/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
/* refname */ ATTRIB(Blaster, netname, string, "blaster");
/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
-ENDCLASS(Blaster)
-REGISTER_WEAPON(BLASTER, NEW(Blaster));
-#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
-#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, delay) \
- w_cvar(id, sn, BOTH, edgedamage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, force_zscale) \
- w_cvar(id, sn, BOTH, lifetime) \
- w_cvar(id, sn, BOTH, radius) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, BOTH, shotangle) \
- w_cvar(id, sn, BOTH, speed) \
- w_cvar(id, sn, BOTH, spread) \
- w_cvar(id, sn, NONE, secondary) \
- 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)
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, delay, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, force_zscale, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, shotangle, float, BOTH) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ 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, Blaster, blaster)
+#undef X
+
+ENDCLASS(Blaster)
+REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster));
#ifdef SVQC
-BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float blaster_damage;
.float blaster_edgedamage;
.float blaster_radius;
spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
-void W_Blaster_Touch(void)
+void W_Blaster_Touch()
{SELFPARAM();
PROJECTILE_TOUCH;
remove(self);
}
-void W_Blaster_Think(void)
+void W_Blaster_Think()
{SELFPARAM();
- self.movetype = MOVETYPE_FLY;
- self.think = SUB_Remove;
- self.nextthink = time + self.blaster_lifetime;
- CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
+ this.movetype = MOVETYPE_FLY;
+ this.think = SUB_Remove_self;
+ this.nextthink = time + this.blaster_lifetime;
+ CSQCProjectile(this, true, PROJECTILE_BLASTER, true);
}
void W_Blaster_Attack(
{ self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
}
- METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, int slot, int fire))
+ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
{
if(fire & 1)
{
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(blaster, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire)))
{
W_Blaster_Attack(
actor,
WEP_CVAR_PRI(blaster, delay),
WEP_CVAR_PRI(blaster, lifetime)
);
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
}
}
else if(fire & 2)
{
case 0: // switch to last used weapon
{
- if(actor.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
- W_LastWeapon();
+ if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
+ W_LastWeapon(actor);
break;
}
case 1: // normal projectile secondary
{
- if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(blaster, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
{
W_Blaster_Attack(
actor,
WEP_CVAR_SEC(blaster, delay),
WEP_CVAR_SEC(blaster, lifetime)
);
- weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
}
break;
}
}
- METHOD(Blaster, wr_init, void(entity thiswep))
- {
- BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
-
METHOD(Blaster, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
return true; // blaster has infinite ammo
}
- METHOD(Blaster, wr_config, void(entity thiswep))
- {
- BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
-
METHOD(Blaster, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_BLASTER_SUICIDE;
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
}