X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Farc.qc;h=c0d85831ae730be7dc9c9981d9f8b86150286bc5;hb=cf7d70cea2066703aad74fce5931e635471904f3;hp=3e3af5e0f1e0f18f89d1b2a25ab044693b07c7d9;hpb=a4bcbda7a1eb2367fae1c2514d474d426803a673;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index 3e3af5e0f..c0d85831a 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -1,7 +1,7 @@ #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'); @@ -101,7 +101,7 @@ 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; // for better animation control +.bool arc_BUTTON_ATCK_prev[MAX_WEAPONSLOTS]; // for better animation control .float beam_prev; .float beam_initialized; .float beam_bursting; @@ -199,14 +199,17 @@ bool W_Arc_Beam_Send(entity this, entity to, int sf) void Reset_ArcBeam(entity player, vector forward) { - if (!player.arc_beam) { - return; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(!player.(weaponentity).arc_beam) + continue; + player.(weaponentity).arc_beam.beam_dir = forward; + player.(weaponentity).arc_beam.beam_teleporttime = time; } - player.arc_beam.beam_dir = forward; - player.arc_beam.beam_teleporttime = time; } -float Arc_GetHeat_Percent(entity player) +float Arc_GetHeat_Percent(entity player, .entity weaponentity) { if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 ) { @@ -214,8 +217,8 @@ float Arc_GetHeat_Percent(entity player) return 0; } - if ( player.arc_beam ) - return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max); + if ( player.(weaponentity).arc_beam ) + return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max); if ( player.arc_overheat > time ) { @@ -225,9 +228,9 @@ float Arc_GetHeat_Percent(entity player) return 0; } -void Arc_Player_SetHeat(entity player) +void Arc_Player_SetHeat(entity player, .entity weaponentity) { - player.arc_heat_percent = Arc_GetHeat_Percent(player); + player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity); //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n"); } @@ -236,7 +239,7 @@ void W_Arc_Bolt_Explode(entity this, entity directhitentity) this.event_damage = func_null; RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, directhitentity); - remove(this); + delete(this); } void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger) @@ -265,13 +268,13 @@ void W_Arc_Bolt_Touch(entity this, entity toucher) this.use(this, NULL, toucher); } -void W_Arc_Attack_Bolt(Weapon thiswep, entity actor) +void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo)); - W_SetupShot(actor, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage)); Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -309,13 +312,13 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor) void W_Arc_Beam_Think(entity this) { - if(this != this.owner.arc_beam) + .entity weaponentity = this.weaponentity_fld; + if(this != this.owner.(weaponentity).arc_beam) { - remove(this); + delete(this); return; } - float burst = 0; if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting) { @@ -369,7 +372,7 @@ void W_Arc_Beam_Think(entity this) } } - if(this == this.owner.arc_beam) { this.owner.arc_beam = NULL; } + 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)) @@ -378,7 +381,7 @@ void W_Arc_Beam_Think(entity this) // note: this doesn't force the switch W_SwitchToOtherWeapon(own); } - remove(this); + delete(this); return; } @@ -405,6 +408,7 @@ void W_Arc_Beam_Think(entity this) W_SetupShot_Range( this.owner, + weaponentity, // TODO true, 0, SND_Null, @@ -672,14 +676,15 @@ void W_Arc_Beam_Think(entity this) this.nextthink = time; } -void W_Arc_Beam(float burst, entity actor) +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) sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM); - entity beam = actor.arc_beam = new(W_Arc_Beam); + entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam); + beam.weaponentity_fld = weaponentity; beam.solid = SOLID_NOT; setthink(beam, W_Arc_Beam_Think); beam.owner = actor; @@ -691,10 +696,10 @@ void W_Arc_Beam(float burst, entity actor) getthink(beam)(beam); } -void Arc_Smoke(entity actor) +void Arc_Smoke(entity actor, .entity weaponentity) { makevectors(actor.v_angle); - W_SetupShot_Range(actor,true,0,SND_Null,0,0,0); + W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0); vector smoke_origin = w_shotorg + actor.velocity*frametime; if ( actor.arc_overheat > time ) @@ -711,10 +716,10 @@ void Arc_Smoke(entity actor) } } } - else if ( actor.arc_beam && WEP_CVAR(arc, overheat_max) > 0 && - actor.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) ) + else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 && + actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) ) { - if ( random() < (actor.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) / + if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) / ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) ) Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 ); } @@ -752,16 +757,17 @@ METHOD(Arc, wr_aim, void(entity thiswep, entity actor)) } METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - Arc_Player_SetHeat(actor); - Arc_Smoke(actor); + Arc_Player_SetHeat(actor, weaponentity); + 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.arc_beam.beam_bursting) + if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting) { - if(actor.arc_BUTTON_ATCK_prev) + if(actor.arc_BUTTON_ATCK_prev[slot]) { #if 0 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y) @@ -771,16 +777,16 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready); } - if((!actor.arc_beam) || wasfreed(actor.arc_beam)) + if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam)) { if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0)) { - W_Arc_Beam(boolean(beam_fire2), actor); + W_Arc_Beam(boolean(beam_fire2), actor, weaponentity); - if(!actor.arc_BUTTON_ATCK_prev) + if(!actor.arc_BUTTON_ATCK_prev[slot]) { weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); - actor.arc_BUTTON_ATCK_prev = true; + actor.arc_BUTTON_ATCK_prev[slot] = true; } } } @@ -791,19 +797,18 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire))) { - W_Arc_Attack_Bolt(thiswep, actor); + W_Arc_Attack_Bolt(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready); } } - if(actor.arc_BUTTON_ATCK_prev) + if(actor.arc_BUTTON_ATCK_prev[slot]) { 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); - int slot = weaponslot(weaponentity); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor); } - actor.arc_BUTTON_ATCK_prev = false; + actor.arc_BUTTON_ATCK_prev[slot] = false; #if 0 if(fire & 2) @@ -855,7 +860,8 @@ METHOD(Arc, wr_drop, void(entity thiswep, entity actor)) weapon_dropevent_item.arc_cooldown = actor.arc_cooldown; actor.arc_overheat = 0; actor.arc_cooldown = 0; - actor.arc_BUTTON_ATCK_prev = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + actor.arc_BUTTON_ATCK_prev[slot] = false; } METHOD(Arc, wr_pickup, void(entity thiswep, entity actor)) { @@ -870,13 +876,15 @@ METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor)) { actor.arc_overheat = 0; actor.arc_cooldown = 0; - actor.arc_BUTTON_ATCK_prev = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + actor.arc_BUTTON_ATCK_prev[slot] = 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; - actor.arc_BUTTON_ATCK_prev = false; + int slot = weaponslot(weaponentity); + actor.arc_BUTTON_ATCK_prev[slot] = false; } #endif #ifdef CSQC @@ -1279,7 +1287,7 @@ void Draw_ArcBeam(entity this) void Remove_ArcBeam(entity this) { - remove(this.beam_muzzleentity); + delete(this.beam_muzzleentity); sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); }