X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvaporizer.qc;h=91042b613b7a425c8fc354a395a2392108a4697e;hb=530060820e0b8e30ab0841063d91b272fecc5bdb;hp=8b061b72a5016013e39b9936de8ce66b6f7a8564;hpb=8e0690ba978a6a0c7287bc3cfa2873a05b15fc5f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index 8b061b72a..91042b613 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -1,12 +1,13 @@ +#include "vaporizer.qh" #ifndef IMPLEMENTATION CLASS(Vaporizer, Weapon) -/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells) -/* impulse */ ATTRIB(Vaporizer, impulse, int, 7) +/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(Vaporizer, impulse, int, 7); /* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN); /* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1'); /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM); #endif /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex"); @@ -111,7 +112,7 @@ void VaporizerBeam_Draw(entity this) //entity e = CSQCModel_server2csqc(this.sv_entnum - 1); //if (e == NULL) //{ - rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true); + rgb = colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true); //rgb = '1 1 1'; //} //else @@ -140,6 +141,7 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) setthink(this, SUB_Remove); this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10); this.draw = VaporizerBeam_Draw; + if (isNew) IL_PUSH(g_drawables, this); this.drawmask = MASK_NORMAL; this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord(); @@ -157,7 +159,7 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) WarpZone_TrailParticles(NULL, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2); this.draw = func_null; this.drawmask = MASK_NORMAL; - remove(this); + delete(this); } return true; @@ -176,15 +178,15 @@ void W_RocketMinsta_Explosion(entity actor, vector loc) dmgent.owner = dmgent.realowner = actor; setorigin(dmgent, loc); RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other); - remove(dmgent); + delete(dmgent); } -void W_Vaporizer_Attack(Weapon thiswep, entity actor) +void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity) { bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000); - W_SetupShot(actor, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage); + W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage); // handle sound separately so we can change the volume // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway) sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM); @@ -213,35 +215,35 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor) W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); } -void W_RocketMinsta_Laser_Explode (entity this) +void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity) { - if(other.takedamage == DAMAGE_AIM) - if(IS_PLAYER(other)) - if(DIFF_TEAM(this.realowner, other)) - if(!IS_DEAD(other)) - if(IsFlying(other)) + if(directhitentity.takedamage == DAMAGE_AIM) + if(IS_PLAYER(directhitentity)) + if(DIFF_TEAM(this.realowner, directhitentity)) + if(!IS_DEAD(directhitentity)) + if(IsFlying(directhitentity)) Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); this.event_damage = func_null; this.takedamage = DAMAGE_NO; - RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other); - remove(this); + RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, directhitentity); + delete(this); } void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger) { - W_RocketMinsta_Laser_Explode(this); + W_RocketMinsta_Laser_Explode(this, trigger); // we probably don't want trigger used here, but this matches closest to old behaviour } -void W_RocketMinsta_Laser_Touch (entity this) +void W_RocketMinsta_Laser_Touch(entity this, entity toucher) { - PROJECTILE_TOUCH(this); + PROJECTILE_TOUCH(this, toucher); //W_RocketMinsta_Laser_Explode (); - RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other); - remove(this); + RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, toucher); + delete(this); } -void W_RocketMinsta_Attack2(entity actor) +void W_RocketMinsta_Attack2(entity actor, .entity weaponentity) { makevectors(actor.v_angle); @@ -253,7 +255,7 @@ void W_RocketMinsta_Attack2(entity actor) Weapon w = PS(actor).m_weapon; PS(actor).m_weapon = WEP_ELECTRO; - W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage); + W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage); PS(actor).m_weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -277,7 +279,7 @@ void W_RocketMinsta_Attack2(entity actor) //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed); - proj.movetype = MOVETYPE_BOUNCEMISSILE; + set_movetype(proj, MOVETYPE_BOUNCEMISSILE); //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser); proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed"); proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5); @@ -286,6 +288,8 @@ void W_RocketMinsta_Attack2(entity actor) settouch(proj, W_RocketMinsta_Laser_Touch); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); @@ -295,7 +299,7 @@ void W_RocketMinsta_Attack2(entity actor) } } -void W_RocketMinsta_Attack3 (entity actor) +void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) { makevectors(actor.v_angle); @@ -305,7 +309,7 @@ void W_RocketMinsta_Attack3 (entity actor) Weapon w = PS(actor).m_weapon; PS(actor).m_weapon = WEP_ELECTRO; - W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage); + W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage); PS(actor).m_weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -329,13 +333,15 @@ void W_RocketMinsta_Attack3 (entity actor) //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed); - proj.movetype = MOVETYPE_BOUNCEMISSILE; + set_movetype(proj, MOVETYPE_BOUNCEMISSILE); proj.velocity = w_shotdir * autocvar_g_rm_laser_speed; proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true); proj.angles = vectoangles(proj.velocity); settouch(proj, W_RocketMinsta_Laser_Touch); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); @@ -365,7 +371,7 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire))) { - W_Vaporizer_Attack(thiswep, actor); + W_Vaporizer_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); } } @@ -381,13 +387,13 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent actor.jump_interval = time + autocvar_g_rm_laser_refire; actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; damage_goodhits = 0; - W_RocketMinsta_Attack2(actor); + W_RocketMinsta_Attack2(actor, weaponentity); } else if(rapid && actor.jump_interval2 <= time && actor.held_down) { actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; damage_goodhits = 0; - W_RocketMinsta_Attack3(actor); + W_RocketMinsta_Attack3(actor, weaponentity); //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); } } @@ -406,6 +412,7 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent PS(actor).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, + weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(vaporizer, shotangle), WEP_CVAR_SEC(vaporizer, damage), @@ -459,7 +466,7 @@ METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponen else used_ammo = vaporizer_ammo; - W_Reload(actor, used_ammo, SND_RELOAD); + W_Reload(actor, weaponentity, used_ammo, SND_RELOAD); } METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep)) {