#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ RPC,
-/* function */ W_RocketPropelledChainsaw,
-/* ammotype */ ammo_rockets,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.5 0.5 0',
-/* modelname */ "ok_rl",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairrocketlauncher 0.7",
-/* wepimg */ "weaponrpc",
-/* refname */ "rpc",
-/* wepname */ _("Rocket Propelled Chainsaw")
-);
+CLASS(RocketPropelledChainsaw, Weapon)
+/* ammotype */ ATTRIB(RocketPropelledChainsaw, ammo_field, .int, ammo_rockets)
+/* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 7)
+/* flags */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON);
+/* rating */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0');
+/* modelname */ ATTRIB(RocketPropelledChainsaw, mdl, string, "ok_rl");
+#ifndef MENUQC
+/* model */ ATTRIB(RocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM);
+#endif
+/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher");
+/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc");
+/* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc");
+/* wepname */ ATTRIB(RocketPropelledChainsaw, message, string, _("Rocket Propelled Chainsaw"));
+ENDCLASS(RocketPropelledChainsaw)
+REGISTER_WEAPON(RPC, NEW(RocketPropelledChainsaw));
#define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
#define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_rpc() { weapon_defaultspawnfunc(WEP_RPC.m_id); }
+spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(WEP_RPC.m_id); }
void W_RocketPropelledChainsaw_Explode()
{SELFPARAM();
self.nextthink = time;
}
-void W_RocketPropelledChainsaw_Attack (void)
+void W_RocketPropelledChainsaw_Attack (Weapon thiswep)
{SELFPARAM();
entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
entity flash = spawn ();
- W_DecreaseAmmo(WEP_CVAR(rpc, ammo));
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, W_Sound("rocket_fire"), CH_WEAPON_A, WEP_CVAR(rpc, damage));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(missile);
setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
SUB_SetFade (flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
+ W_AttachToShotorg(self, flash, '5 0 0');
missile.pos1 = missile.velocity;
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-bool W_RocketPropelledChainsaw(int req)
-{SELFPARAM();
- float ammo_amount = false;
- switch(req)
- {
- case WR_AIM:
+ METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
{
self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
- return true;
}
- case WR_THINK:
+ METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, int slot, int fire))
{
- if(WEP_CVAR(rpc, reload_ammo) && self.clip_load < WEP_CVAR(rpc, ammo))
- WEP_ACTION(self.weapon, WR_RELOAD);
- else
+ if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
{
- if (self.BUTTON_ATCK)
+ if (fire & 1)
{
- if(weapon_prepareattack(0, WEP_CVAR(rpc, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(rpc, refire)))
{
- W_RocketPropelledChainsaw_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
+ W_RocketPropelledChainsaw_Attack(thiswep);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
}
}
- if (self.BUTTON_ATCK2)
+ if (fire & 2)
{
// to-do
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(RocketPropelledChainsaw, wr_init, void(entity thiswep))
{
- precache_sound (W_Sound("rocket_fire"));
RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
+ float ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
{
return false;
}
- case WR_CONFIG:
+ METHOD(RocketPropelledChainsaw, wr_config, void(entity thiswep))
{
RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep))
{
- W_Reload(WEP_CVAR(rpc, ammo), W_Sound("reload"));
- return true;
+ W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep))
{
if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
return WEAPON_RPC_SUICIDE_SPLASH;
else
return WEAPON_RPC_SUICIDE_DIRECT;
}
- case WR_KILLMESSAGE:
+ METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_BLASTER_MURDER;
else
return WEAPON_RPC_MURDER_DIRECT;
}
- }
- return false;
-}
#endif
#ifdef CSQC
-bool W_RocketPropelledChainsaw(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
-
- return true;
+ sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
}
- case WR_INIT:
- {
- precache_sound(W_Sound("rocket_impact"));
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
#endif
#endif