]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hlac.qc
Merge branch 'Mario/despawn_effects'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hlac.qc
index 0c49744cd5a14752a4cd2651bb5e0f14f83f2371..d3dbed2f9c9fd9a88d974d227c378460016570b4 100644 (file)
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id  */ HLAC,
-/* function  */ w_hlac,
-/* ammotype  */ IT_CELLS,
+/* function  */ W_HLAC,
+/* ammotype  */ ammo_cells,
 /* impulse   */ 6,
 /* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
 /* rating    */ BOT_PICKUP_RATING_MID,
-/* model     */ "hlac",
-/* shortname */ "hlac",
-/* fullname  */ _("Heavy Laser Assault Cannon")
+/* color     */ '0 1 0',
+/* modelname */ "hlac",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairhlac 0.6",
+/* wepimg    */ "weaponhlac",
+/* refname   */ "hlac",
+/* wepname   */ _("Heavy Laser Assault Cannon")
 );
+
+#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
+#define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, ammo) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, edgedamage) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, BOTH, lifetime) \
+       w_cvar(id, sn, BOTH, radius) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, BOTH, speed) \
+       w_cvar(id, sn, BOTH, spread_crouchmod) \
+       w_cvar(id, sn, PRI,  spread_add) \
+       w_cvar(id, sn, PRI,  spread_max) \
+       w_cvar(id, sn, PRI,  spread_min) \
+       w_cvar(id, sn, NONE, secondary) \
+       w_cvar(id, sn, SEC,  shots) \
+       w_cvar(id, sn, SEC,  spread) \
+       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)
+
+#ifdef SVQC
+HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_hlac() { weapon_defaultspawnfunc(WEP_HLAC); }
+void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC); }
 
-void W_HLAC_Touch (void)
+void W_HLAC_Touch(void)
 {
+       float isprimary;
+
        PROJECTILE_TOUCH;
 
        self.event_damage = func_null;
        
-       if(self.projectiledeathtype & HITTYPE_SECONDARY)
-               RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
-       else
-               RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
+       isprimary = !(self.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);
 
-       remove (self);
+       remove(self);
 }
 
-void W_HLAC_Attack (void)
+void W_HLAC_Attack(void)
 {
        entity missile;
     float spread;
 
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR_PRI(hlac, ammo));
 
-    spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
-    spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
+    spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
+    spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
     if(self.crouch)
-        spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
+        spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_primary_damage);
+       W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-       if (!g_norecoil)
+       if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = random() - 0.5;
        }
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "hlacbolt";
        missile.bot_dodge = TRUE;
 
-    missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage;
+    missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
 
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
 
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
-       W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
-       //missile.angles = vectoangles (missile.velocity); // csqc
+       W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
+       //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
 
-    missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime;
+    missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
 
        missile.flags = FL_PROJECTILE;
        missile.projectiledeathtype = WEP_HLAC;
@@ -77,40 +113,40 @@ void W_HLAC_Attack (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_HLAC_Attack2(void)
+void W_HLAC_Attack2(void)
 {
        entity missile;
     float spread;
 
-    spread = autocvar_g_balance_hlac_secondary_spread;
+    spread = WEP_CVAR_SEC(hlac, spread);
 
 
     if(self.crouch)
-        spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
+        spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_secondary_damage);
+       W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "hlacbolt";
        missile.bot_dodge = TRUE;
 
-    missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage;
+    missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
 
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
 
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
-       W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
-       //missile.angles = vectoangles (missile.velocity); // csqc
+       W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
+       //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
 
-    missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
+    missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
 
        missile.flags = FL_PROJECTILE;
        missile.missile_flags = MIF_SPLASH; 
@@ -121,24 +157,8 @@ void W_HLAC_Attack2f (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_HLAC_Attack2 (void)
-{
-    float i;
-
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
-
-    for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
-        W_HLAC_Attack2f();
-
-       if (!g_norecoil)
-       {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
-       }
-}
-
 // weapon frames
-void HLAC_fire1_02()
+void W_HLAC_Attack_Frame(void)
 {
        if(self.weapon != self.switchweapon) // abort immediately if switching
        {
@@ -146,91 +166,107 @@ void HLAC_fire1_02()
                return;
        }
 
-       if (self.BUTTON_ATCK)
+       if(self.BUTTON_ATCK)
        {
-               if (!weapon_action(self.weapon, WR_CHECKAMMO1))
-               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
                        return;
                }
 
-               ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
+               ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
                W_HLAC_Attack();
                self.misc_bulletcounter = self.misc_bulletcounter + 1;
-        weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
        }
        else
        {
-               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
+               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
        }
 }
 
-float w_hlac(float req)
+void W_HLAC_Attack2_Frame(void)
+{
+    float i;
+
+       W_DecreaseAmmo(WEP_CVAR_SEC(hlac, ammo));
+
+    for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
+        W_HLAC_Attack2();
+
+       if(!autocvar_g_norecoil)
+       {
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = random() - 0.5;
+       }
+}
+
+float W_HLAC(float req)
 {
        float ammo_amount;
        switch(req)
        {
                case WR_AIM:
                {
-                       self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
+                       self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), FALSE);
                        return TRUE;
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
-                               weapon_action(self.weapon, WR_RELOAD);
-                       else if (self.BUTTON_ATCK)
+                       if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
+                               WEP_ACTION(self.weapon, WR_RELOAD);
+                       else if(self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
                                {
                                        self.misc_bulletcounter = 0;
                                        W_HLAC_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
                                }
                        }
 
-                       else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
+                       else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
                        {
-                               if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
                                {
-                                       W_HLAC_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+                                       W_HLAC_Attack2_Frame();
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
                                }
                        }
                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
-                       precache_model ("models/weapons/g_hlac.md3");
-                       precache_model ("models/weapons/v_hlac.md3");
-                       precache_model ("models/weapons/h_hlac.iqm");
-                       precache_sound ("weapons/lasergun_fire.wav");
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       weapon_setup(WEP_HLAC);
-                       self.current_ammo = ammo_cells;
+                       precache_model("models/weapons/g_hlac.md3");
+                       precache_model("models/weapons/v_hlac.md3");
+                       precache_model("models/weapons/h_hlac.iqm");
+                       precache_sound("weapons/lasergun_fire.wav");
+                       HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_primary_ammo;
+                       ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
+                       ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_PRI(hlac, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_secondary_ammo;
+                       ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
+                       ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_SEC(hlac, ammo);
                        return ammo_amount;
                }
+               case WR_CONFIG:
+               {
+                       HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
                case WR_RELOAD:
                {
-                       W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
+                       W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -242,11 +278,11 @@ float w_hlac(float req)
                        return WEAPON_HLAC_MURDER;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
-float w_hlac(float req)
+float W_HLAC(float req)
 {
        switch(req)
        {
@@ -260,13 +296,18 @@ float w_hlac(float req)
                                
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_sound("weapons/laserimpact.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif