]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
Use PHYS_INPUT_BUTTON_*
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index ae6b736df96e68ab8fc018da9967164dac264beb..7642b3b7bc45efb114c24472618d4ffea3a6adc9 100644 (file)
@@ -131,7 +131,7 @@ void W_Seeker_Missile_Think()
        );
 
        if(self.enemy != world)
-               if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+               if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
                        self.enemy = world;
 
        if(self.enemy != world)
@@ -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);
@@ -191,7 +191,7 @@ void W_Seeker_Missile_Think()
        }
        ///////////////
 
-       if(self.enemy.deadflag != DEAD_NO)
+       if(IS_DEAD(self.enemy))
        {
                self.enemy = world;
                self.cnt = time + 1 + (random() * 4);
@@ -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)
+               WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode));
 }
 
 /*
@@ -230,7 +230,7 @@ void W_Seeker_Missile_Animate()
        self.nextthink = time + 0.05;
 
        if(self.enemy != world)
-               if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+               if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
                        self.enemy = world;
 
        if(self.frame == 5)
@@ -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
@@ -420,7 +420,8 @@ void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
        entity oldenemy;
        self.cnt = self.cnt - 1;
 
-       if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.WEP_AMMO(SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id))
+       Weapon thiswep = WEP_SEEKER;
+       if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (IS_DEAD(self.realowner)) || (PS(self.realowner).m_switchweapon != WEP_SEEKER))
        {
                remove(self);
                return;
@@ -458,7 +459,7 @@ void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
 void W_Seeker_Tracker_Think()
 {SELFPARAM();
        // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
-       if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
+       if((IS_DEAD(self.realowner)) || (IS_DEAD(self.tag_target)) || (PS(self.realowner).m_switchweapon != WEP_SEEKER)
        || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
        {
                if(self)
@@ -476,22 +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()
@@ -510,7 +511,7 @@ void W_Seeker_Tag_Touch()
        self.event_damage = func_null;
        Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
 
-       if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
+       if(other.takedamage == DAMAGE_AIM && !IS_DEAD(other))
        {
                // check to see if this person is already tagged by me
                entity tag = W_Seeker_Tagged_Info(self.realowner, other);
@@ -601,16 +602,16 @@ void W_Seeker_Fire_Tag(Weapon 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);
+                                       PHYS_INPUT_BUTTON_ATCK(self) = 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);
+                                       PHYS_INPUT_BUTTON_ATCK2(self) = 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);
+                               PHYS_INPUT_BUTTON_ATCK(self) = 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);
+                               thiswep.wr_reload(thiswep, actor, weaponentity);
                        } else if(fire & 1)
                        {
                                if(WEP_CVAR(seeker, type) == 1)
@@ -656,12 +657,12 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
                        float ammo_amount;
                        if(WEP_CVAR(seeker, type) == 1)
                        {
-                               ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
+                               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.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
+                               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;
@@ -671,17 +672,17 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
                        float ammo_amount;
                        if(WEP_CVAR(seeker, type) == 1)
                        {
-                               ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
+                               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.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
+                               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))
+               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));
                }