X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Farc.qc;h=fa8e83168d56538135e3c8ec41acb68243036d2a;hb=bf094df0de66898cb15780dbf136bf93b0761857;hp=b7d471f5a3ab96831e61427a050aab8f9196824d;hpb=eac60648c4017e495060dd3ba9e50ac4bad5000a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index b7d471f5a..fa8e83168 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -1,12 +1,12 @@ #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 +74,7 @@ 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 +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 ) { @@ -225,23 +228,23 @@ 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"); } -void W_Arc_Bolt_Explode(entity this) +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), world, world, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, other); + 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) { - W_Arc_Bolt_Explode(this); + W_Arc_Bolt_Explode(this, trigger); } void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) @@ -259,19 +262,19 @@ void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float dam W_PrepareExplosionByDamage(this, attacker, getthink(this)); } -void W_Arc_Bolt_Touch(entity this) +void W_Arc_Bolt_Touch(entity this, entity toucher) { - PROJECTILE_TOUCH(this); - this.use(this, NULL, NULL); + PROJECTILE_TOUCH(this, 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); @@ -295,7 +298,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor) setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); W_SetupProjVelocity_PRE(missile, arc, bolt_); missile.angles = vectoangles(missile.velocity); @@ -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) { @@ -333,12 +336,10 @@ void W_Arc_Beam_Think(entity this) || IS_DEAD(this.owner) || - gameover + forbidWeaponUse(this.owner) || (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst ) || - STAT(FROZEN, this.owner) - || this.owner.vehicle || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) @@ -371,7 +372,7 @@ void W_Arc_Beam_Think(entity this) } } - if(this == this.owner.arc_beam) { this.owner.arc_beam = world; } + 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)) @@ -380,7 +381,7 @@ void W_Arc_Beam_Think(entity this) // note: this doesn't force the switch W_SwitchToOtherWeapon(own); } - remove(this); + delete(this); return; } @@ -407,6 +408,7 @@ void W_Arc_Beam_Think(entity this) W_SetupShot_Range( this.owner, + weaponentity, // TODO true, 0, SND_Null, @@ -674,18 +676,19 @@ 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; - beam.movetype = MOVETYPE_NONE; + set_movetype(beam, MOVETYPE_NONE); beam.bot_dodge = true; beam.bot_dodgerating = WEP_CVAR(arc, beam_damage); beam.beam_bursting = burst; @@ -693,10 +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 ) @@ -713,10 +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 ); } @@ -754,16 +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) @@ -773,16 +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; } } } @@ -793,19 +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) @@ -857,6 +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; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + actor.arc_BUTTON_ATCK_prev[slot] = false; } METHOD(Arc, wr_pickup, void(entity thiswep, entity actor)) { @@ -867,6 +872,20 @@ METHOD(Arc, wr_pickup, void(entity thiswep, entity actor)) actor.arc_cooldown = weapon_dropevent_item.arc_cooldown; } } +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; +} +METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity)) +{ + actor.arc_overheat = 0; + actor.arc_cooldown = 0; + int slot = weaponslot(weaponentity); + actor.arc_BUTTON_ATCK_prev[slot] = false; +} #endif #ifdef CSQC bool autocvar_cl_arcbeam_teamcolor = true; @@ -965,10 +984,10 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end) void Reset_ArcBeam() { entity e; - for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) { + for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) { e.beam_initialized = false; } - for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) { + for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) { e.beam_initialized = false; } } @@ -1193,8 +1212,8 @@ void Draw_ArcBeam(entity this) '0 0 0', new_origin, MOVE_NORMAL, - world, - world, + NULL, + NULL, Draw_ArcBeam_callback ); @@ -1260,7 +1279,7 @@ void Draw_ArcBeam(entity this) } // cleanup - Draw_ArcBeam_callback_entity = world; + Draw_ArcBeam_callback_entity = NULL; Draw_ArcBeam_callback_last_thickness = 0; Draw_ArcBeam_callback_last_top = '0 0 0'; Draw_ArcBeam_callback_last_bottom = '0 0 0'; @@ -1268,7 +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); } @@ -1279,12 +1298,13 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) if(isnew) { - int gunalign = W_GetGunAlignment(world); + int gunalign = W_GetGunAlignment(NULL); this.beam_shotorigin = arc_shotorigin[gunalign]; // set other main attributes of the beam this.draw = Draw_ArcBeam; + IL_PUSH(g_drawables, this); this.entremove = Remove_ArcBeam; this.move_time = time; loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);