X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fcrylink.qc;h=89a2cea429202d5227a56c92aed268d45cecc843;hb=5111c4a32e3439a9d98dde5c2dc82e76a17af6d5;hp=d2a477bf8674f67e3d650e68c60520a4ad08dc8f;hpb=2b728b9c59ef61318b7ca5a261cb7fa45d2143aa;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/crylink.qc b/qcsrc/common/weapons/weapon/crylink.qc index d2a477bf8..89a2cea42 100644 --- a/qcsrc/common/weapons/weapon/crylink.qc +++ b/qcsrc/common/weapons/weapon/crylink.qc @@ -14,48 +14,51 @@ CLASS(Crylink, Weapon) /* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink"); /* refname */ ATTRIB(Crylink, netname, string, "crylink"); /* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bouncedamagefactor, float, BOTH) \ + P(class, prefix, bounces, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, joindelay, float, BOTH) \ + P(class, prefix, joinexplode, float, BOTH) \ + P(class, prefix, joinexplode_damage, float, BOTH) \ + P(class, prefix, joinexplode_edgedamage, float, BOTH) \ + P(class, prefix, joinexplode_force, float, BOTH) \ + P(class, prefix, joinexplode_radius, float, BOTH) \ + P(class, prefix, joinspread, float, BOTH) \ + P(class, prefix, linkexplode, float, BOTH) \ + P(class, prefix, middle_fadetime, float, BOTH) \ + P(class, prefix, middle_lifetime, float, BOTH) \ + P(class, prefix, other_fadetime, float, BOTH) \ + P(class, prefix, other_lifetime, float, BOTH) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, shots, float, BOTH) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, spreadtype, float, SEC) \ + P(class, prefix, spread, float, BOTH) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Crylink, crylink) +#undef X + ENDCLASS(Crylink) -REGISTER_WEAPON(CRYLINK, NEW(Crylink)); - -#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink) -#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, shots) \ - w_cvar(id, sn, BOTH, bounces) \ - w_cvar(id, sn, BOTH, bouncedamagefactor) \ - w_cvar(id, sn, BOTH, middle_lifetime) \ - w_cvar(id, sn, BOTH, middle_fadetime) \ - w_cvar(id, sn, BOTH, other_lifetime) \ - w_cvar(id, sn, BOTH, other_fadetime) \ - w_cvar(id, sn, BOTH, linkexplode) \ - w_cvar(id, sn, BOTH, joindelay) \ - w_cvar(id, sn, BOTH, joinspread) \ - w_cvar(id, sn, BOTH, joinexplode) \ - w_cvar(id, sn, BOTH, joinexplode_damage) \ - w_cvar(id, sn, BOTH, joinexplode_edgedamage) \ - w_cvar(id, sn, BOTH, joinexplode_radius) \ - w_cvar(id, sn, BOTH, joinexplode_force) \ - w_cvar(id, sn, SEC, spreadtype) \ - w_cvar(id, sn, NONE, secondary) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink)); #ifdef SVQC -CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float gravity; .float crylink_waitrelease; .entity crylink_lastgroup; @@ -108,10 +111,10 @@ void W_Crylink_Dequeue(entity e) W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext); } -void W_Crylink_Reset(void) -{SELFPARAM(); - W_Crylink_Dequeue(self); - remove(self); +void W_Crylink_Reset(entity this) +{ + W_Crylink_Dequeue(this); + remove(this); } // force projectile to explode @@ -225,20 +228,20 @@ vector W_Crylink_LinkJoin(entity e, float jspeed) return targ_origin; } -void W_Crylink_LinkJoinEffect_Think(void) -{SELFPARAM(); +void W_Crylink_LinkJoinEffect_Think(entity this) +{ // is there at least 2 projectiles very close? entity e, p; float n; - e = self.owner.crylink_lastgroup; + e = this.owner.crylink_lastgroup; n = 0; if(e) { - if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime) + if(vlen2(e.origin - this.origin) < vlen2(e.velocity) * frametime) ++n; for(p = e; (p = p.queuenext) != e; ) { - if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime) + if(vlen2(p.origin - this.origin) < vlen2(p.velocity) * frametime) ++n; } if(n >= 2) @@ -260,11 +263,11 @@ void W_Crylink_LinkJoinEffect_Think(void) e.projectiledeathtype, other ); - Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, self.origin, '0 0 0', n); + Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n); } } } - remove(self); + remove(this); } float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad) @@ -275,7 +278,7 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad) while(head) { - if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO)) + if((head.takedamage != DAMAGE_NO) && (!IS_DEAD(head))) { if(SAME_TEAM(head, projectile.realowner)) ++hit_friendly; @@ -290,17 +293,17 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad) } // NO bounce protection, as bounces are limited! -void W_Crylink_Touch(void) -{SELFPARAM(); +void W_Crylink_Touch(entity this) +{ float finalhit; float f; - float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY); - PROJECTILE_TOUCH; + float isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); + PROJECTILE_TOUCH(this); float a; - a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1); + a = bound(0, 1 - (time - this.fade_time) * this.fade_rate, 1); - finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); + finalhit = ((this.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) f = 1; else @@ -308,55 +311,55 @@ void W_Crylink_Touch(void) if(a) f *= a; - float totaldamage = RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, self.projectiledeathtype, other); + float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, other); - if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(self, WEP_CVAR_BOTH(crylink, isprimary, radius))))) + if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(this, WEP_CVAR_BOTH(crylink, isprimary, radius))))) { - if(self == self.realowner.crylink_lastgroup) - self.realowner.crylink_lastgroup = world; - W_Crylink_LinkExplode(self.queuenext, self); - self.classname = "spike_oktoremove"; - remove(self); + if(this == this.realowner.crylink_lastgroup) + this.realowner.crylink_lastgroup = world; + W_Crylink_LinkExplode(this.queuenext, this); + this.classname = "spike_oktoremove"; + remove(this); return; } else if(finalhit) { // just unlink - W_Crylink_Dequeue(self); - remove(self); + W_Crylink_Dequeue(this); + remove(this); return; } - self.cnt = self.cnt - 1; - self.angles = vectoangles(self.velocity); - self.owner = world; - self.projectiledeathtype |= HITTYPE_BOUNCE; + this.cnt = this.cnt - 1; + this.angles = vectoangles(this.velocity); + this.owner = world; + this.projectiledeathtype |= HITTYPE_BOUNCE; // commented out as it causes a little hitch... //if(proj.cnt == 0) // CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true); } -void W_Crylink_Fadethink(void) -{SELFPARAM(); - W_Crylink_Dequeue(self); - remove(self); +void W_Crylink_Fadethink(entity this) +{ + W_Crylink_Dequeue(this); + remove(this); } -void W_Crylink_Attack(Weapon thiswep) -{SELFPARAM(); +void W_Crylink_Attack(Weapon thiswep, entity actor) +{ float counter, shots; entity proj, prevproj, firstproj; vector s; vector forward, right, up; float maxdmg; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(crylink, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(crylink, ammo)); maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots); maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces); if(WEP_CVAR_PRI(crylink, joinexplode)) maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage); - W_SetupShot(self, false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, maxdmg); + W_SetupShot(actor, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg); forward = v_forward; right = v_right; up = v_up; @@ -368,7 +371,7 @@ void W_Crylink_Attack(Weapon thiswep) { proj = new(spike); proj.reset = W_Crylink_Reset; - proj.realowner = proj.owner = self; + proj.realowner = proj.owner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage); if(shots == 1) { @@ -411,9 +414,9 @@ void W_Crylink_Attack(Weapon thiswep) } s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor; W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false); - proj.touch = W_Crylink_Touch; + settouch(proj, W_Crylink_Touch); - proj.think = W_Crylink_Fadethink; + setthink(proj, W_Crylink_Fadethink); if(counter == 0) { proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime); @@ -439,32 +442,32 @@ void W_Crylink_Attack(Weapon thiswep) CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true); - MUTATOR_CALLHOOK(EditProjectile, self, proj); + MUTATOR_CALLHOOK(EditProjectile, actor, proj); } if(WEP_CVAR_PRI(crylink, joinspread) != 0) { - self.crylink_lastgroup = proj; + actor.crylink_lastgroup = proj; W_Crylink_CheckLinks(proj); - self.crylink_waitrelease = 1; + actor.crylink_waitrelease = 1; } } -void W_Crylink_Attack2(Weapon thiswep) -{SELFPARAM(); +void W_Crylink_Attack2(Weapon thiswep, entity actor) +{ float counter, shots; entity proj, prevproj, firstproj; vector s; vector forward, right, up; float maxdmg; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(crylink, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(crylink, ammo)); maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots); maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces); if(WEP_CVAR_SEC(crylink, joinexplode)) maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage); - W_SetupShot(self, false, 2, SND(CRYLINK_FIRE2), CH_WEAPON_A, maxdmg); + W_SetupShot(actor, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg); forward = v_forward; right = v_right; up = v_up; @@ -476,7 +479,7 @@ void W_Crylink_Attack2(Weapon thiswep) { proj = new(spike); proj.reset = W_Crylink_Reset; - proj.realowner = proj.owner = self; + proj.realowner = proj.owner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage); if(shots == 1) { @@ -527,8 +530,8 @@ void W_Crylink_Attack2(Weapon thiswep) } W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false); - proj.touch = W_Crylink_Touch; - proj.think = W_Crylink_Fadethink; + settouch(proj, W_Crylink_Touch); + setthink(proj, W_Crylink_Fadethink); if(counter == (shots - 1) / 2) { proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime); @@ -554,142 +557,129 @@ void W_Crylink_Attack2(Weapon thiswep) CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true); - MUTATOR_CALLHOOK(EditProjectile, self, proj); + MUTATOR_CALLHOOK(EditProjectile, actor, proj); } if(WEP_CVAR_SEC(crylink, joinspread) != 0) { - self.crylink_lastgroup = proj; + actor.crylink_lastgroup = proj; W_Crylink_CheckLinks(proj); - self.crylink_waitrelease = 2; + actor.crylink_waitrelease = 2; } } - METHOD(Crylink, wr_aim, void(entity thiswep)) - { - SELFPARAM(); - if(random() < 0.10) - self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false); - else - self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false); - } - METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); - } - - if(fire & 1) - { - if(actor.crylink_waitrelease != 1) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire))) - { - W_Crylink_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready); - } - } +METHOD(Crylink, wr_aim, void(entity thiswep, entity actor)) +{ + if(random() < 0.10) + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false); + else + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false); +} +METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } + + if(fire & 1) + { + if(actor.crylink_waitrelease != 1) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire))) + { + W_Crylink_Attack(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready); + } + } + + if((fire & 2) && autocvar_g_balance_crylink_secondary) + { + if(actor.crylink_waitrelease != 2) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire))) + { + W_Crylink_Attack2(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready); + } + } + + if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2))) + { + if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time) + { + // fired and released now! + if(actor.crylink_lastgroup) + { + vector pos; + entity linkjoineffect; + float isprimary = (actor.crylink_waitrelease == 1); + + pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed)); + + linkjoineffect = new(linkjoineffect); + setthink(linkjoineffect, W_Crylink_LinkJoinEffect_Think); + linkjoineffect.nextthink = time + w_crylink_linkjoin_time; + linkjoineffect.owner = actor; + setorigin(linkjoineffect, pos); + } + actor.crylink_waitrelease = 0; + if(!thiswep.wr_checkammo1(thiswep, actor) && !thiswep.wr_checkammo2(thiswep, actor)) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + // ran out of ammo! + actor.cnt = WEP_CRYLINK.m_id; + PS(actor).m_switchweapon = w_getbestweapon(actor); + } + } + } +} +METHOD(Crylink, wr_checkammo1, bool(entity thiswep, entity actor)) +{ + // don't "run out of ammo" and switch weapons while waiting for release + if(actor.crylink_lastgroup && actor.crylink_waitrelease) + return true; - if((fire & 2) && autocvar_g_balance_crylink_secondary) - { - if(actor.crylink_waitrelease != 2) - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire))) - { - W_Crylink_Attack2(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready); - } - } + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo); + ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo); + return ammo_amount; +} +METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + // don't "run out of ammo" and switch weapons while waiting for release + if(actor.crylink_lastgroup && actor.crylink_waitrelease) + return true; - if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2))) - { - if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time) - { - // fired and released now! - if(actor.crylink_lastgroup) - { - vector pos; - entity linkjoineffect; - float isprimary = (actor.crylink_waitrelease == 1); - - pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed)); - - linkjoineffect = new(linkjoineffect); - linkjoineffect.think = W_Crylink_LinkJoinEffect_Think; - linkjoineffect.nextthink = time + w_crylink_linkjoin_time; - linkjoineffect.owner = actor; - setorigin(linkjoineffect, pos); - } - actor.crylink_waitrelease = 0; - if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep)) - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - { - // ran out of ammo! - actor.cnt = WEP_CRYLINK.m_id; - actor.switchweapon = w_getbestweapon(actor); - } - } - } - } - METHOD(Crylink, wr_init, void(entity thiswep)) - { - CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } - METHOD(Crylink, wr_checkammo1, bool(entity thiswep)) - { - SELFPARAM(); - // don't "run out of ammo" and switch weapons while waiting for release - if(self.crylink_lastgroup && self.crylink_waitrelease) - return true; - - float ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo); - ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo); - return ammo_amount; - } - METHOD(Crylink, wr_checkammo2, bool(entity thiswep)) - { - SELFPARAM(); - // don't "run out of ammo" and switch weapons while waiting for release - if(self.crylink_lastgroup && self.crylink_waitrelease) - return true; - - float ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo); - ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo); - return ammo_amount; - } - METHOD(Crylink, wr_config, void(entity thiswep)) - { - CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } - METHOD(Crylink, wr_reload, void(entity thiswep)) - { - W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD)); - } - METHOD(Crylink, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_CRYLINK_SUICIDE; - } - METHOD(Crylink, wr_killmessage, int(entity thiswep)) - { - return WEAPON_CRYLINK_MURDER; - } + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo); + ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo); + return ammo_amount; +} +METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD); +} +METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_CRYLINK_SUICIDE; +} +METHOD(Crylink, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_CRYLINK_MURDER; +} #endif #ifdef CSQC - METHOD(Crylink, wr_impacteffect, void(entity thiswep)) - { - SELFPARAM(); - vector org2; - org2 = w_org + w_backoff * 2; - if(w_deathtype & HITTYPE_SECONDARY) - { - pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM); - } - else - { - pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM); - } - } +METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 2; + if(w_deathtype & HITTYPE_SECONDARY) + { + pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM); + } + else + { + pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM); + } +} #endif #endif