOVETYPE_NONE;
+ 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);
- WITHSELF(beam, getthink(beam)());
+ getthink(beam)(beam);
}
+void Arc_Smoke(entity actor, .entity weaponentity)
+{
+ makevectors(actor.v_angle);
+ W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
-void Arc_Smoke()
-{SELFPARAM();
- makevectors(self.v_angle);
- W_SetupShot_Range(self,true,0,SND_Null,0,0,0);
-
- vector smoke_origin = w_shotorg + self.velocity*frametime;
- if ( self.arc_overheat > time )
+ vector smoke_origin = w_shotorg + actor.velocity*frametime;
+ if ( actor.arc_overheat > time )
{
- if ( random() < self.arc_heat_percent )
+ if ( random() < actor.arc_heat_percent )
Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
- if ( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) )
+ if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
{
Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
- if ( !self.arc_smoke_sound )
+ if ( !actor.arc_smoke_sound )
{
- self.arc_smoke_sound = 1;
- sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
+ actor.arc_smoke_sound = 1;
+ sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
}
}
}
- else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
- self.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() < (self.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 );
}
- if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
- !( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) ) ) || PS(self).m_switchweapon != WEP_ARC )
+ if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
+ !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || PS(actor).m_switchweapon != WEP_ARC )
{
- self.arc_smoke_sound = 0;
- sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+ actor.arc_smoke_sound = 0;
+ sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
}
-METHOD(Arc, wr_aim, void(entity thiswep))
+METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
{
- SELFPARAM();
if(WEP_CVAR(arc, beam_botaimspeed))
{
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
- self,
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
+ actor,
WEP_CVAR(arc, beam_botaimspeed),
0,
WEP_CVAR(arc, beam_botaimlifetime),
}
else
{
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
- self,
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
+ actor,
1000000,
0,
0.001,
}
METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- Arc_Player_SetHeat(actor);
- Arc_Smoke();
+ 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));
+ 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);
+ 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();
+ 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)
W_Arc_Attack2();
actor.arc_count = autocvar_g_balance_arc_secondary_count;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
- actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+ actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
}
#endif
}
else
return WEAPON_ARC_MURDER;
}
-METHOD(Arc, wr_drop, void(entity thiswep))
+METHOD(Arc, wr_drop, void(entity thiswep, entity actor))
{
- SELFPARAM();
- weapon_dropevent_item.arc_overheat = self.arc_overheat;
- weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
- self.arc_overheat = 0;
- self.arc_cooldown = 0;
+ weapon_dropevent_item.arc_overheat = actor.arc_overheat;
+ weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
}
-METHOD(Arc, wr_pickup, void(entity thiswep))
+METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
{
- SELFPARAM();
- if ( !client_hasweapon(self, thiswep, false, false) &&
+ if ( !client_hasweapon(actor, thiswep, false, false) &&
weapon_dropevent_item.arc_overheat > time )
{
- self.arc_overheat = weapon_dropevent_item.arc_overheat;
- self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
+ actor.arc_overheat = weapon_dropevent_item.arc_overheat;
+ actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
}
}
+METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
+}
+METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ int slot = weaponslot(weaponentity);
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
+}
#endif
#ifdef CSQC
bool autocvar_cl_arcbeam_teamcolor = true;
-METHOD(Arc, wr_impacteffect, void(entity thiswep))
+METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
{
- SELFPARAM();
if(w_deathtype & HITTYPE_SECONDARY)
{
vector org2;
org2 = w_org + w_backoff * 6;
pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+ if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
}
}
void Reset_ArcBeam()
{
entity e;
- for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
+ for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
e.beam_initialized = false;
}
- for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
+ for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
e.beam_initialized = false;
}
}
'0 0 0',
new_origin,
MOVE_NORMAL,
- world,
- world,
+ NULL,
+ NULL,
Draw_ArcBeam_callback
);
}
// cleanup
- Draw_ArcBeam_callback_entity = world;
+ Draw_ArcBeam_callback_entity = NULL;
Draw_ArcBeam_callback_last_thickness = 0;
Draw_ArcBeam_callback_last_top = '0 0 0';
Draw_ArcBeam_callback_last_bottom = '0 0 0';
void Remove_ArcBeam(entity this)
{
- remove(this.beam_muzzleentity);
+ delete(this.beam_muzzleentity);
sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
if(isnew)
{
- int gunalign = W_GetGunAlignment(world);
+ int gunalign = W_GetGunAlignment(NULL);
this.beam_shotorigin = arc_shotorigin[gunalign];
// 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: