X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvortex.qc;h=454cb8bfba1b3cb53d59bbb7ced9081fc265c5b5;hb=70ce645c89810d9aaadf386756795e7a6e94ce02;hp=b3ba65c5056eba74be4d85dcde6874eff9e2a885;hpb=bd84ca6fa3aa22e2100db210e7a4d7de8442d71f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index b3ba65c50..454cb8bfb 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -1,74 +1,7 @@ #include "vortex.qh" -#ifndef IMPLEMENTATION -CLASS(Vortex, Weapon) -/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells); -/* impulse */ ATTRIB(Vortex, impulse, int, 7); -/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); -/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); -/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1'); -/* modelname */ ATTRIB(Vortex, mdl, string, "nex"); -#ifdef GAMEQC -/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM); -#endif -/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex"); -/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65); -/* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex"); -/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex"); -/* refname */ ATTRIB(Vortex, netname, string, "vortex"); -/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, chargepool, float, SEC) \ - P(class, prefix, chargepool_pause_regen, float, SEC) \ - P(class, prefix, chargepool_regen, float, SEC) \ - P(class, prefix, charge, float, NONE) \ - P(class, prefix, charge_animlimit, float, NONE) \ - P(class, prefix, charge_limit, float, NONE) \ - P(class, prefix, charge_maxspeed, float, NONE) \ - P(class, prefix, charge_mindmg, float, NONE) \ - P(class, prefix, charge_minspeed, float, NONE) \ - P(class, prefix, charge_rate, float, NONE) \ - P(class, prefix, charge_rot_pause, float, NONE) \ - P(class, prefix, charge_rot_rate, float, NONE) \ - P(class, prefix, charge_shot_multiplier, float, NONE) \ - P(class, prefix, charge_start, float, NONE) \ - P(class, prefix, charge_velocity_rate, float, NONE) \ - P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \ - P(class, prefix, damagefalloff_halflife, float, BOTH) \ - P(class, prefix, damagefalloff_maxdist, float, BOTH) \ - P(class, prefix, damagefalloff_mindist, float, BOTH) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, secondary, float, NONE) \ - 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, Vortex, vortex) -#undef X - -ENDCLASS(Vortex) -REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex)); - - -#ifdef SVQC -.float vortex_lasthit; -#endif -#endif -#ifdef IMPLEMENTATION - -REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge)) -REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit)) +//REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge)) +//REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit)) #if defined(GAMEQC) float autocvar_g_weapon_charge_colormod_red_full; @@ -81,9 +14,9 @@ float autocvar_g_weapon_charge_colormod_hdrmultiplier; METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent)) { - if (!STAT(WEP_CVAR_vortex_charge, actor)) return '0 0 0'; + if (!WEP_CVAR(vortex, charge)) return '0 0 0'; float charge = wepent.vortex_charge; - float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit, actor); + float animlimit = WEP_CVAR(vortex, charge_animlimit); vector g; g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit); g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit); @@ -202,7 +135,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i yoda = 0; damage_goodhits = 0; - FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id); + FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id); if(yoda && flying) Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); @@ -429,4 +362,3 @@ METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor)) } #endif -#endif