+#include "blaster.qh"
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ BLASTER,
-/* function */ W_Blaster,
-/* ammotype */ ammo_none,
-/* impulse */ 1,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ 0,
-/* color */ '1 0.5 0.5',
-/* modelname */ "laser",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairlaser 0.5",
-/* wepimg */ "weaponlaser",
-/* refname */ "blaster",
-/* wepname */ _("Blaster")
-);
+CLASS(Blaster, Weapon)
+/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none);
+/* impulse */ ATTRIB(Blaster, impulse, int, 1);
+/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
+/* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
+/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
+#ifdef GAMEQC
+/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
+#endif
+/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
+/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
+/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
+/* refname */ ATTRIB(Blaster, netname, string, "blaster");
+/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
+
+#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
-#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)
+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;
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
-void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
+spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
+spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
-void W_Blaster_Touch(void)
-{SELFPARAM();
- PROJECTILE_TOUCH;
+void W_Blaster_Touch(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
- self.event_damage = func_null;
+ this.event_damage = func_null;
RadiusDamage(
- self,
- self.realowner,
- self.blaster_damage,
- self.blaster_edgedamage,
- self.blaster_radius,
- world,
- world,
- self.blaster_force,
- self.projectiledeathtype,
- other
+ this,
+ this.realowner,
+ this.blaster_damage,
+ this.blaster_edgedamage,
+ this.blaster_radius,
+ NULL,
+ NULL,
+ this.blaster_force,
+ this.projectiledeathtype,
+ toucher
);
- remove(self);
+ delete(this);
}
-void W_Blaster_Think(void)
-{SELFPARAM();
- self.movetype = MOVETYPE_FLY;
- self.think = SUB_Remove;
- self.nextthink = time + self.blaster_lifetime;
- CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
+void W_Blaster_Think(entity this)
+{
+ set_movetype(this, MOVETYPE_FLY);
+ setthink(this, SUB_Remove);
+ this.nextthink = time + this.blaster_lifetime;
+ CSQCProjectile(this, true, PROJECTILE_BLASTER, true);
}
void W_Blaster_Attack(
+ entity actor,
+ .entity weaponentity,
float atk_deathtype,
float atk_shotangle,
float atk_damage,
float atk_spread,
float atk_delay,
float atk_lifetime)
-{SELFPARAM();
+{
vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
- W_SetupShot_Dir(self, s_forward, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_B, atk_damage);
+ W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- entity missile = spawn();
- missile.owner = missile.realowner = self;
- missile.classname = "blasterbolt";
+ entity missile = new(blasterbolt);
+ missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
missile.bot_dodgerating = atk_damage;
PROJECTILE_MAKETRIGGER(missile);
//missile.glow_color = 250; // 244, 250
//missile.glow_size = 120;
- missile.touch = W_Blaster_Touch;
+ settouch(missile, W_Blaster_Touch);
missile.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
missile.projectiledeathtype = atk_deathtype;
- missile.think = W_Blaster_Think;
+ setthink(missile, W_Blaster_Think);
missile.nextthink = time + atk_delay;
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
- if(time >= missile.nextthink)
+ if (time >= missile.nextthink)
{
- entity oldself;
- oldself = self;
- self = missile;
- self.think();
- self = oldself;
+ getthink(missile)(missile);
}
}
-bool W_Blaster(int request)
-{SELFPARAM();
- switch(request)
- {
- case WR_AIM:
- {
- if(WEP_CVAR(blaster, secondary))
- {
- if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
- { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
- else
- { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
- }
- else
- { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
-
- return true;
- }
- case WR_THINK:
- {
- if(self.BUTTON_ATCK)
- {
- if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
- {
- W_Blaster_Attack(
- WEP_BLASTER.m_id,
- WEP_CVAR_PRI(blaster, shotangle),
- WEP_CVAR_PRI(blaster, damage),
- WEP_CVAR_PRI(blaster, edgedamage),
- WEP_CVAR_PRI(blaster, radius),
- WEP_CVAR_PRI(blaster, force),
- WEP_CVAR_PRI(blaster, speed),
- WEP_CVAR_PRI(blaster, spread),
- WEP_CVAR_PRI(blaster, delay),
- WEP_CVAR_PRI(blaster, lifetime)
- );
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
- }
- }
- else if(self.BUTTON_ATCK2)
- {
- switch(WEP_CVAR(blaster, secondary))
- {
- case 0: // switch to last used weapon
- {
- if(self.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
- W_LastWeapon();
- break;
- }
-
- case 1: // normal projectile secondary
- {
- if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
- {
- W_Blaster_Attack(
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(blaster, shotangle),
- WEP_CVAR_SEC(blaster, damage),
- WEP_CVAR_SEC(blaster, edgedamage),
- WEP_CVAR_SEC(blaster, radius),
- WEP_CVAR_SEC(blaster, force),
- WEP_CVAR_SEC(blaster, speed),
- WEP_CVAR_SEC(blaster, spread),
- WEP_CVAR_SEC(blaster, delay),
- WEP_CVAR_SEC(blaster, lifetime)
- );
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
- }
+METHOD(Blaster, wr_aim, void(entity thiswep, entity actor))
+{
+ if(WEP_CVAR(blaster, secondary))
+ {
+ if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
+ { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
+ else
+ { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+ }
+ else
+ { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+}
- break;
- }
- }
- }
- return true;
- }
+METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire)))
+ {
+ W_Blaster_Attack(
+ actor,
+ weaponentity,
+ WEP_BLASTER.m_id,
+ WEP_CVAR_PRI(blaster, shotangle),
+ WEP_CVAR_PRI(blaster, damage),
+ WEP_CVAR_PRI(blaster, edgedamage),
+ WEP_CVAR_PRI(blaster, radius),
+ WEP_CVAR_PRI(blaster, force),
+ WEP_CVAR_PRI(blaster, speed),
+ WEP_CVAR_PRI(blaster, spread),
+ WEP_CVAR_PRI(blaster, delay),
+ WEP_CVAR_PRI(blaster, lifetime)
+ );
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
+ }
+ }
+ else if(fire & 2)
+ {
+ switch(WEP_CVAR(blaster, secondary))
+ {
+ case 0: // switch to last used weapon
+ {
+ if(actor.(weaponentity).m_switchweapon == WEP_BLASTER) // don't do this if already switching
+ W_LastWeapon(actor, weaponentity);
+ break;
+ }
- case WR_INIT:
- {
- precache_model(W_Model("g_laser.md3"));
- precache_model(W_Model("v_laser.md3"));
- precache_model(W_Model("h_laser.iqm"));
- precache_sound(W_Sound("lasergun_fire"));
- BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
- }
+ case 1: // normal projectile secondary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
+ {
+ W_Blaster_Attack(
+ actor,
+ weaponentity,
+ WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+ WEP_CVAR_SEC(blaster, shotangle),
+ WEP_CVAR_SEC(blaster, damage),
+ WEP_CVAR_SEC(blaster, edgedamage),
+ WEP_CVAR_SEC(blaster, radius),
+ WEP_CVAR_SEC(blaster, force),
+ WEP_CVAR_SEC(blaster, speed),
+ WEP_CVAR_SEC(blaster, spread),
+ WEP_CVAR_SEC(blaster, delay),
+ WEP_CVAR_SEC(blaster, lifetime)
+ );
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
+ }
- case WR_SETUP:
- {
- self.ammo_field = ammo_none;
- return true;
- }
+ break;
+ }
+ }
+ }
+}
- case WR_CHECKAMMO1:
- case WR_CHECKAMMO2:
- {
- return true; // laser has infinite ammo
- }
+METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+ return true; // infinite ammo
+}
- case WR_CONFIG:
- {
- BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
- }
+METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+ return true; // blaster has infinite ammo
+}
- case WR_SUICIDEMESSAGE:
- {
- return WEAPON_BLASTER_SUICIDE;
- }
+METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_BLASTER_SUICIDE;
+}
- case WR_KILLMESSAGE:
- {
- return WEAPON_BLASTER_MURDER;
- }
- }
- return false;
+METHOD(Blaster, wr_killmessage, Notification(entity thiswep))
+{
+ return WEAPON_BLASTER_MURDER;
}
+
#endif
#ifdef CSQC
-bool W_Blaster(int request)
-{SELFPARAM();
- switch(request)
- {
- case WR_IMPACTEFFECT:
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("laserimpact"));
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
+METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
}
+
#endif
#endif