X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fcommon%2Fvehicles%2Fvehicle%2Fbumblebee.qc;h=9885269ac489719e7624b15cd883a2e6640e2b51;hb=678388b78fdaad89fc8218dadf7007432b4153c3;hp=aa69550a2be32d6d85622c429f26c63bc4f3c606;hpb=2ab7f29e53941efefd1ac43f1cf3e92e7b51501a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/vehicles/vehicle/bumblebee.qc b/qcsrc/common/vehicles/vehicle/bumblebee.qc index aa69550a2..9885269ac 100644 --- a/qcsrc/common/vehicles/vehicle/bumblebee.qc +++ b/qcsrc/common/vehicles/vehicle/bumblebee.qc @@ -135,7 +135,7 @@ bool bumblebee_gunner_frame(entity this) if(autocvar_g_vehicle_bumblebee_cannon_lock) { if(gun.lock_time < time) - gun.enemy = world; + gun.enemy = NULL; if(trace_ent) if(trace_ent.movetype) @@ -233,10 +233,10 @@ vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity p return prefer_spot; // this should be considered a fallback?! } -void bumblebee_gunner_exit(int _exitflag) -{SELFPARAM(); - entity player = self; - entity gunner = player.vehicle; +void bumblebee_gunner_exit(entity this, int _exitflag) +{ + entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2); + entity gunner = this; entity vehic = gunner.owner; if(IS_REAL_CLIENT(player)) @@ -269,8 +269,8 @@ void bumblebee_gunner_exit(int _exitflag) fixedmakevectors(vehic.angles); - if(player == vehic.gunner1) { vehic.gunner1 = world; } - if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; } + if(player == vehic.gunner1) { vehic.gunner1 = NULL; } + if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; } vector spot = real_origin(gunner); spot = spot + v_up * 128 + v_forward * 300 + v_right * 150; @@ -286,13 +286,13 @@ void bumblebee_gunner_exit(int _exitflag) MUTATOR_CALLHOOK(VehicleExit, player, gunner); - player.vehicle = world; + player.vehicle = NULL; } bool bumblebee_gunner_enter(entity this, entity player) { entity vehic = this; - entity gunner = world; + entity gunner = NULL; if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2) { @@ -355,40 +355,40 @@ bool bumblebee_gunner_enter(entity this, entity player) return true; } -bool vehicles_valid_pilot() -{SELFPARAM(); - if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots) +bool vehicles_valid_pilot(entity this, entity toucher) +{ + if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots) return false; - if((!IS_PLAYER(other)) - || (IS_DEAD(other)) - || (other.vehicle) - || (DIFF_TEAM(other, self)) + if((!IS_PLAYER(toucher)) + || (IS_DEAD(toucher)) + || (toucher.vehicle) + || (DIFF_TEAM(toucher, this)) ) { return false; } return true; } -void bumblebee_touch() -{SELFPARAM(); +void bumblebee_touch(entity this, entity toucher) +{ if(autocvar_g_vehicles_enter) { return; } - if(self.gunner1 != world && self.gunner2 != world) + if(this.gunner1 != NULL && this.gunner2 != NULL) { - vehicles_touch(); + vehicles_touch(this, toucher); return; } - if(vehicles_valid_pilot()) + if(vehicles_valid_pilot(this, toucher)) { - float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase); + float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase); - if(time >= other.vehicle_enter_delay && phase_time) - if(bumblebee_gunner_enter(self, other)) + if(time >= toucher.vehicle_enter_delay && phase_time) + if(bumblebee_gunner_enter(this, toucher)) return; } - vehicles_touch(); + vehicles_touch(this, toucher); } void bumblebee_regen(entity this) @@ -505,7 +505,7 @@ bool bumblebee_pilot_frame(entity this) if(autocvar_g_vehicle_bumblebee_healgun_locktime) { if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy)) - vehic.tur_head.enemy = world; + vehic.tur_head.enemy = NULL; if(trace_ent) if(trace_ent.movetype) @@ -562,7 +562,7 @@ bool bumblebee_pilot_frame(entity this) if((teamplay && trace_ent.team == this.team) || !teamplay) { - if(trace_ent.vehicle_flags & VHF_ISVEHICLE) + if(IS_VEHICLE(trace_ent)) { if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health) trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health); @@ -604,7 +604,7 @@ bool bumblebee_pilot_frame(entity this) if(vehic.gun3.enemy) remove(vehic.gun3.enemy); - vehic.gun3.enemy = world; + vehic.gun3.enemy = NULL; } */ @@ -625,95 +625,99 @@ bool bumblebee_pilot_frame(entity this) PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; } -void bumblebee_land() -{SELFPARAM(); +void bumblebee_land(entity this) +{ float hgt; - hgt = raptor_altitude(512); - self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime); - self.angles_x *= 0.95; - self.angles_z *= 0.95; + hgt = vehicle_altitude(this, 512); + this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime); + this.angles_x *= 0.95; + this.angles_z *= 0.95; if(hgt < 16) - self.think = vehicles_think; + setthink(this, vehicles_think); - self.nextthink = time; + this.nextthink = time; - CSQCMODEL_AUTOUPDATE(self); + CSQCMODEL_AUTOUPDATE(this); } -void bumblebee_exit(float eject) -{SELFPARAM(); - if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid) +void bumblebee_exit(entity this, int eject) +{ + if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid) { - bumblebee_gunner_exit(eject); + bumblebee_gunner_exit(this, eject); return; } - self.touch = vehicles_touch; + settouch(this, vehicles_touch); - if(!IS_DEAD(self)) + if(!IS_DEAD(this)) { - self.think = bumblebee_land; - self.nextthink = time; + setthink(this, bumblebee_land); + this.nextthink = time; } - self.movetype = MOVETYPE_TOSS; + this.movetype = MOVETYPE_TOSS; - if(!self.owner) + if(!this.owner) return; - fixedmakevectors(self.angles); + fixedmakevectors(this.angles); vector spot; - if(vdist(self.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5)) - spot = self.origin + v_up * 128 + v_forward * 300; + if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5)) + spot = this.origin + v_up * 128 + v_forward * 300; else - spot = self.origin + v_up * 128 - v_forward * 300; + spot = this.origin + v_up * 128 - v_forward * 300; - spot = vehicles_findgoodexit(spot); + spot = vehicles_findgoodexit(this, spot); // Hide beam - if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) { - self.gun3.enemy.effects |= EF_NODRAW; - } + if(this.gun3.enemy || !wasfreed(this.gun3.enemy)) + this.gun3.enemy.effects |= EF_NODRAW; - self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200; - self.owner.velocity_z += 10; - setorigin(self.owner, spot); + this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200; + this.owner.velocity_z += 10; + setorigin(this.owner, spot); - antilag_clear(self.owner, CS(self.owner)); - self.owner = world; + antilag_clear(this.owner, CS(this.owner)); + this.owner = NULL; } -void bumblebee_blowup() -{SELFPARAM(); - RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage, +void bumblebee_blowup(entity this) +{ + RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage, autocvar_g_vehicle_bumblebee_blowup_edgedamage, - autocvar_g_vehicle_bumblebee_blowup_radius, self, world, + autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL, autocvar_g_vehicle_bumblebee_blowup_forceintensity, - DEATH_VH_BUMB_DEATH.m_id, world); + DEATH_VH_BUMB_DEATH.m_id, NULL); - sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); - Send_Effect(EFFECT_EXPLOSION_BIG, (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1); + sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); + Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1); - if(self.owner.deadflag == DEAD_DYING) - self.owner.deadflag = DEAD_DEAD; + if(this.owner.deadflag == DEAD_DYING) + this.owner.deadflag = DEAD_DEAD; - remove(self); + remove(this); } -void bumblebee_diethink() -{SELFPARAM(); - if(time >= self.wait) - self.think = bumblebee_blowup; +void bumblebee_dead_touch(entity this, entity toucher) +{ + bumblebee_blowup(this); +} + +void bumblebee_diethink(entity this) +{ + if(time >= this.wait) + setthink(this, bumblebee_blowup); if(random() < 0.1) { - sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); - Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); + sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); + Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1); } - self.nextthink = time + 0.1; + this.nextthink = time + 0.1; } spawnfunc(vehicle_bumblebee) @@ -729,43 +733,34 @@ METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance)) } METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance)) { - SELFPARAM(); - self.touch = bumblebee_touch; - self.nextthink = 0; - self.movetype = MOVETYPE_BOUNCEMISSILE; + settouch(instance, bumblebee_touch); + instance.nextthink = 0; + instance.movetype = MOVETYPE_BOUNCEMISSILE; } METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance)) { - SELFPARAM(); - self.angles_z *= 0.8; - self.angles_x *= 0.8; + instance.angles_z *= 0.8; + instance.angles_x *= 0.8; - self.nextthink = time; + instance.nextthink = time; - if(!self.owner) + if(!instance.owner) { - entity oldself = self; - if(self.gunner1) + if(instance.gunner1) { - entity e = self.gunner1; - WITHSELF(e, self.gun1.vehicle_exit(VHEF_EJECT)); - entity oldother = other; - other = e; - self.phase = 0; - self.touch(); - other = oldother; + entity e = instance.gunner1; + instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT); + instance.phase = 0; + gettouch(instance)(instance, e); return; } - if(self.gunner2) + if(instance.gunner2) { - entity e = self.gunner2; - WITHSELF(e, self.gun2.vehicle_exit(VHEF_EJECT)); - entity oldother = other; - other = e; - self.phase = 0; - self.touch(); - other = oldother; + entity e = instance.gunner2; + instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT); + instance.phase = 0; + gettouch(instance)(instance, e); return; } } @@ -779,12 +774,12 @@ METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance)) instance.gun3.enemy.effects |= EF_NODRAW; if(instance.gunner1) - WITHSELF(instance.gunner1, instance.gun1.vehicle_exit(VHEF_EJECT)); + instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT); if(instance.gunner2) - WITHSELF(instance.gunner2, instance.gun2.vehicle_exit(VHEF_EJECT)); + instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT); - WITHSELF(instance, instance.vehicle_exit(VHEF_EJECT)); + instance.vehicle_exit(instance, VHEF_EJECT); fixedmakevectors(instance.angles); vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200); @@ -794,11 +789,11 @@ METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance)) entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100); if(random() > 0.5) - _body.touch = bumblebee_blowup; + settouch(_body, bumblebee_dead_touch); else - _body.touch = func_null; + settouch(_body, func_null); - _body.think = bumblebee_diethink; + setthink(_body, bumblebee_diethink); _body.nextthink = time; _body.wait = time + 2 + (random() * 8); _body.owner = instance; @@ -818,88 +813,87 @@ METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance)) instance.colormod = '0 0 0'; instance.avelocity = '0 0 0'; instance.velocity = '0 0 0'; - instance.touch = func_null; + settouch(instance, func_null); instance.nextthink = 0; setorigin(instance, instance.pos1); } METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance)) { - SELFPARAM(); - if(!self.gun1) + if(!instance.gun1) { // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance. - self.vehicle_shieldent = spawn(); - self.vehicle_shieldent.effects = EF_LOWPRECISION; - setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD); - setattachment(self.vehicle_shieldent, self, ""); - setorigin(self.vehicle_shieldent, real_origin(self) - self.origin); - self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins); - self.vehicle_shieldent.think = shieldhit_think; - self.vehicle_shieldent.alpha = -1; - self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW; + instance.vehicle_shieldent = spawn(); + instance.vehicle_shieldent.effects = EF_LOWPRECISION; + setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD); + setattachment(instance.vehicle_shieldent, instance, ""); + setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin); + instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins); + setthink(instance.vehicle_shieldent, shieldhit_think); + instance.vehicle_shieldent.alpha = -1; + instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW; - self.gun1 = new(vehicle_playerslot); - self.gun2 = new(vehicle_playerslot); - self.gun3 = new(bumblebee_raygun); + instance.gun1 = new(vehicle_playerslot); + instance.gun2 = new(vehicle_playerslot); + instance.gun3 = new(bumblebee_raygun); - self.vehicle_flags |= VHF_MULTISLOT; + instance.vehicle_flags |= VHF_MULTISLOT; - self.gun1.owner = self; - self.gun2.owner = self; - self.gun3.owner = self; + instance.gun1.owner = instance; + instance.gun2.owner = instance; + instance.gun3.owner = instance; - setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT); - setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT); - setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER); + setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT); + setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT); + setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER); - setattachment(self.gun1, self, "cannon_right"); - setattachment(self.gun2, self, "cannon_left"); + setattachment(instance.gun1, instance, "cannon_right"); + setattachment(instance.gun2, instance, "cannon_left"); // Angled bones are no fun, messes up gun-aim; so work arround it. - self.gun3.pos1 = self.angles; - self.angles = '0 0 0'; - vector ofs = gettaginfo(self, gettagindex(self, "raygun")); - ofs -= self.origin; - setattachment(self.gun3, self, ""); - setorigin(self.gun3, ofs); - self.angles = self.gun3.pos1; + instance.gun3.pos1 = instance.angles; + instance.angles = '0 0 0'; + vector ofs = gettaginfo(instance, gettagindex(instance, "raygun")); + ofs -= instance.origin; + setattachment(instance.gun3, instance, ""); + setorigin(instance.gun3, ofs); + instance.angles = instance.gun3.pos1; - vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); - vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); + vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); + vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); - setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down. - setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up + setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down. + setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up //fixme-model-bones - setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23'); - setorigin(self.gun1.vehicle_viewport, '-85 0 50'); + setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23'); + setorigin(instance.gun1.vehicle_viewport, '-85 0 50'); //fixme-model-bones - setorigin(self.gun2.vehicle_hudmodel, '90 27 -23'); - setorigin(self.gun2.vehicle_viewport, '-85 0 50'); + setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23'); + setorigin(instance.gun2.vehicle_viewport, '-85 0 50'); - self.scale = 1.5; + instance.scale = 1.5; // Raygun beam - if(self.gun3.enemy == world) + if(instance.gun3.enemy == NULL) { - self.gun3.enemy = spawn(); - Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send); - self.gun3.enemy.SendFlags = BRG_SETUP; - self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun; - self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION; + instance.gun3.enemy = spawn(); + Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send); + instance.gun3.enemy.SendFlags = BRG_SETUP; + instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun; + instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION; } } - self.vehicle_health = autocvar_g_vehicle_bumblebee_health; - self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield; - self.solid = SOLID_BBOX; - self.movetype = MOVETYPE_TOSS; - self.damageforcescale = 0.025; + instance.vehicle_health = autocvar_g_vehicle_bumblebee_health; + instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield; + instance.solid = SOLID_BBOX; + instance.movetype = MOVETYPE_TOSS; + instance.damageforcescale = 0.025; - self.PlayerPhysplug = bumblebee_pilot_frame; + instance.PlayerPhysplug = bumblebee_pilot_frame; - setorigin(self, self.origin + '0 0 25'); + setorigin(instance, instance.origin + '0 0 25'); } METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance)) { @@ -957,7 +951,7 @@ METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh)) drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL); } } -METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh)) +METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player)) { Vehicles_drawCrosshair(vCROSS_HEAL); }