#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ SEEKER,
-/* function */ W_Seeker,
-/* ammotype */ ammo_rockets,
-/* impulse */ 8,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0.5 1 0',
-/* modelname */ "seeker",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairseeker 0.8",
-/* wepimg */ "weaponseeker",
-/* refname */ "seeker",
-/* wepname */ _("T.A.G. Seeker")
-);
+CLASS(Seeker, Weapon)
+/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets)
+/* impulse */ ATTRIB(Seeker, impulse, int, 8)
+/* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
+/* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
+#ifndef MENUQC
+/* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
+#endif
+/* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
+/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
+/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
+/* refname */ ATTRIB(Seeker, netname, string, "seeker");
+/* wepname */ ATTRIB(Seeker, message, string, _("T.A.G. Seeker"));
+ENDCLASS(Seeker)
+REGISTER_WEAPON(SEEKER, NEW(Seeker));
#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
#define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
+spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
}
*/
-void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
+void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
{SELFPARAM();
entity missile;
- W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
makevectors(self.v_angle);
- W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, W_Sound("seeker_fire"), CH_WEAPON_A, 0);
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
w_shotorg += f_diff;
Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
W_Seeker_Flac_Explode();
}
-void W_Seeker_Fire_Flac(void)
+void W_Seeker_Fire_Flac(Weapon thiswep)
{SELFPARAM();
entity missile;
vector f_diff;
float c;
- W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, flac_ammo));
c = self.bulletcounter % 4;
switch(c)
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, W_Sound("flac_fire"), CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(FLAC_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
w_shotorg += f_diff;
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
closest_target = world;
- W_Seeker_Fire_Missile('0 0 0', closest_target);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
}
void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
switch(c)
{
case 0:
- W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.enemy);
break;
case 1:
- W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', self.enemy);
break;
case 2:
- W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', self.enemy);
break;
case 3:
default:
- W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', self.enemy);
break;
}
return;
}
-void W_Seeker_Fire_Tag(void)
+void W_Seeker_Fire_Tag(Weapon thiswep)
{SELFPARAM();
entity missile;
- W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
- W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, W_Sound("tag_fire"), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(TAG_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
missile = spawn();
missile.owner = missile.realowner = self;
// Begin: Genereal weapon functions
// ============================
-bool W_Seeker(int req)
-{SELFPARAM();
- float ammo_amount;
-
- switch(req)
- {
- case WR_AIM:
+ METHOD(Seeker, wr_aim, void(entity thiswep))
{
if(WEP_CVAR(seeker, type) == 1)
if(W_Seeker_Tagged_Info(self, self.enemy) != world)
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
else
self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
- return true;
}
- case WR_THINK:
+ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, int slot, int fire))
{
- if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
-
- else if(self.BUTTON_ATCK)
+ if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else if(fire & 1)
{
if(WEP_CVAR(seeker, type) == 1)
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, missile_refire)))
{
W_Seeker_Attack();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
}
}
else
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, tag_refire)))
{
- W_Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ W_Seeker_Fire_Tag(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
}
- else if(self.BUTTON_ATCK2)
+ else if(fire & 2)
{
if(WEP_CVAR(seeker, type) == 1)
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, tag_refire)))
{
- W_Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ W_Seeker_Fire_Tag(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
else
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, flac_refire)))
{
- W_Seeker_Fire_Flac();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+ W_Seeker_Fire_Flac(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
}
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Seeker, wr_init, void(entity thiswep))
{
- precache_model(W_Model("g_seeker.md3"));
- precache_model(W_Model("v_seeker.md3"));
- precache_model(W_Model("h_seeker.iqm"));
- precache_sound(W_Sound("tag_fire"));
- precache_sound(W_Sound("flac_fire"));
- precache_sound(W_Sound("seeker_fire"));
SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
}
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
}
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Seeker, wr_config, void(entity thiswep))
{
SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(Seeker, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), W_Sound("reload"));
- return true;
+ W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_SEEKER_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(Seeker, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_SEEKER_MURDER_TAG;
else
return WEAPON_SEEKER_MURDER_SPRAY;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Seeker(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Seeker, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_SECONDARY)
{
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("tag_impact"), 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
}
else
{
if(!w_issilent)
{
if(w_random<0.15)
- sound(self, CH_SHOTS, W_Sound("tagexp1"), 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
else if(w_random<0.7)
- sound(self, CH_SHOTS, W_Sound("tagexp2"), 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
else
- sound(self, CH_SHOTS, W_Sound("tagexp3"), 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
}
}
}
if(!w_issilent)
{
if(w_random<0.15)
- sound(self, CH_SHOTS, W_Sound("seekerexp1"), 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
else if(w_random<0.7)
- sound(self, CH_SHOTS, W_Sound("seekerexp2"), 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
else
- sound(self, CH_SHOTS, W_Sound("seekerexp3"), 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
}
}
- return true;
}
- case WR_INIT:
- {
- precache_sound(W_Sound("seekerexp1"));
- precache_sound(W_Sound("seekerexp2"));
- precache_sound(W_Sound("seekerexp3"));
- precache_sound(W_Sound("tagexp1"));
- precache_sound(W_Sound("tagexp2"));
- precache_sound(W_Sound("tagexp3"));
- precache_sound(W_Sound("tag_impact"));
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif