#ifndef IMPLEMENTATION
CLASS(HLAC, Weapon)
-/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells)
-/* impulse */ ATTRIB(HLAC, impulse, int, 6)
+/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells);
+/* impulse */ ATTRIB(HLAC, impulse, int, 6);
/* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
/* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac");
/* refname */ ATTRIB(HLAC, netname, string, "hlac");
/* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, shots, float, SEC) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, spread, float, SEC) \
+ P(class, prefix, spread_add, float, PRI) \
+ P(class, prefix, spread_crouchmod, float, BOTH) \
+ P(class, prefix, spread_max, float, PRI) \
+ P(class, prefix, spread_min, float, PRI) \
+ 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, HLAC, hlac)
+#undef X
+
ENDCLASS(HLAC)
-REGISTER_WEAPON(HLAC, NEW(HLAC));
-
-#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
-#define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, BOTH, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, edgedamage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, lifetime) \
- w_cvar(id, sn, BOTH, radius) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, BOTH, speed) \
- w_cvar(id, sn, BOTH, spread_crouchmod) \
- w_cvar(id, sn, PRI, spread_add) \
- w_cvar(id, sn, PRI, spread_max) \
- w_cvar(id, sn, PRI, spread_min) \
- w_cvar(id, sn, NONE, secondary) \
- w_cvar(id, sn, SEC, shots) \
- w_cvar(id, sn, SEC, spread) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- 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)
+REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
+
-#ifdef SVQC
-HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
-void W_HLAC_Touch()
-{SELFPARAM();
+void W_HLAC_Touch(entity this, entity toucher)
+{
float isprimary;
- PROJECTILE_TOUCH;
+ PROJECTILE_TOUCH(this, toucher);
- self.event_damage = func_null;
+ this.event_damage = func_null;
- isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
+ isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
- RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher);
- remove(self);
+ delete(this);
}
-void W_HLAC_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
entity missile;
float spread;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hlac, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo));
- spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
+ spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.misc_bulletcounter);
spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
- if(self.crouch)
+ if(actor.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(actor, weaponentity, 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)
{
- self.punchangle_x = random() - 0.5;
- self.punchangle_y = random() - 0.5;
+ actor.punchangle_x = random() - 0.5;
+ actor.punchangle_y = random() - 0.5;
}
missile = new(hlacbolt);
- missile.owner = missile.realowner = self;
+ missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
setorigin(missile, w_shotorg);
W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
//missile.angles = vectoangles(missile.velocity); // csqc
- missile.touch = W_HLAC_Touch;
- missile.think = SUB_Remove_self;
+ settouch(missile, W_HLAC_Touch);
+ setthink(missile, SUB_Remove);
missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
missile.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, missile);
missile.projectiledeathtype = WEP_HLAC.m_id;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
-void W_HLAC_Attack2()
-{SELFPARAM();
+void W_HLAC_Attack2(entity actor, .entity weaponentity)
+{
entity missile;
float spread;
spread = WEP_CVAR_SEC(hlac, spread);
- if(self.crouch)
+ if(actor.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(actor, weaponentity, 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);
- missile.owner = missile.realowner = self;
+ missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
setorigin(missile, w_shotorg);
W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
//missile.angles = vectoangles(missile.velocity); // csqc
- missile.touch = W_HLAC_Touch;
- missile.think = SUB_Remove_self;
+ settouch(missile, W_HLAC_Touch);
+ setthink(missile, SUB_Remove);
missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
missile.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, missile);
missile.missile_flags = MIF_SPLASH;
missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
// weapon frames
void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(actor.weapon != actor.switchweapon) // abort immediately if switching
+ if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
{
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- if(actor.BUTTON_ATCK)
+ if(PHYS_INPUT_BUTTON_ATCK(actor))
{
- Weapon w = get_weaponinfo(actor.weapon);
- if(!w.wr_checkammo1(w))
+ if(!thiswep.wr_checkammo1(thiswep, actor))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
}
int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
- W_HLAC_Attack(WEP_HLAC);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
+ W_HLAC_Attack(WEP_HLAC, actor, weaponentity);
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
}
}
-void W_HLAC_Attack2_Frame(Weapon thiswep)
-{SELFPARAM();
+void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
+{
float i;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo));
for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
- W_HLAC_Attack2();
+ W_HLAC_Attack2(actor, weaponentity);
if(!autocvar_g_norecoil)
{
- self.punchangle_x = random() - 0.5;
- self.punchangle_y = random() - 0.5;
+ actor.punchangle_x = random() - 0.5;
+ actor.punchangle_y = random() - 0.5;
}
}
- 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
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- } 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_init, void(entity thiswep))
- {
- HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.WEP_AMMO(HLAC) >= 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.WEP_AMMO(HLAC) >= 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_config, void(entity thiswep))
- {
- HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(HLAC, wr_reload, void(entity thiswep))
- {
- 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, entity actor))
+{
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 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, actor, weaponentity);
+ 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, actor, weaponentity);
+ 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))
+{
+ W_Reload(actor, weaponentity, 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, 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