]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'terencehill/lms_itemtimes_fix' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 9d1cc5adeee2b02074f0ddf70b7a5d0e52ce0431..dba351eb61178cc15df70a887f0c5ce617098545 100644 (file)
@@ -13,44 +13,46 @@ CLASS(Shotgun, Weapon)
 /* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
 /* wepimg    */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
 /* refname   */ ATTRIB(Shotgun, netname, string, "shotgun");
-/* wepname   */ ATTRIB(Shotgun, message, string, _("Shotgun"));
+/* wepname   */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, alt_animtime, float, SEC) \
+               P(class, prefix, alt_refire, float, SEC) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, bullets, float, PRI) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, melee_delay, float, SEC) \
+               P(class, prefix, melee_multihit, float, SEC) \
+               P(class, prefix, melee_nonplayerdamage, float, SEC) \
+               P(class, prefix, melee_no_doubleslap, float, SEC) \
+               P(class, prefix, melee_range, float, SEC) \
+               P(class, prefix, melee_swing_side, float, SEC) \
+               P(class, prefix, melee_swing_up, float, SEC) \
+               P(class, prefix, melee_time, float, SEC) \
+               P(class, prefix, melee_traces, float, SEC) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, solidpenetration, float, PRI) \
+               P(class, prefix, spread, float, PRI) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, weaponreplace, string,NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, Shotgun, shotgun)
+#undef X
+
 ENDCLASS(Shotgun)
-REGISTER_WEAPON(SHOTGUN, NEW(Shotgun));
-
-#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
-#define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, PRI,  ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, PRI,  bullets) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, PRI,  solidpenetration) \
-       w_cvar(id, sn, PRI,  spread) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_cvar(id, sn, SEC,  melee_time) \
-       w_cvar(id, sn, SEC,  melee_no_doubleslap) \
-       w_cvar(id, sn, SEC,  melee_traces) \
-       w_cvar(id, sn, SEC,  melee_swing_up) \
-       w_cvar(id, sn, SEC,  melee_swing_side) \
-       w_cvar(id, sn, SEC,  melee_nonplayerdamage) \
-       w_cvar(id, sn, SEC,  melee_multihit) \
-       w_cvar(id, sn, SEC,  melee_delay) \
-       w_cvar(id, sn, SEC,  melee_range) \
-       w_cvar(id, sn, SEC,  alt_animtime) \
-       w_cvar(id, sn, SEC,  alt_refire) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
+
 
-#ifdef SVQC
-SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
@@ -77,7 +79,7 @@ void W_Shotgun_Attack(Weapon thiswep, float isprimary)
        // muzzle flash for 1st person view
        flash = spawn();
        setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
-       flash.think = SUB_Remove;
+       flash.think = SUB_Remove_self;
        flash.nextthink = time + 0.06;
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(self, flash, '5 0 0');
@@ -85,7 +87,7 @@ void W_Shotgun_Attack(Weapon thiswep, float isprimary)
 
 .float swing_prev;
 .entity swing_alreadyhit;
-void W_Shotgun_Melee_Think(void)
+void W_Shotgun_Melee_Think()
 {SELFPARAM();
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -106,7 +108,7 @@ void W_Shotgun_Melee_Think(void)
        f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
 
        // check to see if we can still continue, otherwise give up now
-       if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
+       if(IS_DEAD(self.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
        {
                remove(self);
                return;
@@ -181,13 +183,13 @@ void W_Shotgun_Melee_Think(void)
        }
 }
 
-void W_Shotgun_Attack2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
-       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
 
-       entity meleetemp;
-       meleetemp = spawn();
+       entity meleetemp = new(meleetemp);
+       make_pure(meleetemp);
        meleetemp.realowner = actor;
        meleetemp.think = W_Shotgun_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
@@ -195,78 +197,75 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, bool fire1, bool fire2)
 }
 
 // alternate secondary weapon frames
-void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       Weapon w = get_weaponinfo(actor.weapon);
-       if (!w.wr_checkammo2(w))
+       if (!thiswep.wr_checkammo2(thiswep))
        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-               w_ready(thiswep, actor, fire1, fire2);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
        sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
        W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
-void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       Weapon w = get_weaponinfo(actor.weapon);
-       if (!w.wr_checkammo2(w))
+       if (!thiswep.wr_checkammo2(thiswep))
        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-               w_ready(thiswep, actor, fire1, fire2);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
        W_Shotgun_Attack(WEP_SHOTGUN, false);
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
 .float shotgun_primarytime;
 
                METHOD(Shotgun, wr_aim, void(entity thiswep))
                {
-                       if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
+                       if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
                                self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
                        else
                                self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
                }
-               METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
                        {
                                // don't force reload an empty shotgun if its melee attack is active
                                if(WEP_CVAR(shotgun, secondary) < 2) {
-                                       Weapon w = get_weaponinfo(actor.weapon);
-                                       w.wr_reload(w);
+                                       thiswep.wr_reload(thiswep, actor, weaponentity);
                                }
                        }
                        else
                        {
-                               if(fire1)
+                               if(fire & 1)
                                {
                                        if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
-                                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(shotgun, animtime)))
+                                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
                                                {
                                                        W_Shotgun_Attack(thiswep, true);
                                                        actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
-                                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+                                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                                                }
                                        }
                                }
-                               else if(fire2 && WEP_CVAR(shotgun, secondary) == 2)
+                               else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
                                {
                                        if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
-                                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
+                                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
                                                {
                                                        W_Shotgun_Attack(thiswep, false);
                                                        actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
-                                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+                                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                                                }
                                        }
                                }
@@ -274,49 +273,41 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fir
                        if(actor.clip_load >= 0) // we are not currently reloading
                        if(!actor.crouch) // no crouchmelee please
                        if(WEP_CVAR(shotgun, secondary) == 1)
-                       if((fire1 && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || fire2)
-                       if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(shotgun, refire)))
+                       if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+                       if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
                        {
                                // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                               weapon_thinkf(actor, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
                        }
                }
-               METHOD(Shotgun, wr_init, void(entity thiswep))
-               {
-                       SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
                METHOD(Shotgun, wr_setup, void(entity thiswep))
                {
                        self.ammo_field = ammo_none;
                }
                METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
                {
-                       float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
                        ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
                        return ammo_amount;
                }
                METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
                {
                        if(IS_BOT_CLIENT(self))
-                       if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
+                       if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
                                return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
                        switch(WEP_CVAR(shotgun, secondary))
                        {
                                case 1: return true; // melee does not use ammo
                                case 2: // secondary triple shot
                                {
-                                       float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
                                        ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
                                        return ammo_amount;
                                }
                                default: return false; // secondary unavailable
                        }
                }
-               METHOD(Shotgun, wr_config, void(entity thiswep))
-               {
-                       SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(Shotgun, wr_reload, void(entity thiswep))
+               METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
                {
                        W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
                }
@@ -339,15 +330,11 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fir
                METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
                {
                        vector org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum(EFFECT_SHOTGUN_IMPACT), org2, w_backoff * 1000, 1);
+                       pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
                        if(!w_issilent && time - self.prevric > 0.25)
                        {
-                               if(w_random < 0.0165)
-                                       sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM);
-                               else if(w_random < 0.033)
-                                       sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
-                               else if(w_random < 0.05)
-                                       sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
+                               if(w_random < 0.05)
+                                       sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
                                self.prevric = time;
                        }
                }