X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Frifle.qc;h=478a3152536945aedae9ccbd9a53c369e52b8065;hb=268f9c69576b6bb929f66d19f0d077d19ba47edd;hp=e11bdd85b78b5d8356ba430f7c3ef63cc5e64856;hpb=537313c9e52ce93b28ad6580b76e92d99f0a9d93;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/rifle.qc b/qcsrc/common/weapons/weapon/rifle.qc index e11bdd85b..478a31525 100644 --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@ -1,12 +1,13 @@ +#include "rifle.qh" #ifndef IMPLEMENTATION CLASS(Rifle, Weapon) -/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails) -/* impulse */ ATTRIB(Rifle, impulse, int, 7) +/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails); +/* impulse */ ATTRIB(Rifle, impulse, int, 7); /* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); /* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0'); /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM); #endif /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle"); @@ -56,40 +57,43 @@ spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); } spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); } spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); } -void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound) -{SELFPARAM(); +void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor) +{ float i; - W_DecreaseAmmo(thiswep, self, pAmmo); + W_DecreaseAmmo(thiswep, actor, pAmmo); - W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots); + W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots); Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1); - if(PHYS_INPUT_BUTTON_ZOOM(self) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)) // if zoomed, shoot from the eye + if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye { w_shotdir = v_forward; - w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward; + w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward; } for(i = 0; i < pShots; ++i) - fireBullet(self, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE)); + fireBullet(actor, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE)); if(autocvar_g_casings >= 2) - SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); + { + makevectors(actor.v_angle); // for some reason, this is lost + SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity); + } } -void W_Rifle_Attack() +void W_Rifle_Attack(entity actor, .entity weaponentity) { - W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE); + W_Rifle_FireBullet(WEP_RIFLE, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor); } -void W_Rifle_Attack2() +void W_Rifle_Attack2(entity actor, .entity weaponentity) { - W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2); + W_Rifle_FireBullet(WEP_RIFLE, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor); } -.void() rifle_bullethail_attackfunc; +.void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc; .WFRAME rifle_bullethail_frame; .float rifle_bullethail_animtime; .float rifle_bullethail_refire; @@ -107,7 +111,7 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent PS(actor).m_switchweapon = sw; if(r) { - actor.rifle_bullethail_attackfunc(); + actor.rifle_bullethail_attackfunc(actor, weaponentity); weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue); } else @@ -116,49 +120,48 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent } } -void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFRAME fr, float animtime, float refire) -{SELFPARAM(); +void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire) +{ // if we get here, we have at least one bullet to fire - AttackFunc(); + AttackFunc(actor, weaponentity); if(mode) { // continue hail - self.rifle_bullethail_attackfunc = AttackFunc; - self.rifle_bullethail_frame = fr; - self.rifle_bullethail_animtime = animtime; - self.rifle_bullethail_refire = refire; - weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue); + actor.rifle_bullethail_attackfunc = AttackFunc; + actor.rifle_bullethail_frame = fr; + actor.rifle_bullethail_animtime = animtime; + actor.rifle_bullethail_refire = refire; + weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue); } else { // just one shot - weapon_thinkf(self, weaponentity, fr, animtime, w_ready); + weapon_thinkf(actor, weaponentity, fr, animtime, w_ready); } } .float bot_secondary_riflemooth; -METHOD(Rifle, wr_aim, void(entity thiswep)) +METHOD(Rifle, wr_aim, void(entity thiswep, entity actor)) { - SELFPARAM(); - PHYS_INPUT_BUTTON_ATCK(self) = false; - PHYS_INPUT_BUTTON_ATCK2(self) = false; - if(vdist(self.origin - self.enemy.origin, >, 1000)) - self.bot_secondary_riflemooth = 0; - if(self.bot_secondary_riflemooth == 0) + PHYS_INPUT_BUTTON_ATCK(actor) = false; + PHYS_INPUT_BUTTON_ATCK2(actor) = false; + if(vdist(actor.origin - actor.enemy.origin, >, 1000)) + actor.bot_secondary_riflemooth = 0; + if(actor.bot_secondary_riflemooth == 0) { - if(bot_aim(self, 1000000, 0, 0.001, false)) + if(bot_aim(actor, 1000000, 0, 0.001, false)) { - PHYS_INPUT_BUTTON_ATCK(self) = true; - if(random() < 0.01) self.bot_secondary_riflemooth = 1; + PHYS_INPUT_BUTTON_ATCK(actor) = true; + if(random() < 0.01) actor.bot_secondary_riflemooth = 1; } } else { - if(bot_aim(self, 1000000, 0, 0.001, false)) + if(bot_aim(actor, 1000000, 0, 0.001, false)) { - PHYS_INPUT_BUTTON_ATCK2(self) = true; - if(random() < 0.03) self.bot_secondary_riflemooth = 0; + PHYS_INPUT_BUTTON_ATCK2(actor) = true; + if(random() < 0.03) actor.bot_secondary_riflemooth = 0; } } } @@ -174,7 +177,7 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost)) { weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)); - W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire)); + W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire)); actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost); } if(fire & 2) @@ -189,7 +192,7 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost)) { weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)); - W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire)); + W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire)); actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost); } } @@ -209,15 +212,13 @@ METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor)) ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo); return ammo_amount; } -METHOD(Rifle, wr_resetplayer, void(entity thiswep)) +METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor)) { - SELFPARAM(); - self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); + actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); } METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - SELFPARAM(); - W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD); + W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD); } METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep)) { @@ -244,15 +245,14 @@ METHOD(Rifle, wr_killmessage, Notification(entity thiswep)) #endif #ifdef CSQC -METHOD(Rifle, wr_impacteffect, void(entity thiswep)) +METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor)) { - SELFPARAM(); vector org2; org2 = w_org + w_backoff * 2; pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) { - sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); + sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); } } METHOD(Rifle, wr_init, void(entity thiswep))