X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhagar.qc;h=684ee75d377540a15de2911269dbf6ccf078d982;hb=5352a65c86ae185b0ff5c412d1eb1208912c17ab;hp=d37063a6780c9bf085216b018c9afd6dd4ffa635;hpb=aa14e2a0c66030cfde1c5d9d2c0882b5aa4816c1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index d37063a67..684ee75d3 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -1,12 +1,13 @@ +#include "hagar.qh" #ifndef IMPLEMENTATION CLASS(Hagar, Weapon) -/* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets) -/* impulse */ ATTRIB(Hagar, impulse, int, 8) +/* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(Hagar, impulse, int, 8); /* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5'); /* modelname */ ATTRIB(Hagar, mdl, string, "hagar"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM); #endif /* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar"); @@ -63,30 +64,30 @@ spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); } // NO bounce protection, as bounces are limited! -void W_Hagar_Explode() -{SELFPARAM(); - self.event_damage = func_null; - RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other); +void W_Hagar_Explode(entity this, entity directhitentity) +{ + this.event_damage = func_null; + RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity); - remove(self); + delete(this); } void W_Hagar_Explode_use(entity this, entity actor, entity trigger) { - WITHSELF(this, W_Hagar_Explode()); + W_Hagar_Explode(this, trigger); } -void W_Hagar_Explode2() -{SELFPARAM(); - self.event_damage = func_null; - RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other); +void W_Hagar_Explode2(entity this, entity directhitentity) +{ + this.event_damage = func_null; + RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity); - remove(self); + delete(this); } void W_Hagar_Explode2_use(entity this, entity actor, entity trigger) { - WITHSELF(this, W_Hagar_Explode2()); + W_Hagar_Explode2(this, trigger); } void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) @@ -94,7 +95,7 @@ void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage if(this.health <= 0) return; - float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == this.owner) : true) + float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true) && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (this.projectiledeathtype & HITTYPE_SECONDARY)); @@ -113,39 +114,39 @@ void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage W_PrepareExplosionByDamage(this, attacker, getthink(this)); } -void W_Hagar_Touch(entity this) +void W_Hagar_Touch(entity this, entity toucher) { - PROJECTILE_TOUCH; - this.use(this, NULL, NULL); + PROJECTILE_TOUCH(this, toucher); + this.use(this, NULL, toucher); } -void W_Hagar_Touch2(entity this) +void W_Hagar_Touch2(entity this, entity toucher) { - PROJECTILE_TOUCH; + PROJECTILE_TOUCH(this, toucher); - if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) { - this.use(this, NULL, NULL); + if(this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) { + this.use(this, NULL, toucher); } else { - self.cnt++; - Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1); - self.angles = vectoangles(self.velocity); - self.owner = world; - self.projectiledeathtype |= HITTYPE_BOUNCE; + this.cnt++; + Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1); + this.angles = vectoangles(this.velocity); + this.owner = NULL; + this.projectiledeathtype |= HITTYPE_BOUNCE; } } -void W_Hagar_Attack(Weapon thiswep) -{SELFPARAM(); +void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) +{ entity missile; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo)); - W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = new(missile); - missile.owner = missile.realowner = self; + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage); @@ -154,6 +155,7 @@ void W_Hagar_Attack(Weapon thiswep) missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch); missile.use = W_Hagar_Explode_use; @@ -164,30 +166,32 @@ void W_Hagar_Attack(Weapon thiswep) setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); W_SetupProjVelocity_PRI(missile, hagar); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -void W_Hagar_Attack2(Weapon thiswep) -{SELFPARAM(); +void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) +{ entity missile; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo)); - W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = new(missile); - missile.owner = missile.realowner = self; + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); @@ -196,6 +200,7 @@ void W_Hagar_Attack2(Weapon thiswep) missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch2); missile.cnt = 0; @@ -207,21 +212,23 @@ void W_Hagar_Attack2(Weapon thiswep) setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - missile.movetype = MOVETYPE_BOUNCEMISSILE; + set_movetype(missile, MOVETYPE_BOUNCEMISSILE); W_SetupProjVelocity_SEC(missile, hagar); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; -void W_Hagar_Attack2_Load_Release(.entity weaponentity) -{SELFPARAM(); +void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) +{ // time to release the rockets we've loaded entity missile; @@ -229,24 +236,24 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity) vector s; vector forward, right, up; - if(!self.hagar_load) + if(!actor.hagar_load) return; - weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire)); + weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); forward = v_forward; right = v_right; up = v_up; - shots = self.hagar_load; - missile = world; + shots = actor.hagar_load; + missile = NULL; for(counter = 0; counter < shots; ++counter) { missile = new(missile); - missile.owner = missile.realowner = self; + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); @@ -255,6 +262,7 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity) missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch); // not bouncy missile.use = W_Hagar_Explode2_use; @@ -264,7 +272,7 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity) missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); missile.missile_flags = MIF_SPLASH; // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar) @@ -288,54 +296,56 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity) missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } - weapon_thinkf(self, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); - self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(); - self.hagar_load = 0; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); + actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor); + actor.hagar_load = 0; } -void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity) -{SELFPARAM(); +void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) +{ // loadable hagar secondary attack, must always run each frame if(time < game_starttime) return; - bool loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max); + bool loaded = actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max); // this is different than WR_CHECKAMMO when it comes to reloading bool enough_ammo; - if(self.items & IT_UNLIMITED_WEAPON_AMMO) + if(actor.items & IT_UNLIMITED_WEAPON_AMMO) enough_ammo = true; else if(autocvar_g_balance_hagar_reload_ammo) - enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); + enough_ammo = actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); else - enough_ammo = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); + enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); bool stopped = loaded || !enough_ammo; - if(PHYS_INPUT_BUTTON_ATCK2(self)) + if(PHYS_INPUT_BUTTON_ATCK2(actor)) { - if(PHYS_INPUT_BUTTON_ATCK(self) && WEP_CVAR_SEC(hagar, load_abort)) + if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort)) { - if(self.hagar_load) + if(actor.hagar_load) { // if we pressed primary fire while loading, unload all rockets and abort - self.(weaponentity).state = WS_READY; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo - self.hagar_load = 0; - sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); + actor.(weaponentity).state = WS_READY; + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo + actor.hagar_load = 0; + sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); // pause until we can load rockets again, once we re-press the alt fire button - self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); + actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor); // require letting go of the alt fire button before we can load again - self.hagar_loadblock = true; + actor.hagar_loadblock = true; } } else @@ -343,65 +353,65 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity) // check if we can attempt to load another rocket if(!stopped) { - if(!self.hagar_loadblock && self.hagar_loadstep < time) + if(!actor.hagar_loadblock && actor.hagar_loadstep < time) { - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo)); - self.(weaponentity).state = WS_INUSE; - self.hagar_load += 1; - sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo)); + actor.(weaponentity).state = WS_INUSE; + actor.hagar_load += 1; + sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most - if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) + if(actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) stopped = true; else - self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); + actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor); } } - if(stopped && !self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame + if(stopped && !actor.hagar_loadbeep && actor.hagar_load) // prevents the beep from playing each frame { // if this is the last rocket we can load, play a beep sound to notify the player - sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); - self.hagar_loadbeep = true; - self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(); + sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); + actor.hagar_loadbeep = true; + actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor); } } } - else if(self.hagar_loadblock) + else if(actor.hagar_loadblock) { // the alt fire button has been released, so re-enable loading if blocked - self.hagar_loadblock = false; + actor.hagar_loadblock = false; } - if(self.hagar_load) + if(actor.hagar_load) { // play warning sound if we're about to release - if(stopped && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0) + if(stopped && actor.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0) { - if(!self.hagar_warning) // prevents the beep from playing each frame + if(!actor.hagar_warning) // prevents the beep from playing each frame { // we're about to automatically release after holding time, play a beep sound to notify the player - sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); - self.hagar_warning = true; + sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); + actor.hagar_warning = true; } } // release if player let go of button or if they've held it in too long - if(!PHYS_INPUT_BUTTON_ATCK2(self) || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) + if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) { - self.(weaponentity).state = WS_READY; - W_Hagar_Attack2_Load_Release(weaponentity); + actor.(weaponentity).state = WS_READY; + W_Hagar_Attack2_Load_Release(actor, weaponentity); } } else { - self.hagar_loadbeep = false; - self.hagar_warning = false; + actor.hagar_loadbeep = false; + actor.hagar_warning = false; // we aren't checking ammo during an attack, so we must do it here - if(!(thiswep.wr_checkammo1(thiswep, self) + thiswep.wr_checkammo2(thiswep, self))) - if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!(thiswep.wr_checkammo1(thiswep, actor) + thiswep.wr_checkammo2(thiswep, actor))) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { // note: this doesn't force the switch - W_SwitchToOtherWeapon(self); + W_SwitchToOtherWeapon(actor); return; } } @@ -409,7 +419,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity) void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock) + if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock || PS(actor).m_switchweapon != WEP_HAGAR) { w_ready(thiswep, actor, weaponentity, fire); return; @@ -423,10 +433,10 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int return; } - W_Hagar_Attack(thiswep); + W_Hagar_Attack(thiswep, actor, weaponentity); int slot = weaponslot(weaponentity); - ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor); int theframe = WFRAME_FIRE1; entity this = actor.(weaponentity); if(this) @@ -437,13 +447,12 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto); } -METHOD(Hagar, wr_aim, void(entity thiswep)) +METHOD(Hagar, wr_aim, void(entity thiswep, entity actor)) { - SELFPARAM(); if(random()>0.15) - PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming - PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); } METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { @@ -451,7 +460,7 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); if(loadable_secondary) - W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame + W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } @@ -464,31 +473,28 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire))) { - W_Hagar_Attack2(thiswep); + W_Hagar_Attack2(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); } } } -METHOD(Hagar, wr_gonethink, void(entity thiswep)) +METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity)) { - SELFPARAM(); // we lost the weapon and want to prepare switching away - if(self.hagar_load) + if(actor.hagar_load) { - .entity weaponentity = weaponentities[0]; // TODO: unhardcode - self.(weaponentity).state = WS_READY; - W_Hagar_Attack2_Load_Release(weaponentity); + actor.(weaponentity).state = WS_READY; + W_Hagar_Attack2_Load_Release(actor, weaponentity); } } -METHOD(Hagar, wr_setup, void(entity thiswep)) +METHOD(Hagar, wr_setup, void(entity thiswep, entity actor)) { - SELFPARAM(); - self.hagar_loadblock = false; + actor.hagar_loadblock = false; - if(self.hagar_load) + if(actor.hagar_load) { - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary - self.hagar_load = 0; + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo if necessary + actor.hagar_load = 0; } } METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor)) @@ -503,24 +509,20 @@ METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor)) ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } -METHOD(Hagar, wr_resetplayer, void(entity thiswep)) +METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor)) { - SELFPARAM(); - self.hagar_load = 0; + actor.hagar_load = 0; } -METHOD(Hagar, wr_playerdeath, void(entity thiswep)) +METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity)) { - SELFPARAM(); - .entity weaponentity = weaponentities[0]; // TODO: unhardcode // if we have any rockets loaded when we die, release them - if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) - W_Hagar_Attack2_Load_Release(weaponentity); + if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) + W_Hagar_Attack2_Load_Release(actor, weaponentity); } METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - SELFPARAM(); - if(!self.hagar_load) // require releasing loaded rockets first - W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD); + if(!actor.hagar_load) // require releasing loaded rockets first + W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD); } METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep)) { @@ -537,20 +539,19 @@ METHOD(Hagar, wr_killmessage, Notification(entity thiswep)) #endif #ifdef CSQC -METHOD(Hagar, wr_impacteffect, void(entity thiswep)) +METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor)) { - SELFPARAM(); vector org2; org2 = w_org + w_backoff * 6; pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) { if(w_random<0.15) - sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM); + sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM); else if(w_random<0.7) - sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM); + sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM); else - sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM); + sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM); } }