#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);
+ remove(this);
}
-void W_HLAC_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_HLAC_Attack(Weapon thiswep, entity actor)
+{
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, 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);
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);
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 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, 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);
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);
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
// weapon frames
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));
}
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);
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)
+{
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);
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))
- {
- PHYS_INPUT_BUTTON_ATCK(self) = 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, 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);
+ 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);
+ 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, 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