X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhagar.qc;h=bbd3ddb4efbd2efd081a257bf43ea6ff19566e3b;hb=9e8ea75b9aacffc5cfa18c8852c4dd9ffdbd3192;hp=f7b289278608a7a0591abb74481d2d0878965302;hpb=d492869ab1f18e05121529b7bcffcb637d13994c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index f7b289278..bbd3ddb4e 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -1,73 +1,13 @@ #include "hagar.qh" -#ifndef IMPLEMENTATION -CLASS(Hagar, Weapon) -/* 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, 6000); -/* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5'); -/* modelname */ ATTRIB(Hagar, mdl, string, "hagar"); -#ifdef GAMEQC -/* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM); -#endif -/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar"); -/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8); -/* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar"); -/* refname */ ATTRIB(Hagar, netname, string, "hagar"); -/* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, damageforcescale, float, BOTH) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, health, float, BOTH) \ - P(class, prefix, lifetime, float, PRI) \ - P(class, prefix, lifetime_min, float, SEC) \ - P(class, prefix, lifetime_rand, float, SEC) \ - P(class, prefix, load, float, SEC) \ - P(class, prefix, load_abort, float, SEC) \ - P(class, prefix, load_animtime, float, SEC) \ - P(class, prefix, load_hold, float, SEC) \ - P(class, prefix, load_linkexplode, float, SEC) \ - P(class, prefix, load_max, float, SEC) \ - P(class, prefix, load_releasedeath, float, SEC) \ - P(class, prefix, load_speed, float, SEC) \ - P(class, prefix, load_spread, float, SEC) \ - P(class, prefix, load_spread_bias, float, SEC) \ - 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, speed, float, BOTH) \ - 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, Hagar, hagar) -#undef X - -ENDCLASS(Hagar) -REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar)); -#endif -#ifdef IMPLEMENTATION #ifdef SVQC -spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); } // NO bounce protection, as bounces are limited! 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); + 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, this.weaponentity_fld, directhitentity); delete(this); } @@ -80,7 +20,7 @@ void W_Hagar_Explode_use(entity this, entity actor, entity trigger) 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); + 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, this.weaponentity_fld, directhitentity); delete(this); } @@ -90,7 +30,7 @@ void W_Hagar_Explode2_use(entity this, entity actor, entity trigger) W_Hagar_Explode2(this, trigger); } -void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(this.health <= 0) return; @@ -141,7 +81,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity); - W_SetupShot(actor, weaponentity, 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), WEP_HAGAR.m_id); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -163,6 +103,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id; + missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); @@ -186,7 +127,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity); - W_SetupShot(actor, weaponentity, 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), WEP_HAGAR.m_id | HITTYPE_SECONDARY); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -209,6 +150,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; + missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); @@ -241,7 +183,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot(actor, weaponentity, 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), WEP_HAGAR.m_id | HITTYPE_SECONDARY); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); forward = v_forward; @@ -270,6 +212,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; + missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); set_movetype(missile, MOVETYPE_FLY); @@ -307,9 +250,6 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor); actor.(weaponentity).hagar_load = 0; - - if(weaponslot(weaponentity) == 0) - actor.hagar_load = 0; } void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) @@ -329,7 +269,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) else if(autocvar_g_balance_hagar_reload_ammo) enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); else - enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); + enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo); bool stopped = loaded || !enough_ammo; @@ -343,8 +283,6 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) actor.(weaponentity).state = WS_READY; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo actor.(weaponentity).hagar_load = 0; - if(weaponslot(weaponentity) == 0) - 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 @@ -464,8 +402,6 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { float loadable_secondary; loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); - if(weaponslot(weaponentity) == 0) - actor.hagar_load = actor.(weaponentity).hagar_load; if(loadable_secondary) W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame @@ -497,7 +433,6 @@ METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponent } METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { - actor.hagar_load = 0; actor.(weaponentity).hagar_loadblock = false; if(actor.(weaponentity).hagar_load) { @@ -507,19 +442,18 @@ METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity) } METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); return ammo_amount; } METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor)) { - actor.hagar_load = 0; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; @@ -569,4 +503,3 @@ METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif