X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Farc.qc;h=88ba1c768c63cacf23e4ac0524f8dbb181ea13e6;hb=7f042267d93f57719b68f0725af14d444f5c8932;hp=2f78116ef3478183095032ad452b174bd920170f;hpb=3f8d5c3f18ce666a76355843475c50d95bd124e2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index 2f78116ef..88ba1c768 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -1,12 +1,13 @@ +#include "arc.qh" #ifndef IMPLEMENTATION CLASS(Arc, Weapon) -/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells) -/* impulse */ ATTRIB(Arc, impulse, int, 3) +/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(Arc, impulse, int, 3); /* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL); /* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1'); /* modelname */ ATTRIB(Arc, mdl, string, "arc"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM); #endif /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac"); @@ -74,7 +75,7 @@ ENDCLASS(Arc) REGISTER_WEAPON(ARC, arc, NEW(Arc)); -#ifndef MENUQC +#ifdef GAMEQC const float ARC_MAX_SEGMENTS = 20; vector arc_shotorigin[4]; .vector beam_start; @@ -101,7 +102,7 @@ const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR; #endif #ifdef SVQC .entity arc_beam; -.bool arc_BUTTON_ATCK_prev[MAX_WEAPONSLOTS]; // for better animation control +.bool arc_BUTTON_ATCK_prev; // for better animation control .float beam_prev; .float beam_initialized; .float beam_bursting; @@ -158,6 +159,7 @@ bool W_Arc_Beam_Send(entity this, entity to, int sf) if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; } WriteByte(MSG_ENTITY, sf); + WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld)); if(sf & ARC_SF_SETTINGS) // settings information { @@ -272,7 +274,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity); W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage)); @@ -281,6 +283,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) missile = new(missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; + IL_PUSH(g_bot_dodge, missile); missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage); missile.takedamage = DAMAGE_YES; @@ -288,6 +291,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale); missile.event_damage = W_Arc_Bolt_Damage; missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Arc_Bolt_Touch); missile.use = W_Arc_Bolt_Explode_use; @@ -338,6 +342,8 @@ void W_Arc_Beam_Think(entity this) || forbidWeaponUse(this.owner) || + this.owner.(weaponentity).m_switchweapon != WEP_ARC + || (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst ) || this.owner.vehicle @@ -375,11 +381,11 @@ void W_Arc_Beam_Think(entity this) if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; } entity own = this.owner; Weapon w = WEP_ARC; - if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own)) + if(!w.wr_checkammo1(w, own, weaponentity) && !w.wr_checkammo2(w, own, weaponentity)) if(!(own.items & IT_UNLIMITED_WEAPON_AMMO)) { // note: this doesn't force the switch - W_SwitchToOtherWeapon(own); + W_SwitchToOtherWeapon(own, weaponentity); } delete(this); return; @@ -672,7 +678,7 @@ void W_Arc_Beam_Think(entity this) this.beam_type = new_beam_type; } - this.owner.beam_prev = time; + this.owner.(weaponentity).beam_prev = time; this.nextthink = time; } @@ -680,7 +686,7 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity) { // only play fire sound if 1 sec has passed since player let go the fire button - if(time - actor.beam_prev > 1) + if(time - actor.(weaponentity).beam_prev > 1) sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM); entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam); @@ -690,6 +696,7 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity) beam.owner = actor; set_movetype(beam, MOVETYPE_NONE); beam.bot_dodge = true; + IL_PUSH(g_bot_dodge, beam); beam.bot_dodgerating = WEP_CVAR(arc, beam_damage); beam.beam_bursting = burst; Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send); @@ -725,19 +732,20 @@ void Arc_Smoke(entity actor, .entity weaponentity) } if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time || - !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || PS(actor).m_switchweapon != WEP_ARC ) + !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC ) { actor.arc_smoke_sound = 0; sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); } } -METHOD(Arc, wr_aim, void(entity thiswep, entity actor)) +METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(arc, beam_botaimspeed)) { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim( actor, + weaponentity, WEP_CVAR(arc, beam_botaimspeed), 0, WEP_CVAR(arc, beam_botaimlifetime), @@ -748,6 +756,7 @@ METHOD(Arc, wr_aim, void(entity thiswep, entity actor)) { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim( actor, + weaponentity, 1000000, 0, 0.001, @@ -761,13 +770,12 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i Arc_Smoke(actor, weaponentity); bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt)); - int slot = weaponslot(weaponentity); if (time >= actor.arc_overheat) if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting) { - if(actor.arc_BUTTON_ATCK_prev[slot]) + if(actor.(weaponentity).arc_BUTTON_ATCK_prev) { #if 0 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y) @@ -783,10 +791,10 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i { W_Arc_Beam(boolean(beam_fire2), actor, weaponentity); - if(!actor.arc_BUTTON_ATCK_prev[slot]) + if(!actor.(weaponentity).arc_BUTTON_ATCK_prev) { weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); - actor.arc_BUTTON_ATCK_prev[slot] = true; + actor.(weaponentity).arc_BUTTON_ATCK_prev = true; } } } @@ -802,13 +810,14 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i } } - if(actor.arc_BUTTON_ATCK_prev[slot]) + if(actor.(weaponentity).arc_BUTTON_ATCK_prev) { + int slot = weaponslot(weaponentity); sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor); } - actor.arc_BUTTON_ATCK_prev[slot] = false; + actor.(weaponentity).arc_BUTTON_ATCK_prev = false; #if 0 if(fire & 2) @@ -831,16 +840,16 @@ METHOD(Arc, wr_init, void(entity thiswep)) arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4); } } -METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0)); } -METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(arc, bolt)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo); - ammo_amount += actor.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo); return ammo_amount; } else @@ -854,18 +863,17 @@ METHOD(Arc, wr_killmessage, Notification(entity thiswep)) else return WEAPON_ARC_MURDER; } -METHOD(Arc, wr_drop, void(entity thiswep, entity actor)) +METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity)) { weapon_dropevent_item.arc_overheat = actor.arc_overheat; weapon_dropevent_item.arc_cooldown = actor.arc_cooldown; actor.arc_overheat = 0; actor.arc_cooldown = 0; - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - actor.arc_BUTTON_ATCK_prev[slot] = false; + actor.(weaponentity).arc_BUTTON_ATCK_prev = false; } -METHOD(Arc, wr_pickup, void(entity thiswep, entity actor)) +METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity)) { - if ( !client_hasweapon(actor, thiswep, false, false) && + if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) && weapon_dropevent_item.arc_overheat > time ) { actor.arc_overheat = weapon_dropevent_item.arc_overheat; @@ -877,14 +885,16 @@ METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor)) actor.arc_overheat = 0; actor.arc_cooldown = 0; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - actor.arc_BUTTON_ATCK_prev[slot] = false; + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).arc_BUTTON_ATCK_prev = false; + } } -METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor)) +METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity)) { actor.arc_overheat = 0; actor.arc_cooldown = 0; - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - actor.arc_BUTTON_ATCK_prev[slot] = false; + actor.(weaponentity).arc_BUTTON_ATCK_prev = false; } #endif #ifdef CSQC @@ -1294,11 +1304,12 @@ void Remove_ArcBeam(entity this) NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) { int sf = ReadByte(); + int slot = ReadByte(); entity flash; if(isnew) { - int gunalign = W_GetGunAlignment(NULL); + int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1; this.beam_shotorigin = arc_shotorigin[gunalign]; @@ -1397,7 +1408,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) { this.beam_type = ReadByte(); - vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1'); + vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1'); switch(this.beam_type) { case ARC_BT_MISS: