#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ ARC,
-/* function */ W_Arc,
-/* ammotype */ ammo_cells,
-/* impulse */ 3,
-/* flags */ WEP_FLAG_NORMAL,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '1 1 1',
-/* modelname */ "arc",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.7",
-/* wepimg */ "weaponarc",
-/* refname */ "arc",
-/* wepname */ _("Arc")
-);
+CLASS(Arc, Weapon)
+/* 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
+/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
+#endif
+/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
+/* refname */ ATTRIB(Arc, netname, string, "arc");
+/* wepname */ ATTRIB(Arc, message, string, _("Arc"));
+ENDCLASS(Arc)
+REGISTER_WEAPON(ARC, NEW(Arc));
#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
#define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
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)
.entity arc_beam;
-.float arc_BUTTON_ATCK_prev; // for better animation control
+.bool arc_BUTTON_ATCK_prev; // for better animation control
.float beam_prev;
.float beam_initialized;
.float beam_bursting;
#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
{
Send_Effect_("arc_overheat",
self.beam_start, self.beam_wantdir, 1 );
- sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
}
}
if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
setself(self.owner);
- if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
+ Weapon w = WEP_ARC;
+ if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
// 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, W_Sound("arc_fire"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
entity beam = self.arc_beam = spawn();
beam.classname = "W_Arc_Beam";
beam.beam_bursting = burst;
Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
- SELFCALL(beam, beam.think());
- SELFCALL_DONE();
+ WITH(entity, self, beam, beam.think());
}
void Arc_Smoke()
if ( !self.arc_smoke_sound )
{
self.arc_smoke_sound = 1;
- sound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop_overheat"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
}
}
}
!( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
{
self.arc_smoke_sound = 0;
- sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
}
-bool W_Arc(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_AIM:
+ METHOD(Arc, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
if(WEP_CVAR(arc, beam_botaimspeed))
{
self.BUTTON_ATCK = bot_aim(
false
);
}
- return true;
}
- case WR_THINK:
+ METHOD(Arc, wr_think, void(entity thiswep, entity actor, int slot, int fire))
{
- Arc_Player_SetHeat(self);
+ Arc_Player_SetHeat(actor);
Arc_Smoke();
- if ( self.arc_overheat <= time )
- if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || 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(!!self.BUTTON_ATCK2, 0))
+ if(weapon_prepareattack(thiswep, actor, boolean(fire & 2), 0))
{
- W_Arc_Beam(!!self.BUTTON_ATCK2);
+ 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 = 1;
+ 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 != 0)
+ if(actor.arc_BUTTON_ATCK_prev)
{
- sound(self, CH_WEAPON_A, W_Sound("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 = 0;
+ actor.arc_BUTTON_ATCK_prev = false;
#if 0
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, 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;
}
- case WR_INIT:
+ METHOD(Arc, wr_init, void(entity thiswep))
{
- precache_model(W_Model("g_arc.md3"));
- precache_model(W_Model("v_arc.md3"));
- precache_model(W_Model("h_arc.iqm"));
- precache_sound(W_Sound("arc_fire"));
- precache_sound(W_Sound("arc_loop"));
- precache_sound(W_Sound("arc_stop"));
- precache_sound(W_Sound("arc_loop_overheat"));
if(!arc_shotorigin[0])
{
arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
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;
}
- case WR_CHECKAMMO1:
+ METHOD(Arc, wr_checkammo1, bool(entity thiswep))
{
+ SELFPARAM();
return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
}
- case WR_CHECKAMMO2:
+ METHOD(Arc, wr_checkammo2, bool(entity thiswep))
{
+ SELFPARAM();
return WEP_CVAR(arc, overheat_max) > 0 &&
((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
}
- case WR_CONFIG:
+ METHOD(Arc, wr_config, void(entity thiswep))
{
ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_KILLMESSAGE:
+ METHOD(Arc, wr_killmessage, int(entity thiswep))
{
return WEAPON_ARC_MURDER;
}
- case WR_DROP:
+ 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;
}
- case WR_PICKUP:
+ METHOD(Arc, wr_pickup, void(entity thiswep))
{
if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
weapon_dropevent_item.arc_overheat > time )
self.arc_overheat = weapon_dropevent_item.arc_overheat;
self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
}
- return true;
}
- }
- return false;
-}
#endif
#ifdef CSQC
void Draw_ArcBeam_callback(vector start, vector hit, vector end)
}
}
-void Draw_ArcBeam(void)
-{SELFPARAM();
+void Draw_ArcBeam(entity this)
+{
float dt = time - self.move_time;
self.move_time = time;
if(dt <= 0) { return; }
void Remove_ArcBeam(void)
{SELFPARAM();
remove(self.beam_muzzleentity);
- sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
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];
self.draw = Draw_ArcBeam;
self.entremove = Remove_ArcBeam;
self.move_time = time;
- loopsound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop"), VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
flash = spawn();
flash.owner = self;
self.beam_muzzlelight[3] = 1;
if(self.beam_muzzleeffect >= 0)
{
- setmodel(flash, "models/flash.md3");
+ setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
flash.colormod = self.beam_color;
flash.scale = 0.5;
self.beam_image = "particles/lgbeam";
if(self.beam_muzzleeffect >= 0)
{
- setmodel(flash, "models/flash.md3");
+ setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
flash.colormod = self.beam_color;
flash.scale = 0.5;
self.beam_image = "particles/lgbeam";
if(self.beam_muzzleeffect >= 0)
{
- setmodel(flash, "models/flash.md3");
+ setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
flash.colormod = self.beam_color;
flash.scale = 0.5;
self.beam_image = "particles/lgbeam";
if(self.beam_muzzleeffect >= 0)
{
- setmodel(flash, "models/flash.md3");
+ setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
flash.colormod = self.beam_color;
flash.scale = 0.5;
self.beam_image = "particles/lgbeam";
if(self.beam_muzzleeffect >= 0)
{
- setmodel(flash, "models/flash.md3");
+ setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
flash.colormod = self.beam_color;
flash.scale = 0.5;
self.beam_image = "particles/lgbeam";
if(self.beam_muzzleeffect >= 0)
{
- setmodel(flash, "models/flash.md3");
+ setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
flash.colormod = self.beam_color;
flash.scale = 0.5;
self.beam_image = "particles/lgbeam";
if(self.beam_muzzleeffect >= 0)
{
- setmodel(flash, "models/flash.md3");
+ setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
flash.colormod = self.beam_color;
flash.scale = 0.5;
self.beam_image = "particles/lgbeam";
if(self.beam_muzzleeffect >= 0)
{
- setmodel(flash, "models/flash.md3");
+ setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
flash.colormod = self.beam_color;
flash.scale = 0.5;
self.beam_image = "particles/lgbeam";
if(self.beam_muzzleeffect >= 0)
{
- setmodel(flash, "models/flash.md3");
+ setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
flash.colormod = self.beam_color;
flash.scale = 0.5;
}
}
-bool W_Arc(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- // todo
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("arc_loop"));
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
#endif
#endif