]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Weapons: pass weapon index
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 4714c03f102fb449f1596d6a2174c5d9c21b3517..53359ee98c1c13cb90e9e33025d6c274fd69f791 100644 (file)
@@ -74,12 +74,12 @@ const int ARC_BT_BURST_HEAL =  0x12;
 const int ARC_BT_BURST_HIT =   0x13;
 const int ARC_BT_BURSTMASK =   0x10;
 
-const int ARC_SF_SETTINGS =    1;
-const int ARC_SF_START =       2;
-const int ARC_SF_WANTDIR =     4;
-const int ARC_SF_BEAMDIR =     8;
-const int ARC_SF_BEAMTYPE =    16;
-const int ARC_SF_LOCALMASK =   14;
+const int ARC_SF_SETTINGS =    BIT(0);
+const int ARC_SF_START =       BIT(1);
+const int ARC_SF_WANTDIR =     BIT(2);
+const int ARC_SF_BEAMDIR =     BIT(3);
+const int ARC_SF_BEAMTYPE =    BIT(4);
+const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
 #endif
 #ifdef SVQC
 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
@@ -128,10 +128,10 @@ vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
+spawnfunc(weapon_arc) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
 
-float W_Arc_Beam_Send(entity to, int sf)
-{SELFPARAM();
+bool W_Arc_Beam_Send(entity this, entity to, int sf)
+{
        WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
 
        // Truncate information when this beam is displayed to the owner client
@@ -634,7 +634,7 @@ void Arc_Smoke()
        }
 }
 
-               METHOD(Arc, wr_aim, bool(entity thiswep))
+               METHOD(Arc, wr_aim, void(entity thiswep))
                {
                        SELFPARAM();
                        if(WEP_CVAR(arc, beam_botaimspeed))
@@ -655,67 +655,63 @@ void Arc_Smoke()
                                        false
                                );
                        }
-                       return true;
                }
-               METHOD(Arc, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+               METHOD(Arc, wr_think, void(entity thiswep, entity actor, int slot, int fire))
                {
-                       SELFPARAM();
-                       Arc_Player_SetHeat(self);
+                       Arc_Player_SetHeat(actor);
                        Arc_Smoke();
 
-                       if (time >= self.arc_overheat)
-                       if (fire1 || fire2 || self.arc_beam.beam_bursting)
+                       if (time >= actor.arc_overheat)
+                       if ((fire & 1) || (fire & 2) || actor.arc_beam.beam_bursting)
                        {
 
-                               if(self.arc_BUTTON_ATCK_prev)
+                               if(actor.arc_BUTTON_ATCK_prev)
                                {
                                        #if 0
-                                       if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
-                                               weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+                                       if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
+                                               weapon_thinkf(actor, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
                                        else
                                        #endif
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
                                }
 
-                               if((!self.arc_beam) || wasfreed(self.arc_beam))
+                               if((!actor.arc_beam) || wasfreed(actor.arc_beam))
                                {
-                                       if(weapon_prepareattack(fire2, 0))
+                                       if(weapon_prepareattack(thiswep, actor, boolean(fire & 2), 0))
                                        {
-                                               W_Arc_Beam(fire2);
+                                               W_Arc_Beam(boolean(fire & 2));
 
-                                               if(!self.arc_BUTTON_ATCK_prev)
+                                               if(!actor.arc_BUTTON_ATCK_prev)
                                                {
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                                                       self.arc_BUTTON_ATCK_prev = true;
+                                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                                       actor.arc_BUTTON_ATCK_prev = true;
                                                }
                                        }
                                }
 
-                               return true;
+                               return;
                        }
 
-                       if(self.arc_BUTTON_ATCK_prev)
+                       if(actor.arc_BUTTON_ATCK_prev)
                        {
-                               sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
-                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                               ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
+                               sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+                               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                               ATTACK_FINISHED(actor) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
                        }
-                       self.arc_BUTTON_ATCK_prev = false;
+                       actor.arc_BUTTON_ATCK_prev = false;
 
                        #if 0
-                       if(fire2)
-                       if(weapon_prepareattack(true, autocvar_g_balance_arc_secondary_refire))
+                       if(fire & 2)
+                       if(weapon_prepareattack(thiswep, actor, true, autocvar_g_balance_arc_secondary_refire))
                        {
                                W_Arc_Attack2();
-                               self.arc_count = autocvar_g_balance_arc_secondary_count;
-                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
-                               self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+                               actor.arc_count = autocvar_g_balance_arc_secondary_count;
+                               weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+                               actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
                        }
                        #endif
-
-                       return true;
                }
-               METHOD(Arc, wr_init, bool(entity thiswep))
+               METHOD(Arc, wr_init, void(entity thiswep))
                {
                        if(!arc_shotorigin[0])
                        {
@@ -725,7 +721,6 @@ void Arc_Smoke()
                                arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
                        }
                        ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
                METHOD(Arc, wr_checkammo1, bool(entity thiswep))
                {
@@ -738,24 +733,22 @@ void Arc_Smoke()
                        return WEP_CVAR(arc, overheat_max) > 0 &&
                                ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
-               METHOD(Arc, wr_config, bool(entity thiswep))
+               METHOD(Arc, wr_config, void(entity thiswep))
                {
                        ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               METHOD(Arc, wr_killmessage, bool(entity thiswep))
+               METHOD(Arc, wr_killmessage, int(entity thiswep))
                {
                        return WEAPON_ARC_MURDER;
                }
-               METHOD(Arc, wr_drop, bool(entity thiswep))
+               METHOD(Arc, wr_drop, void(entity thiswep))
                {
                        weapon_dropevent_item.arc_overheat = self.arc_overheat;
                        weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
                        self.arc_overheat = 0;
                        self.arc_cooldown = 0;
-                       return true;
                }
-               METHOD(Arc, wr_pickup, bool(entity thiswep))
+               METHOD(Arc, wr_pickup, void(entity thiswep))
                {
                        if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
                                weapon_dropevent_item.arc_overheat > time )
@@ -763,7 +756,6 @@ void Arc_Smoke()
                                self.arc_overheat = weapon_dropevent_item.arc_overheat;
                                self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
                        }
-                       return true;
                }
 #endif
 #ifdef CSQC
@@ -858,8 +850,8 @@ void Reset_ArcBeam(void)
        }
 }
 
-void Draw_ArcBeam(void)
-{SELFPARAM();
+void Draw_ArcBeam(entity this)
+{
        float dt = time - self.move_time;
        self.move_time = time;
        if(dt <= 0) { return; }
@@ -1164,11 +1156,7 @@ void Ent_ReadArcBeam(float isnew)
 
        if(isnew)
        {
-               // calculate shot origin offset from gun alignment
-               int gunalign = autocvar_cl_gunalign;
-               if(gunalign != 1 && gunalign != 2 && gunalign != 4)
-                       gunalign = 3; // default value
-               --gunalign;
+               int gunalign = W_GetGunAlignment(world);
 
                self.beam_shotorigin = arc_shotorigin[gunalign];
 
@@ -1509,19 +1497,5 @@ void Ent_ReadArcBeam(float isnew)
        }
 }
 
-               METHOD(Arc, wr_impacteffect, bool(entity thiswep))
-               {
-                       // todo
-                       return true;
-               }
-               METHOD(Arc, wr_init, bool(entity thiswep))
-               {
-                       return true;
-               }
-               METHOD(Arc, wr_zoomreticle, bool(entity thiswep))
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
 #endif
 #endif