]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
Merge branch 'master' into Mario/hagar_notfixed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index c777562e4d99808e01a93923ba19d515469e4138..34b6e895f3af59977f130f90b9cd8ec3f83fcc90 100644 (file)
@@ -147,7 +147,7 @@ void W_Seeker_Missile_Think()
                if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
                {
                        // Is it a better idea (shorter distance) to trace to the target itself?
-                       if( vlen(self.origin + olddir * self.wait) < dist)
+                       if( vdist(self.origin + olddir * self.wait, <, dist))
                                traceline(self.origin, self.origin + olddir * self.wait, false, self);
                        else
                                traceline(self.origin, eorg, false, self);
@@ -206,21 +206,21 @@ void W_Seeker_Missile_Think()
 
 
 
-void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
 
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       if(self.realowner == attacker)
-               self.health = self.health - (damage * 0.25);
+       if(this.realowner == attacker)
+               this.health = this.health - (damage * 0.25);
        else
-               self.health = self.health - damage;
+               this.health = this.health - damage;
 
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
+       if(this.health <= 0)
+               WITHSELF(this, W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode));
 }
 
 /*
@@ -255,7 +255,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
        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, SND(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);
 
@@ -345,7 +345,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep)
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(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);
@@ -400,7 +400,7 @@ void W_Seeker_Attack()
        {
                if(closest_target)
                {
-                       if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
+                       if(vlen2(self.origin - tracker.tag_target.origin) < vlen2(self.origin - closest_target.origin))
                                closest_target = tracker.tag_target;
                }
                else
@@ -477,22 +477,22 @@ void W_Seeker_Tracker_Think()
 // ============================
 // Begin: Tag projectile
 // ============================
-void W_Seeker_Tag_Explode()
-{SELFPARAM();
-       //if(other==self.realowner)
+void W_Seeker_Tag_Explode(entity this)
+{
+       //if(other==this.realowner)
        //    return;
-       Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, self);
+       Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, this);
 
-       remove(self);
+       remove(this);
 }
 
-void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
-       self.health = self.health - damage;
-       if(self.health <= 0)
-               W_Seeker_Tag_Explode();
+       this.health = this.health - damage;
+       if(this.health <= 0)
+               W_Seeker_Tag_Explode(this);
 }
 
 void W_Seeker_Tag_Touch()
@@ -562,7 +562,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
        entity missile;
        W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
 
-       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));
+       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                 = new(seeker_tag);
        missile.owner           = missile.realowner = self;
@@ -598,148 +598,153 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
 // Begin: Genereal weapon functions
 // ============================
 
-               METHOD(Seeker, wr_aim, void(entity thiswep))
-               {
-                       if(WEP_CVAR(seeker, type) == 1)
-                               if(W_Seeker_Tagged_Info(self, self.enemy) != world)
-                                       self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
-                               else
-                                       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);
-               }
-               METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
-                               thiswep.wr_reload(thiswep, actor, weaponentity);
-                       } else if(fire & 1)
-                       {
-                               if(WEP_CVAR(seeker, type) == 1)
-                               {
-                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
-                                       {
-                                               W_Seeker_Attack();
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
-                                       }
-                               }
-                               else
-                               {
-                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
-                                       {
-                                               W_Seeker_Fire_Tag(thiswep);
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
-                                       }
-                               }
-                       }
-
-                       else if(fire & 2)
-                       {
-                               if(WEP_CVAR(seeker, type) == 1)
-                               {
-                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
-                                       {
-                                               W_Seeker_Fire_Tag(thiswep);
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
-                                       }
-                               }
-                               else
-                               {
-                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
-                                       {
-                                               W_Seeker_Fire_Flac(thiswep);
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
-                                       }
-                               }
-                       }
-               }
-               METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount;
-                       if(WEP_CVAR(seeker, type) == 1)
-                       {
-                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
-                               ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
-                       }
-                       else
-                       {
-                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
-                               ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
-                       }
-                       return ammo_amount;
-               }
-               METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
-               {
-                       float ammo_amount;
-                       if(WEP_CVAR(seeker, type) == 1)
-                       {
-                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
-                               ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
-                       }
-                       else
-                       {
-                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
-                               ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
-                       }
-                       return ammo_amount;
-               }
-               METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-               {
-                       W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
-               }
-               METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_SEEKER_SUICIDE;
-               }
-               METHOD(Seeker, wr_killmessage, int(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_SEEKER_MURDER_TAG;
-                       else
-                               return WEAPON_SEEKER_MURDER_SPRAY;
-               }
+METHOD(Seeker, wr_aim, void(entity thiswep))
+{
+    SELFPARAM();
+    if(WEP_CVAR(seeker, type) == 1)
+        if(W_Seeker_Tagged_Info(self, self.enemy) != world)
+            PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+        else
+            PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+    else
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+}
+METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else if(fire & 1)
+    {
+        if(WEP_CVAR(seeker, type) == 1)
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
+            {
+                W_Seeker_Attack();
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+            }
+        }
+        else
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
+            {
+                W_Seeker_Fire_Tag(thiswep);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+            }
+        }
+    }
+
+    else if(fire & 2)
+    {
+        if(WEP_CVAR(seeker, type) == 1)
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
+            {
+                W_Seeker_Fire_Tag(thiswep);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+            }
+        }
+        else
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
+            {
+                W_Seeker_Fire_Flac(thiswep);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+            }
+        }
+    }
+}
+METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
+{
+    SELFPARAM();
+    float ammo_amount;
+    if(WEP_CVAR(seeker, type) == 1)
+    {
+        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
+        ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+    }
+    else
+    {
+        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+        ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+    }
+    return ammo_amount;
+}
+METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
+{
+    SELFPARAM();
+    float ammo_amount;
+    if(WEP_CVAR(seeker, type) == 1)
+    {
+        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+        ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+    }
+    else
+    {
+        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
+        ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+    }
+    return ammo_amount;
+}
+METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    SELFPARAM();
+    W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
+}
+METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_SEEKER_SUICIDE;
+}
+METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_SEEKER_MURDER_TAG;
+    else
+        return WEAPON_SEEKER_MURDER_SPRAY;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(Seeker, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       if(w_deathtype & HITTYPE_BOUNCE)
-                       {
-                               if(w_deathtype & HITTYPE_SECONDARY)
-                               {
-                                       if(!w_issilent)
-                                               sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
-                               }
-                               else
-                               {
-                                       pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
-                                       if(!w_issilent)
-                                       {
-                                               if(w_random<0.15)
-                                                       sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
-                                               else if(w_random<0.7)
-                                                       sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
-                                               else
-                                                       sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
-                               if(!w_issilent)
-                               {
-                                       if(w_random<0.15)
-                                               sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
-                                       else if(w_random<0.7)
-                                               sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
-                                       else
-                                               sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
-                               }
-                       }
-               }
+METHOD(Seeker, wr_impacteffect, void(entity thiswep))
+{
+    SELFPARAM();
+    vector org2;
+    org2 = w_org + w_backoff * 6;
+    if(w_deathtype & HITTYPE_BOUNCE)
+    {
+        if(w_deathtype & HITTYPE_SECONDARY)
+        {
+            if(!w_issilent)
+                sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
+        }
+        else
+        {
+            pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+            if(!w_issilent)
+            {
+                if(w_random<0.15)
+                    sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
+                else if(w_random<0.7)
+                    sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
+                else
+                    sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
+            }
+        }
+    }
+    else
+    {
+        pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+        if(!w_issilent)
+        {
+            if(w_random<0.15)
+                sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
+            else if(w_random<0.7)
+                sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
+            else
+                sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
+        }
+    }
+}
 
 #endif
 #endif