]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hlac.qc
Clean out self from wr_checkammo1 & wr_checkammo2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
index 3c158f60814e07524c6a483de523d3cfb1997489..932f3d17da42f6830c169fbda0b7952bcd1b95a9 100644 (file)
@@ -81,7 +81,7 @@ void W_HLAC_Attack(Weapon thiswep)
     if(self.crouch)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
-       W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+       W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
        if(!autocvar_g_norecoil)
        {
@@ -128,7 +128,7 @@ void W_HLAC_Attack2()
     if(self.crouch)
         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
-       W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+       W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        missile = new(hlacbolt);
@@ -169,9 +169,9 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
                return;
        }
 
-       if(actor.BUTTON_ATCK)
+       if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
-               if(!thiswep.wr_checkammo1(thiswep))
+               if(!thiswep.wr_checkammo1(thiswep, actor))
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
@@ -207,69 +207,72 @@ void W_HLAC_Attack2_Frame(Weapon thiswep)
        }
 }
 
-               METHOD(HLAC, wr_aim, void(entity thiswep))
-               {
-                       self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
-               }
-               METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
-                               thiswep.wr_reload(thiswep, actor, weaponentity);
-                       } else if(fire & 1)
-                       {
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
-                               {
-                                       actor.misc_bulletcounter = 0;
-                                       W_HLAC_Attack(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
-                               }
-                       }
-
-                       else if((fire & 2) && WEP_CVAR(hlac, secondary))
-                       {
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
-                               {
-                                       W_HLAC_Attack2_Frame(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
-                               }
-                       }
-               }
-               METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
-                       return ammo_amount;
-               }
-               METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
-                       return ammo_amount;
-               }
-               METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-               {
-                       W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
-               }
-               METHOD(HLAC, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_HLAC_SUICIDE;
-               }
-               METHOD(HLAC, wr_killmessage, int(entity thiswep))
-               {
-                       return WEAPON_HLAC_MURDER;
-               }
+METHOD(HLAC, wr_aim, void(entity thiswep))
+{
+    SELFPARAM();
+    PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+}
+METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else if(fire & 1)
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
+        {
+            actor.misc_bulletcounter = 0;
+            W_HLAC_Attack(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+        }
+    }
+
+    else if((fire & 2) && WEP_CVAR(hlac, secondary))
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
+        {
+            W_HLAC_Attack2_Frame(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
+        }
+    }
+}
+METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
+    ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
+    return ammo_amount;
+}
+METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
+    ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
+    return ammo_amount;
+}
+METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    SELFPARAM();
+    W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
+}
+METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_HLAC_SUICIDE;
+}
+METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
+{
+    return WEAPON_HLAC_MURDER;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(HLAC, 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(HLAC, wr_impacteffect, void(entity thiswep))
+{
+    SELFPARAM();
+    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);
+}
 
 #endif
 #endif