]> 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 323a5b91d0242c4e6943e8a8acd38752798ae246..d3dbed2f9c9fd9a88d974d227c378460016570b4 100644 (file)
@@ -39,16 +39,17 @@ REGISTER_WEAPON(
        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,  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;
 
@@ -60,10 +61,10 @@ void W_HLAC_Touch (void)
        
        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;
@@ -75,15 +76,15 @@ void W_HLAC_Attack (void)
     if(self.crouch)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, 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 (!autocvar_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;
@@ -93,11 +94,11 @@ void W_HLAC_Attack (void)
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
 
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
-       //missile.angles = vectoangles (missile.velocity); // csqc
+       //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
@@ -112,7 +113,7 @@ void W_HLAC_Attack (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_HLAC_Attack2()
+void W_HLAC_Attack2(void)
 {
        entity missile;
     float spread;
@@ -123,10 +124,10 @@ void W_HLAC_Attack2()
     if(self.crouch)
         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, 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;
@@ -136,11 +137,11 @@ void W_HLAC_Attack2()
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
 
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
-       //missile.angles = vectoangles (missile.velocity); // csqc
+       //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
@@ -157,7 +158,7 @@ void W_HLAC_Attack2()
 }
 
 // weapon frames
-void W_HLAC_Attack_Frame()
+void W_HLAC_Attack_Frame(void)
 {
        if(self.weapon != self.switchweapon) // abort immediately if switching
        {
@@ -165,9 +166,9 @@ void W_HLAC_Attack_Frame()
                return;
        }
 
-       if (self.BUTTON_ATCK)
+       if(self.BUTTON_ATCK)
        {
-               if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -186,7 +187,7 @@ void W_HLAC_Attack_Frame()
        }
 }
 
-void W_HLAC_Attack2_Frame()
+void W_HLAC_Attack2_Frame(void)
 {
     float i;
 
@@ -195,10 +196,10 @@ void W_HLAC_Attack2_Frame()
     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
         W_HLAC_Attack2();
 
-       if (!autocvar_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;
        }
 }
 
@@ -216,9 +217,9 @@ float W_HLAC(float req)
                {
                        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)
+                       else if(self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
                                {
                                        self.misc_bulletcounter = 0;
                                        W_HLAC_Attack();
@@ -226,9 +227,9 @@ float W_HLAC(float req)
                                }
                        }
 
-                       else if (self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
+                       else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
                        {
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
                                {
                                        W_HLAC_Attack2_Frame();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
@@ -239,10 +240,10 @@ float W_HLAC(float req)
                }
                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");
+                       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;
                }