X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhlac.qc;h=d46972fa1c95066093482159349b2fc913aba0dd;hb=f2a7c3c0c62985e64a71b475c55bc974d28e0805;hp=3c158f60814e07524c6a483de523d3cfb1997489;hpb=1ea8c661cdeaf9f56c9088c64dd3a7e8384cb6b0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index 3c158f608..d46972fa1 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -54,43 +54,43 @@ REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); #ifdef SVQC spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); } -void W_HLAC_Touch() -{SELFPARAM(); +void W_HLAC_Touch(entity this, entity toucher) +{ float isprimary; - PROJECTILE_TOUCH; + PROJECTILE_TOUCH(this, toucher); - self.event_damage = func_null; + this.event_damage = func_null; - isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY); + isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); - RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other); + RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher); - remove(self); + remove(this); } -void W_HLAC_Attack(Weapon thiswep) -{SELFPARAM(); +void W_HLAC_Attack(Weapon thiswep, entity actor) +{ entity missile; float spread; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hlac, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo)); - spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter); + spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.misc_bulletcounter); spread = min(spread,WEP_CVAR_PRI(hlac, spread_max)); - if(self.crouch) + if(actor.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); - W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); + W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); if(!autocvar_g_norecoil) { - self.punchangle_x = random() - 0.5; - self.punchangle_y = random() - 0.5; + actor.punchangle_x = random() - 0.5; + actor.punchangle_y = random() - 0.5; } missile = new(hlacbolt); - missile.owner = missile.realowner = self; + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage); @@ -104,8 +104,8 @@ void W_HLAC_Attack(Weapon thiswep) W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread); //missile.angles = vectoangles(missile.velocity); // csqc - missile.touch = W_HLAC_Touch; - missile.think = SUB_Remove_self; + settouch(missile, W_HLAC_Touch); + setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime); @@ -114,25 +114,25 @@ void W_HLAC_Attack(Weapon thiswep) CSQCProjectile(missile, true, PROJECTILE_HLAC, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -void W_HLAC_Attack2() -{SELFPARAM(); +void W_HLAC_Attack2(entity actor) +{ entity missile; float spread; spread = WEP_CVAR_SEC(hlac, spread); - if(self.crouch) + if(actor.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); - W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); + W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = new(hlacbolt); - missile.owner = missile.realowner = self; + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage); @@ -146,8 +146,8 @@ void W_HLAC_Attack2() W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread); //missile.angles = vectoangles(missile.velocity); // csqc - missile.touch = W_HLAC_Touch; - missile.think = SUB_Remove_self; + settouch(missile, W_HLAC_Touch); + setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime); @@ -157,7 +157,7 @@ void W_HLAC_Attack2() CSQCProjectile(missile, true, PROJECTILE_HLAC, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } // weapon frames @@ -169,9 +169,9 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int return; } - if(actor.BUTTON_ATCK) + if(PHYS_INPUT_BUTTON_ATCK(actor)) { - if(!thiswep.wr_checkammo1(thiswep)) + if(!thiswep.wr_checkammo1(thiswep, actor)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); @@ -180,8 +180,8 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int } int slot = weaponslot(weaponentity); - ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(); - W_HLAC_Attack(WEP_HLAC); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor); + W_HLAC_Attack(WEP_HLAC, actor); actor.misc_bulletcounter = actor.misc_bulletcounter + 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } @@ -191,85 +191,85 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int } } -void W_HLAC_Attack2_Frame(Weapon thiswep) -{SELFPARAM(); +void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor) +{ float i; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo)); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) - W_HLAC_Attack2(); + W_HLAC_Attack2(actor); if(!autocvar_g_norecoil) { - self.punchangle_x = random() - 0.5; - self.punchangle_y = random() - 0.5; + actor.punchangle_x = random() - 0.5; + actor.punchangle_y = random() - 0.5; } } - METHOD(HLAC, wr_aim, void(entity thiswep)) - { - self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); - } - METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else if(fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire))) - { - actor.misc_bulletcounter = 0; - W_HLAC_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); - } - } - - else if((fire & 2) && WEP_CVAR(hlac, secondary)) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire))) - { - W_HLAC_Attack2_Frame(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); - } - } - } - METHOD(HLAC, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); - ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); - return ammo_amount; - } - METHOD(HLAC, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); - ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); - return ammo_amount; - } - METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD)); - } - METHOD(HLAC, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_HLAC_SUICIDE; - } - METHOD(HLAC, wr_killmessage, int(entity thiswep)) - { - return WEAPON_HLAC_MURDER; - } +METHOD(HLAC, wr_aim, void(entity thiswep, entity actor)) +{ + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); +} +METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire))) + { + actor.misc_bulletcounter = 0; + W_HLAC_Attack(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); + } + } + + else if((fire & 2) && WEP_CVAR(hlac, secondary)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire))) + { + W_HLAC_Attack2_Frame(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); + } + } +} +METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor)) +{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); + ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); + return ammo_amount; +} +METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); + ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); + return ammo_amount; +} +METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); +} +METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_HLAC_SUICIDE; +} +METHOD(HLAC, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_HLAC_MURDER; +} #endif #ifdef CSQC - METHOD(HLAC, wr_impacteffect, void(entity thiswep)) - { - vector org2; - org2 = w_org + w_backoff * 6; - pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); - } +METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 6; + pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); +} #endif #endif