X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhlac.qc;h=5d3463df93f9f27e1c3c20ecaca64c835883c35e;hb=90e39049eaeafbbd25267d1dfcf08023734cf6b8;hp=9d82c34f22f384ac643e73672f0f291596bf0587;hpb=dd2b9a194fa4b844241392bfc136b953abf94a7a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index 9d82c34f2..5d3463df9 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -54,48 +54,48 @@ REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); #ifdef SVQC spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); } -void W_HLAC_Touch(entity this) +void W_HLAC_Touch(entity this, entity toucher) { float isprimary; - PROJECTILE_TOUCH(this); + PROJECTILE_TOUCH(this, toucher); - self.event_damage = func_null; + this.event_damage = func_null; - isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY); + isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); - RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other); + RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher); - remove(self); + delete(this); } -void W_HLAC_Attack(Weapon thiswep, entity actor) -{entity this = actor; +void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity) +{ entity missile; float spread; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hlac, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo)); - spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter); + spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.misc_bulletcounter); spread = min(spread,WEP_CVAR_PRI(hlac, spread_max)); - if(self.crouch) + if(actor.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); - W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); if(!autocvar_g_norecoil) { - self.punchangle_x = random() - 0.5; - self.punchangle_y = random() - 0.5; + actor.punchangle_x = random() - 0.5; + actor.punchangle_y = random() - 0.5; } missile = new(hlacbolt); - missile.owner = missile.realowner = self; + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); setorigin(missile, w_shotorg); @@ -110,34 +110,35 @@ void W_HLAC_Attack(Weapon thiswep, entity actor) missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); missile.projectiledeathtype = WEP_HLAC.m_id; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -void W_HLAC_Attack2(entity actor) -{entity this = actor; +void W_HLAC_Attack2(entity actor, .entity weaponentity) +{ entity missile; float spread; spread = WEP_CVAR_SEC(hlac, spread); - if(self.crouch) + if(actor.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); - W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = new(hlacbolt); - missile.owner = missile.realowner = self; + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); setorigin(missile, w_shotorg); @@ -152,12 +153,13 @@ void W_HLAC_Attack2(entity actor) missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } // weapon frames @@ -181,7 +183,7 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int int slot = weaponslot(weaponentity); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor); - W_HLAC_Attack(WEP_HLAC, actor); + W_HLAC_Attack(WEP_HLAC, actor, weaponentity); actor.misc_bulletcounter = actor.misc_bulletcounter + 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } @@ -191,26 +193,25 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int } } -void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor) -{entity this = actor; +void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity) +{ float i; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo)); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) - W_HLAC_Attack2(actor); + W_HLAC_Attack2(actor, weaponentity); if(!autocvar_g_norecoil) { - self.punchangle_x = random() - 0.5; - self.punchangle_y = random() - 0.5; + actor.punchangle_x = random() - 0.5; + actor.punchangle_y = random() - 0.5; } } METHOD(HLAC, wr_aim, void(entity thiswep, entity actor)) { - entity this = actor; - PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); } METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { @@ -221,7 +222,7 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire))) { actor.misc_bulletcounter = 0; - W_HLAC_Attack(thiswep, actor); + W_HLAC_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } } @@ -230,7 +231,7 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire))) { - W_HLAC_Attack2_Frame(thiswep, actor); + W_HLAC_Attack2_Frame(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); } } @@ -249,7 +250,7 @@ METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor)) } METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); + W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); } METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) { @@ -265,12 +266,11 @@ METHOD(HLAC, wr_killmessage, Notification(entity thiswep)) METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor)) { - entity this = actor; 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); + sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } #endif