X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvaporizer.qc;h=7dae1b3f731d2a3cf479a8a71ddd733ea1ed2afe;hb=101c811a51a08305d18ca504af57b5dab1bb16a4;hp=79892920abd0b144bd4f6c9838579fcf59e8f96e;hpb=53ae0010b81fef4c01ccea1ab46be6dcd1bfb81f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index 79892920a..7dae1b3f7 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -1,66 +1,4 @@ #include "vaporizer.qh" -#ifndef IMPLEMENTATION -CLASS(Vaporizer, Weapon) -/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells); -/* impulse */ ATTRIB(Vaporizer, impulse, int, 7); -/* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN); -/* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); -/* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1'); -/* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex"); -#ifdef GAMEQC -/* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM); -#endif -/* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex"); -/* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6); -/* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex"); -/* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer"); -/* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, PRI) \ - P(class, prefix, animtime, float, PRI) \ - P(class, prefix, damage, float, PRI) \ - P(class, prefix, refire, float, PRI) \ - P(class, prefix, ammo, float, SEC) \ - P(class, prefix, animtime, float, SEC) \ - P(class, prefix, damage, float, SEC) \ - P(class, prefix, delay, float, SEC) \ - P(class, prefix, edgedamage, float, SEC) \ - P(class, prefix, force, float, SEC) \ - P(class, prefix, lifetime, float, SEC) \ - P(class, prefix, radius, float, SEC) \ - P(class, prefix, refire, float, SEC) \ - P(class, prefix, shotangle, float, SEC) \ - P(class, prefix, speed, float, SEC) \ - P(class, prefix, spread, float, SEC) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, weaponreplace, string, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ - END() - W_PROPS(X, Vaporizer, vaporizer) -#undef X - -ENDCLASS(Vaporizer) -REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer)); - - -#ifdef SVQC -.float vaporizer_lasthit; -.float jump_interval; -.float jump_interval2; -.bool held_down; -.float rm_force; -.float rm_damage; -.float rm_edmg; -#endif -#endif -#ifdef IMPLEMENTATION REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE) @@ -167,17 +105,15 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) #endif #ifdef SVQC -spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); } -spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); } -void W_RocketMinsta_Explosion(entity actor, vector loc) +void W_RocketMinsta_Explosion(entity actor, .entity weaponentity, vector loc) { if(accuracy_canbegooddamage(actor)) accuracy_add(actor, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0); entity dmgent = spawn(); dmgent.owner = dmgent.realowner = actor; setorigin(dmgent, loc); - RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other); + RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, weaponentity, NULL); delete(dmgent); } @@ -186,14 +122,14 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity) bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000); - W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage); + W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage, WEP_VAPORIZER.m_id); // handle sound separately so we can change the volume // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway) sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM); yoda = 0; damage_goodhits = 0; - FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); + FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); // do this now, as goodhits is disabled below SendCSQCVaporizerBeamParticle(actor, damage_goodhits); @@ -210,9 +146,9 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity) if(autocvar_g_rm) if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT))) - W_RocketMinsta_Explosion(actor, trace_endpos); + W_RocketMinsta_Explosion(actor, weaponentity, trace_endpos); - W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); + W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity); } void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity) @@ -226,7 +162,7 @@ void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity) this.event_damage = func_null; this.takedamage = DAMAGE_NO; - RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, directhitentity); + RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, this.weaponentity_fld, directhitentity); delete(this); } @@ -239,7 +175,7 @@ void W_RocketMinsta_Laser_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); //W_RocketMinsta_Laser_Explode (); - RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, toucher); + RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, this.weaponentity_fld, toucher); delete(this); } @@ -253,10 +189,7 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity) float spread = autocvar_g_rm_laser_spread; float rndspread = autocvar_g_rm_laser_spread_random; - Weapon w = PS(actor).m_weapon; - PS(actor).m_weapon = WEP_ELECTRO; - W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage); - PS(actor).m_weapon = w; + W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id); Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -271,6 +204,7 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity) proj.nextthink = time + autocvar_g_rm_laser_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; + proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); proj.rm_force = autocvar_g_rm_laser_force / total; @@ -307,10 +241,7 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) float counter = 0; float total = 1; - Weapon w = PS(actor).m_weapon; - PS(actor).m_weapon = WEP_ELECTRO; - W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage); - PS(actor).m_weapon = w; + W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id); Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -325,6 +256,7 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) proj.nextthink = time + autocvar_g_rm_laser_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; + proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); proj.rm_force = autocvar_g_rm_laser_force / total; @@ -351,20 +283,20 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) } } -METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor)) +METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { - if(actor.(thiswep.ammo_field) > 0) - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false); + if(GetResourceAmount(actor, thiswep.ammo_type) > 0) + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false); else - PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars } METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); // if the laser uses load, we also consider its ammo for reloading - if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload + if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); - } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload + } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor)) @@ -380,77 +312,58 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2) { bool rapid = autocvar_g_rm_laser_rapid; - if(actor.jump_interval <= time && !actor.held_down) + if(actor.(weaponentity).jump_interval <= time && !actor.(weaponentity).held_down) { if(rapid) - actor.held_down = true; - actor.jump_interval = time + autocvar_g_rm_laser_refire; - actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; + actor.(weaponentity).held_down = true; + actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire; + actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; damage_goodhits = 0; W_RocketMinsta_Attack2(actor, weaponentity); } - else if(rapid && actor.jump_interval2 <= time && actor.held_down) + else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).held_down) { - actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; + actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; damage_goodhits = 0; W_RocketMinsta_Attack3(actor, weaponentity); //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); } } - else if (actor.jump_interval <= time) + else if (actor.(weaponentity).jump_interval <= time) { // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) - actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor); + actor.(weaponentity).jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor); // decrease ammo for the laser? if(WEP_CVAR_SEC(vaporizer, ammo)) - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo)); - - // ugly instagib hack to reuse the fire mode of the laser - makevectors(actor.v_angle); - Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack - PS(actor).m_weapon = WEP_BLASTER; - W_Blaster_Attack( - actor, - weaponentity, - WEP_BLASTER.m_id | HITTYPE_SECONDARY, - WEP_CVAR_SEC(vaporizer, shotangle), - WEP_CVAR_SEC(vaporizer, damage), - WEP_CVAR_SEC(vaporizer, edgedamage), - WEP_CVAR_SEC(vaporizer, radius), - WEP_CVAR_SEC(vaporizer, force), - WEP_CVAR_SEC(vaporizer, speed), - WEP_CVAR_SEC(vaporizer, spread), - WEP_CVAR_SEC(vaporizer, delay), - WEP_CVAR_SEC(vaporizer, lifetime) - ); - PS(actor).m_weapon = oldwep; + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity); + + BLASTER_SECONDARY_ATTACK(vaporizer, actor, weaponentity); // now do normal refire weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); } } else - actor.held_down = false; + actor.(weaponentity).held_down = false; } -METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor)) +METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { - actor.ammo_field = (thiswep.ammo_field); actor.vaporizer_lasthit = 0; } -METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); - float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo; - ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= vaporizer_ammo; + ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; return ammo_amount; } -METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { if(!WEP_CVAR_SEC(vaporizer, ammo)) return true; - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo); - ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vaporizer, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); return ammo_amount; } METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor)) @@ -501,11 +414,10 @@ METHOD(Vaporizer, wr_init, void(entity thiswep)) precache_pic("gfx/reticle_nex"); } } -METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep)) +METHOD(Vaporizer, wr_zoom, bool(entity thiswep, entity actor)) { if(button_zoom || zoomscript_caught) { - reticle_image = "gfx/reticle_nex"; return true; } else @@ -516,4 +428,3 @@ METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep)) } #endif -#endif