#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")
-);
-
-#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) \
- w_cvar(id, sn, NONE, beam_ammo) \
- w_cvar(id, sn, NONE, beam_animtime) \
- w_cvar(id, sn, NONE, beam_botaimspeed) \
- w_cvar(id, sn, NONE, beam_botaimlifetime) \
- w_cvar(id, sn, NONE, beam_damage) \
- w_cvar(id, sn, NONE, beam_degreespersegment) \
- w_cvar(id, sn, NONE, beam_distancepersegment) \
- w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
- w_cvar(id, sn, NONE, beam_falloff_maxdist) \
- w_cvar(id, sn, NONE, beam_falloff_mindist) \
- w_cvar(id, sn, NONE, beam_force) \
- w_cvar(id, sn, NONE, beam_healing_amax) \
- w_cvar(id, sn, NONE, beam_healing_aps) \
- w_cvar(id, sn, NONE, beam_healing_hmax) \
- w_cvar(id, sn, NONE, beam_healing_hps) \
- w_cvar(id, sn, NONE, beam_maxangle) \
- w_cvar(id, sn, NONE, beam_nonplayerdamage) \
- w_cvar(id, sn, NONE, beam_range) \
- w_cvar(id, sn, NONE, beam_refire) \
- w_cvar(id, sn, NONE, beam_returnspeed) \
- w_cvar(id, sn, NONE, beam_tightness) \
- w_cvar(id, sn, NONE, burst_ammo) \
- w_cvar(id, sn, NONE, burst_damage) \
- w_cvar(id, sn, NONE, burst_healing_aps) \
- w_cvar(id, sn, NONE, burst_healing_hps) \
- w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
- w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
- w_cvar(id, sn, NONE, beam_heat) /* heat increase per second (primary) */ \
- w_cvar(id, sn, NONE, burst_heat) /* heat increase per second (secondary) */ \
- w_cvar(id, sn, NONE, cooldown) /* heat decrease per second when resting */ \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+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, m_name, string, _("Arc"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, beam_ammo, float, NONE) \
+ P(class, prefix, beam_animtime, float, NONE) \
+ P(class, prefix, beam_botaimlifetime, float, NONE) \
+ P(class, prefix, beam_botaimspeed, float, NONE) \
+ P(class, prefix, beam_damage, float, NONE) \
+ P(class, prefix, beam_degreespersegment, float, NONE) \
+ P(class, prefix, beam_distancepersegment, float, NONE) \
+ P(class, prefix, beam_falloff_halflifedist, float, NONE) \
+ P(class, prefix, beam_falloff_maxdist, float, NONE) \
+ P(class, prefix, beam_falloff_mindist, float, NONE) \
+ P(class, prefix, beam_force, float, NONE) \
+ P(class, prefix, beam_healing_amax, float, NONE) \
+ P(class, prefix, beam_healing_aps, float, NONE) \
+ P(class, prefix, beam_healing_hmax, float, NONE) \
+ P(class, prefix, beam_healing_hps, float, NONE) \
+ P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
+ P(class, prefix, beam_maxangle, float, NONE) \
+ P(class, prefix, beam_nonplayerdamage, float, NONE) \
+ P(class, prefix, beam_range, float, NONE) \
+ P(class, prefix, beam_refire, float, NONE) \
+ P(class, prefix, beam_returnspeed, float, NONE) \
+ P(class, prefix, beam_tightness, float, NONE) \
+ P(class, prefix, burst_ammo, float, NONE) \
+ P(class, prefix, burst_damage, float, NONE) \
+ P(class, prefix, burst_healing_aps, float, NONE) \
+ P(class, prefix, burst_healing_hps, float, NONE) \
+ P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
+ P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
+ P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
+ P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Arc, arc)
+#undef X
+
+ENDCLASS(Arc)
+REGISTER_WEAPON(ARC, arc, NEW(Arc));
+
#ifndef MENUQC
const float ARC_MAX_SEGMENTS = 20;
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;
.float beam_heat; // (beam) amount of heat produced
.float arc_overheat; // (dropped arc/player) time during which it's too hot
.float arc_cooldown; // (dropped arc/player) cooling speed
-.float arc_heat_percent; // (player) arc heat in [0,1] (stat)
+.float arc_heat_percent = _STAT(ARC_HEAT);
.float arc_smoke_sound;
#endif
#ifdef CSQC
-void Ent_ReadArcBeam(float isnew);
.vector beam_color;
.float beam_alpha;
.float beam_thickness;
-.float beam_traileffect;
-.float beam_hiteffect;
+.entity beam_traileffect;
+.entity beam_hiteffect;
.float beam_hitlight[4]; // 0: radius, 123: rgb
-.float beam_muzzleeffect;
+.entity beam_muzzleeffect;
.float beam_muzzlelight[4]; // 0: radius, 123: rgb
.string beam_image;
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
+spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
-float W_Arc_Beam_Send(entity to, int sf)
-{SELFPARAM();
- WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
+bool W_Arc_Beam_Send(entity this, entity to, int sf)
+{
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
// Truncate information when this beam is displayed to the owner client
// - The owner client has no use for beam start position or directions,
//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
-void W_Arc_Beam_Think(void)
+void W_Arc_Beam_Think()
{SELFPARAM();
if(self != self.owner.arc_beam)
{
burst = ARC_BT_BURSTMASK;
}
+ Weapon thiswep = WEP_ARC;
+
if(
!IS_PLAYER(self.owner)
||
- (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ (self.owner.(thiswep.ammo_field) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
||
- self.owner.deadflag != DEAD_NO
+ IS_DEAD(self.owner)
||
(!self.owner.BUTTON_ATCK && !burst )
||
- self.owner.frozen
+ STAT(FROZEN, self.owner)
||
self.owner.vehicle
||
if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
{
- Send_Effect_("arc_overheat",
+ Send_Effect(EFFECT_ARC_OVERHEAT,
self.beam_start, self.beam_wantdir, 1 );
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
if(rootammo)
{
- coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
- self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
+ coefficient = min(coefficient, self.owner.(thiswep.ammo_field) / rootammo);
+ self.owner.(thiswep.ammo_field) = max(0, self.owner.(thiswep.ammo_field) - (rootammo * frametime));
}
}
float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
if(time - self.beam_prev > 1)
sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
- entity beam = self.arc_beam = spawn();
- beam.classname = "W_Arc_Beam";
+ entity beam = self.arc_beam = new(W_Arc_Beam);
beam.solid = SOLID_NOT;
beam.think = W_Arc_Beam_Think;
beam.owner = self;
if ( self.arc_overheat > time )
{
if ( random() < self.arc_heat_percent )
- Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
+ Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
{
- Send_Effect_("arc_overheat_fire", smoke_origin, w_shotdir, 1 );
+ Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
if ( !self.arc_smoke_sound )
{
self.arc_smoke_sound = 1;
{
if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
- Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
+ Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
}
if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
- !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
+ !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || PS(self).m_switchweapon != WEP_ARC )
{
self.arc_smoke_sound = 0;
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, .entity weaponentity, 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, weaponentity, 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, weaponentity, WFRAME_DONTCHANGE, 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, weaponentity, 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, weaponentity, 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, 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, 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();
}
- 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, weaponentity, 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, weaponentity, 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))
{
if(!arc_shotorigin[0])
{
arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
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))
{
- return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
+ SELFPARAM();
+ return ((!WEP_CVAR(arc, beam_ammo)) || (self.(thiswep.ammo_field) > 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:
- {
- ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
+ ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0));
}
- 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) &&
+ if ( !client_hasweapon(self, 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;
}
- return true;
}
- }
- return false;
-}
#endif
#ifdef CSQC
void Draw_ArcBeam_callback(vector start, vector hit, vector end)
Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
}
-void Reset_ArcBeam(void)
+void Reset_ArcBeam()
{
entity e;
for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
}
}
-void Draw_ArcBeam(void)
-{SELFPARAM();
- float dt = time - self.move_time;
- self.move_time = time;
+void Draw_ArcBeam(entity this)
+{
+ float dt = time - this.move_time;
+ this.move_time = time;
if(dt <= 0) { return; }
- if(!self.beam_usevieworigin)
+ if(!this.beam_usevieworigin)
{
- InterpolateOrigin_Do();
+ InterpolateOrigin_Do(this);
}
// origin = beam starting origin
vector start_pos;
vector wantdir; //= view_forward;
- vector beamdir; //= self.beam_dir;
+ vector beamdir; //= this.beam_dir;
float segments;
- if(self.beam_usevieworigin)
+ if(this.beam_usevieworigin)
{
// WEAPONTODO:
// Currently we have to replicate nearly the same method of figuring
vector up = v_up;
// decide upon start position
- if(self.beam_usevieworigin == 2)
+ if(this.beam_usevieworigin == 2)
{ start_pos = warpzone_save_view_origin; }
else
- { start_pos = self.origin; }
+ { start_pos = this.origin; }
// trace forward with an estimation
WarpZone_TraceLine(
start_pos,
- start_pos + forward * self.beam_range,
+ start_pos + forward * this.beam_range,
MOVE_NOMONSTERS,
- self
+ this
);
// untransform in case our trace went through a warpzone
vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
// un-adjust trueaim if shotend is too close
- if(vlen(end_pos - start_pos) < g_trueaim_minrange)
+ if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
end_pos = start_pos + (forward * g_trueaim_minrange);
// move shot origin to the actual gun muzzle origin
vector origin_offset =
- right * -self.beam_shotorigin.y
- + up * self.beam_shotorigin.z;
+ right * -this.beam_shotorigin.y
+ + up * this.beam_shotorigin.z;
start_pos = start_pos + origin_offset;
// Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
- traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
+ traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
start_pos = trace_endpos;
// calculate the aim direction now
wantdir = normalize(end_pos - start_pos);
- if(!self.beam_initialized)
+ if(!this.beam_initialized)
{
- self.beam_dir = wantdir;
- self.beam_initialized = true;
+ this.beam_dir = wantdir;
+ this.beam_initialized = true;
}
- if(self.beam_dir != wantdir)
+ if(this.beam_dir != wantdir)
{
// 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(wantdir - self.beam_dir) * RAD2DEG;
- if(angle && (angle > self.beam_maxangle))
+ float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
+ if(angle && (angle > this.beam_maxangle))
{
// if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
float blendfactor = bound(
0,
- (1 - (self.beam_returnspeed * frametime)),
- min(self.beam_maxangle / angle, 1)
+ (1 - (this.beam_returnspeed * frametime)),
+ min(this.beam_maxangle / angle, 1)
);
- self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
else
{
// the radius is not too far yet, no worries :D
float blendfactor = bound(
0,
- (1 - (self.beam_returnspeed * frametime)),
+ (1 - (this.beam_returnspeed * frametime)),
1
);
- self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
// calculate how many segments are needed
float max_allowed_segments;
- if(self.beam_distancepersegment)
+ if(this.beam_distancepersegment)
{
max_allowed_segments = min(
ARC_MAX_SEGMENTS,
- 1 + (vlen(wantdir / self.beam_distancepersegment))
+ 1 + (vlen(wantdir / this.beam_distancepersegment))
);
}
else { max_allowed_segments = ARC_MAX_SEGMENTS; }
- if(self.beam_degreespersegment)
+ if(this.beam_degreespersegment)
{
segments = bound(
1,
(
min(
angle,
- self.beam_maxangle
+ this.beam_maxangle
)
/
- self.beam_degreespersegment
+ this.beam_degreespersegment
),
max_allowed_segments
);
else { segments = 1; }
// set the beam direction which the rest of the code will refer to
- beamdir = self.beam_dir;
+ beamdir = this.beam_dir;
- // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
- self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
+ // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
+ this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
}
else
{
// set the values from the provided info from the networked entity
- start_pos = self.origin;
- wantdir = self.v_angle;
- beamdir = self.angles;
+ start_pos = this.origin;
+ wantdir = this.v_angle;
+ beamdir = this.angles;
if(beamdir != wantdir)
{
// calculate how many segments are needed
float max_allowed_segments;
- if(self.beam_distancepersegment)
+ if(this.beam_distancepersegment)
{
max_allowed_segments = min(
ARC_MAX_SEGMENTS,
- 1 + (vlen(wantdir / self.beam_distancepersegment))
+ 1 + (vlen(wantdir / this.beam_distancepersegment))
);
}
else { max_allowed_segments = ARC_MAX_SEGMENTS; }
- if(self.beam_degreespersegment)
+ if(this.beam_degreespersegment)
{
segments = bound(
1,
(
min(
angle,
- self.beam_maxangle
+ this.beam_maxangle
)
/
- self.beam_degreespersegment
+ this.beam_degreespersegment
),
max_allowed_segments
);
else { segments = 1; }
}
- setorigin(self, start_pos);
- self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+ setorigin(this, start_pos);
+ this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
- vector beam_endpos = (start_pos + (beamdir * self.beam_range));
- vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
+ vector beam_endpos = (start_pos + (beamdir * this.beam_range));
+ vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
- Draw_ArcBeam_callback_entity = self;
+ Draw_ArcBeam_callback_entity = this;
Draw_ArcBeam_callback_last_thickness = 0;
Draw_ArcBeam_callback_last_top = start_pos;
Draw_ArcBeam_callback_last_bottom = start_pos;
}
// visual effects for startpoint and endpoint
- if(self.beam_hiteffect)
+ if(this.beam_hiteffect)
{
// FIXME we really should do this on the server so it actually
// matches gameplay. What this client side stuff is doing is no
// more than guesswork.
if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
pointparticles(
- self.beam_hiteffect,
+ this.beam_hiteffect,
last_origin,
beamdir * -1,
frametime * 2
);
}
- if(self.beam_hitlight[0])
+ if(this.beam_hitlight[0])
{
adddynamiclight(
last_origin,
- self.beam_hitlight[0],
+ this.beam_hitlight[0],
vec3(
- self.beam_hitlight[1],
- self.beam_hitlight[2],
- self.beam_hitlight[3]
+ this.beam_hitlight[1],
+ this.beam_hitlight[2],
+ this.beam_hitlight[3]
)
);
}
- if(self.beam_muzzleeffect)
+ if(this.beam_muzzleeffect)
{
pointparticles(
- self.beam_muzzleeffect,
+ this.beam_muzzleeffect,
original_start_pos + wantdir * 20,
wantdir * 1000,
frametime * 0.1
);
}
- if(self.beam_muzzlelight[0])
+ if(this.beam_muzzlelight[0])
{
adddynamiclight(
original_start_pos + wantdir * 20,
- self.beam_muzzlelight[0],
+ this.beam_muzzlelight[0],
vec3(
- self.beam_muzzlelight[1],
- self.beam_muzzlelight[2],
- self.beam_muzzlelight[3]
+ this.beam_muzzlelight[1],
+ this.beam_muzzlelight[2],
+ this.beam_muzzlelight[3]
)
);
}
Draw_ArcBeam_callback_last_bottom = '0 0 0';
}
-void Remove_ArcBeam(void)
-{SELFPARAM();
- remove(self.beam_muzzleentity);
- sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+void Remove_ArcBeam(entity this)
+{
+ remove(this.beam_muzzleentity);
+ sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
-void Ent_ReadArcBeam(float isnew)
-{SELFPARAM();
+NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
+{
int sf = ReadByte();
entity flash;
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.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
self.iflags = IFLAG_ORIGIN;
- InterpolateOrigin_Undo();
+ InterpolateOrigin_Undo(self);
}
if(sf & ARC_SF_START) // starting location
else
{
// use player origin so that third person display still works
- self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+ self.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
}
}
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ self.beam_traileffect = (EFFECT_ARC_BEAM);
+ self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
- if(self.beam_muzzleeffect >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ self.beam_traileffect = (EFFECT_ARC_BEAM);
+ self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; // particleeffectnum(EFFECT_GRENADE_MUZZLEFLASH);
+ self.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- if(self.beam_muzzleeffect >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT);
+ self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
+ self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- if(self.beam_muzzleeffect >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ self.beam_traileffect = (EFFECT_ARC_BEAM);
+ self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 20;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 0;
self.beam_hitlight[3] = 0;
- self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 50;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 0;
self.beam_muzzlelight[3] = 0;
self.beam_image = "particles/lgbeam";
- if(self.beam_muzzleeffect >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ self.beam_traileffect = (EFFECT_ARC_BEAM);
+ self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- if(self.beam_muzzleeffect >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ self.beam_traileffect = (EFFECT_ARC_BEAM);
+ self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- if(self.beam_muzzleeffect >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT2);
+ self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
+ self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- if(self.beam_muzzleeffect >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ self.beam_traileffect = (EFFECT_ARC_BEAM);
+ self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- if(self.beam_muzzleeffect >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = randomvec();
self.beam_alpha = 1;
self.beam_thickness = 8;
- self.beam_traileffect = false;
- self.beam_hiteffect = false;
+ self.beam_traileffect = NULL;
+ self.beam_hiteffect = NULL;
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- if(self.beam_muzzleeffect >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
if(!self.beam_usevieworigin)
{
- InterpolateOrigin_Note();
+ InterpolateOrigin_Note(this);
}
+ return true;
}
-bool W_Arc(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- // todo
- return true;
- }
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
#endif
#endif