spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
-void W_Blaster_Touch()
-{SELFPARAM();
- PROJECTILE_TOUCH;
+void W_Blaster_Touch(entity this)
+{
+ PROJECTILE_TOUCH(this);
- 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,
+ this,
+ this.realowner,
+ this.blaster_damage,
+ this.blaster_edgedamage,
+ this.blaster_radius,
+ NULL,
+ NULL,
+ this.blaster_force,
+ this.projectiledeathtype,
other
);
- remove(self);
+ remove(this);
}
-void W_Blaster_Think()
-{SELFPARAM();
+void W_Blaster_Think(entity this)
+{
this.movetype = MOVETYPE_FLY;
- this.think = SUB_Remove_self;
+ setthink(this, SUB_Remove);
this.nextthink = time + this.blaster_lifetime;
CSQCProjectile(this, true, PROJECTILE_BLASTER, true);
}
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(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
+ W_SetupShot_Dir(actor, 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 = new(blasterbolt);
//missile.glow_color = 250; // 244, 250
//missile.glow_size = 120;
- missile.touch = W_Blaster_Touch;
+ settouch(missile, W_Blaster_Touch);
missile.flags = FL_PROJECTILE;
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, actor, missile);
if (time >= missile.nextthink)
{
- WITH(entity, self, missile, missile.think());
+ getthink(missile)(missile);
}
}
- METHOD(Blaster, wr_aim, void(entity thiswep))
- {
- 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); }
- }
+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); }
+}
- 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,
- 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(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
- W_LastWeapon(actor);
- break;
- }
+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,
+ 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(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, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
- {
- W_Blaster_Attack(
- actor,
- 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 1: // normal projectile secondary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
+ {
+ W_Blaster_Attack(
+ actor,
+ 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);
+ }
- break;
- }
- }
- }
- }
+ break;
+ }
+ }
+ }
+}
- METHOD(Blaster, wr_setup, void(entity thiswep))
- {
- self.ammo_field = ammo_none;
- }
+METHOD(Blaster, wr_setup, void(entity thiswep, entity actor))
+{
+ actor.ammo_field = ammo_none;
+}
- METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
- {
- return true; // infinite ammo
- }
+METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ return true; // infinite ammo
+}
- METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
- {
- return true; // blaster has infinite ammo
- }
+METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ return true; // blaster has infinite ammo
+}
- METHOD(Blaster, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_BLASTER_SUICIDE;
- }
+METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_BLASTER_SUICIDE;
+}
- METHOD(Blaster, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_BLASTER_MURDER;
- }
+METHOD(Blaster, wr_killmessage, Notification(entity thiswep))
+{
+ return WEAPON_BLASTER_MURDER;
+}
#endif
#ifdef CSQC
- METHOD(Blaster, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
- }
+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