X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fblaster.qc;h=29e9c2a570cd50ca532b6bcccef2ce20760edae1;hb=12150869d71c8ff952778108e82f665530d60778;hp=23c4da6c468bcf92297daaebe1e6c45053b6e588;hpb=f72821fdcebe3ca01181a99727a06198de65ea08;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index 23c4da6c4..29e9c2a57 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -1,12 +1,13 @@ +#include "blaster.qh" #ifndef IMPLEMENTATION CLASS(Blaster, Weapon) -/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none) -/* impulse */ ATTRIB(Blaster, impulse, int, 1) +/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none); +/* impulse */ ATTRIB(Blaster, impulse, int, 1); /* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0); /* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5'); /* modelname */ ATTRIB(Blaster, mdl, string, "laser"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM); #endif /* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser"); @@ -56,38 +57,39 @@ REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster)); spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); } spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); } -void W_Blaster_Touch() -{SELFPARAM(); - PROJECTILE_TOUCH; +void W_Blaster_Touch(entity this, entity toucher) +{ + PROJECTILE_TOUCH(this, toucher); - self.event_damage = func_null; + this.event_damage = func_null; RadiusDamage( - self, - self.realowner, - self.blaster_damage, - self.blaster_edgedamage, - self.blaster_radius, - world, - world, - self.blaster_force, - self.projectiledeathtype, - other + this, + this.realowner, + this.blaster_damage, + this.blaster_edgedamage, + this.blaster_radius, + NULL, + NULL, + this.blaster_force, + this.projectiledeathtype, + toucher ); - remove(self); + delete(this); } -void W_Blaster_Think() -{SELFPARAM(); - this.movetype = MOVETYPE_FLY; - this.think = SUB_Remove_self; +void W_Blaster_Think(entity this) +{ + set_movetype(this, MOVETYPE_FLY); + setthink(this, SUB_Remove); this.nextthink = time + this.blaster_lifetime; CSQCProjectile(this, true, PROJECTILE_BLASTER, true); } void W_Blaster_Attack( entity actor, + .entity weaponentity, float atk_deathtype, float atk_shotangle, float atk_damage, @@ -98,10 +100,10 @@ void W_Blaster_Attack( float atk_spread, float atk_delay, float atk_lifetime) -{SELFPARAM(); +{ vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD); - W_SetupShot_Dir(actor, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage); + W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = new(blasterbolt); @@ -135,33 +137,34 @@ void W_Blaster_Attack( //missile.glow_color = 250; // 244, 250 //missile.glow_size = 120; - missile.touch = W_Blaster_Touch; + settouch(missile, W_Blaster_Touch); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = atk_deathtype; - missile.think = W_Blaster_Think; + setthink(missile, W_Blaster_Think); missile.nextthink = time + atk_delay; MUTATOR_CALLHOOK(EditProjectile, actor, missile); if (time >= missile.nextthink) { - WITH(entity, self, missile, missile.think()); + getthink(missile)(missile); } } -METHOD(Blaster, wr_aim, void(entity thiswep)) +METHOD(Blaster, wr_aim, void(entity thiswep, entity actor)) { - SELFPARAM(); if(WEP_CVAR(blaster, secondary)) { if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) - { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } + { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } else - { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } } else - { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } } METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire)) @@ -172,6 +175,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { W_Blaster_Attack( actor, + weaponentity, WEP_BLASTER.m_id, WEP_CVAR_PRI(blaster, shotangle), WEP_CVAR_PRI(blaster, damage), @@ -192,8 +196,8 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { case 0: // switch to last used weapon { - if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching - W_LastWeapon(actor); + if(actor.(weaponentity).m_switchweapon == WEP_BLASTER) // don't do this if already switching + W_LastWeapon(actor, weaponentity); break; } @@ -203,6 +207,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { W_Blaster_Attack( actor, + weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(blaster, shotangle), WEP_CVAR_SEC(blaster, damage), @@ -223,18 +228,12 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti } } -METHOD(Blaster, wr_setup, void(entity thiswep)) -{ - SELFPARAM(); - self.ammo_field = ammo_none; -} - -METHOD(Blaster, wr_checkammo1, bool(entity thiswep)) +METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // infinite ammo } -METHOD(Blaster, wr_checkammo2, bool(entity thiswep)) +METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // blaster has infinite ammo } @@ -252,13 +251,12 @@ METHOD(Blaster, wr_killmessage, Notification(entity thiswep)) #endif #ifdef CSQC -METHOD(Blaster, wr_impacteffect, void(entity thiswep)) +METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor)) { - SELFPARAM(); 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); } + if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } } #endif