]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/hmg.qc
Purge most of the weaponentities[0] cases
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / hmg.qc
index 7f2341fb0e53a7b2f8e7741ee9b1d5c6b47b526d..6fbc485b156ec28a0407ab903b9ebdec02240099 100644 (file)
@@ -14,31 +14,32 @@ CLASS(HeavyMachineGun, Weapon)
 /* wepimg    */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
 /* refname   */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
 /* wepname   */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, NONE) \
+               P(class, prefix, damage, float, NONE) \
+               P(class, prefix, force, float, NONE) \
+               P(class, prefix, refire, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, solidpenetration, float, NONE) \
+               P(class, prefix, spread_add, float, NONE) \
+               P(class, prefix, spread_max, float, NONE) \
+               P(class, prefix, spread_min, float, NONE) \
+               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, HeavyMachineGun, hmg)
+#undef X
+
 ENDCLASS(HeavyMachineGun)
-REGISTER_WEAPON(HMG, NEW(HeavyMachineGun));
-
-#define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
-#define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, NONE, spread_min) \
-       w_cvar(id, sn, NONE, spread_max) \
-       w_cvar(id, sn, NONE, spread_add) \
-       w_cvar(id, sn, NONE, solidpenetration) \
-       w_cvar(id, sn, NONE, damage) \
-       w_cvar(id, sn, NONE, force) \
-       w_cvar(id, sn, NONE, refire) \
-       w_cvar(id, sn, NONE, ammo) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun));
 
-#ifdef SVQC
-HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
@@ -46,33 +47,31 @@ HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 REGISTER_MUTATOR(hmg_nadesupport, true);
 MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage)
 {
-       if (MUTATOR_ARGV(0, entity) != WEP_HMG) return;
+       if (M_ARGV(1, entity) != WEP_HMG) return;
        return = true;
-       MUTATOR_ARGV(0, float) /* damage */ = self.max_health * 0.1;
+       M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
 }
 
 spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
 
 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if (!actor.BUTTON_ATCK)
+       if (!PHYS_INPUT_BUTTON_ATCK(actor))
        {
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       Weapon w = get_weaponinfo(actor.weapon);
-       if(!w.wr_checkammo1(w))
-       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       if((!thiswep.wr_checkammo1(thiswep, actor) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
+       W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo));
 
-       W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
+       W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage));
 
        if(!autocvar_g_norecoil)
        {
@@ -81,98 +80,98 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone
        }
 
        float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
-       fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
+       fireBullet(actor, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
 
        actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       W_MachineGun_MuzzleFlash();
-       W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
+       W_MachineGun_MuzzleFlash(actor, weaponentity);
+       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
 
        if (autocvar_g_casings >= 2) // casing code
-               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);
+       {
+               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);
+       }
 
        int slot = weaponslot(weaponentity);
-       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
 }
 
-               METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
-               {
-                       if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
-                       else
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
-               }
-               METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
-                       } else
-                       {
-                               if (fire & 1)
-                               if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
-                               {
-                                       actor.misc_bulletcounter = 0;
-                                       W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
-                               }
-                       }
-               }
-               METHOD(HeavyMachineGun, wr_init, void(entity thiswep))
-               {
-                       HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
-
-                       if(autocvar_g_balance_hmg_reload_ammo)
-                               ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
-                       return ammo_amount;
-               }
-               METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
-               {
-                       float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
-
-                       if(autocvar_g_balance_hmg_reload_ammo)
-                               ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
-                       return ammo_amount;
-               }
-               METHOD(HeavyMachineGun, wr_config, void(entity thiswep))
-               {
-                       HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(HeavyMachineGun, wr_reload, void(entity thiswep))
-               {
-                       W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
-               }
-               METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_THINKING_WITH_PORTALS;
-               }
-               METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_HMG_MURDER_SNIPE;
-                       else
-                               return WEAPON_HMG_MURDER_SPRAY;
-               }
+METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor))
+{
+    if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+    else
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+}
+
+METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else
+    {
+        if (fire & 1)
+        if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+        {
+            actor.misc_bulletcounter = 0;
+            W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+        }
+    }
+}
+
+METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
+
+    if(autocvar_g_balance_hmg_reload_ammo)
+        ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+
+    return ammo_amount;
+}
+
+METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
+
+    if(autocvar_g_balance_hmg_reload_ammo)
+        ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+
+    return ammo_amount;
+}
+
+METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD);
+}
+
+METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_THINKING_WITH_PORTALS;
+}
+
+METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_HMG_MURDER_SNIPE;
+    else
+        return WEAPON_HMG_MURDER_SPRAY;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
-                       pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
-               }
+METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 2;
+    pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+    if(!w_issilent)
+        sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+}
 
 #endif
 #endif