]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_vortex.qc
Fix some redundant checks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_vortex.qc
index 6512d0430809ffdff549f8834460c49b0d254ad5..3aa17e526d566f02734a72dd2d9cb7cbb753a35a 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id  */ VORTEX,
 /* function  */ W_Vortex,
@@ -53,10 +53,13 @@ REGISTER_WEAPON(
 
 #ifdef SVQC
 VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+
+.float vortex_lasthit;
+#endif
 #endif
-#else
+#ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX); }
+void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX.m_id); }
 void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
 
 void SendCSQCVortexBeamParticle(float charge) {
@@ -64,19 +67,19 @@ void SendCSQCVortexBeamParticle(float charge) {
        v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
        WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
        WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
-       WriteCoord(MSG_BROADCAST, w_shotorg_x);
-       WriteCoord(MSG_BROADCAST, w_shotorg_y);
-       WriteCoord(MSG_BROADCAST, w_shotorg_z);
-       WriteCoord(MSG_BROADCAST, v_x);
-       WriteCoord(MSG_BROADCAST, v_y);
-       WriteCoord(MSG_BROADCAST, v_z);
+       WriteCoord(MSG_BROADCAST, w_shotorg.x);
+       WriteCoord(MSG_BROADCAST, w_shotorg.y);
+       WriteCoord(MSG_BROADCAST, w_shotorg.z);
+       WriteCoord(MSG_BROADCAST, v.x);
+       WriteCoord(MSG_BROADCAST, v.y);
+       WriteCoord(MSG_BROADCAST, v.z);
        WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
 }
 
 void W_Vortex_Attack(float issecondary)
 {
        float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
-       
+
        mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
        myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
        mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
@@ -100,17 +103,25 @@ void W_Vortex_Attack(float issecondary)
        mydmg *= charge;
        myforce *= charge;
 
-       W_SetupShot(self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
+       W_SetupShot(self, true, 5, W_Sound("nexfire"), CH_WEAPON_A, mydmg);
        if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
        {
-               sound(self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+               sound(self, CH_WEAPON_B, W_Sound("nexcharge"), VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
        }
 
        yoda = 0;
-       FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX);
+       damage_goodhits = 0;
+       FireRailgunBullet(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, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); 
+               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+       if(damage_goodhits && self.vortex_lasthit)
+       {
+               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+               damage_goodhits = 0; // only every second time
+       }
+
+       self.vortex_lasthit = damage_goodhits;
 
        //beam and muzzle flash done on client
        SendCSQCVortexBeamParticle(charge);
@@ -121,7 +132,7 @@ void W_Vortex_Attack(float issecondary)
 void spawnfunc_weapon_vortex(void); // defined in t_items.qc
 
 .float vortex_chargepool_pauseregen_finished;
-float W_Vortex(float req)
+bool W_Vortex(int req)
 {
        float dt;
        float ammo_amount;
@@ -129,20 +140,20 @@ float W_Vortex(float req)
        {
                case WR_AIM:
                {
-                       if(bot_aim(1000000, 0, 1, FALSE))
-                               self.BUTTON_ATCK = TRUE;
+                       if(bot_aim(1000000, 0, 1, false))
+                               self.BUTTON_ATCK = true;
                        else
                        {
                                if(WEP_CVAR(vortex, charge))
-                                       self.BUTTON_ATCK2 = TRUE;
+                                       self.BUTTON_ATCK2 = true;
                        }
-                       return TRUE;
+                       return true;
                }
                case WR_THINK:
                {
                        if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit))
                                self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
-                               
+
                        if(WEP_CVAR_SEC(vortex, chargepool))
                                if(self.vortex_chargepool_ammo < 1)
                                {
@@ -204,7 +215,7 @@ float W_Vortex(float req)
                                                                                        {
                                                                                                self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
                                                                                        }
-                                                                                       self.(weapon_load[WEP_VORTEX]) = self.clip_load;
+                                                                                       self.(weapon_load[WEP_VORTEX.m_id]) = self.clip_load;
                                                                                }
                                                                                else
                                                                                {
@@ -237,27 +248,32 @@ float W_Vortex(float req)
                                        }
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_model("models/nexflash.md3");
-                       precache_model("models/weapons/g_nex.md3");
-                       precache_model("models/weapons/v_nex.md3");
-                       precache_model("models/weapons/h_nex.iqm");
-                       precache_sound("weapons/nexfire.wav");
-                       precache_sound("weapons/nexcharge.wav");
-                       precache_sound("weapons/nexwhoosh1.wav");
-                       precache_sound("weapons/nexwhoosh2.wav");
-                       precache_sound("weapons/nexwhoosh3.wav");
-                       VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       precache_model(W_Model("g_nex.md3"));
+                       precache_model(W_Model("v_nex.md3"));
+                       precache_model(W_Model("h_nex.iqm"));
+                       precache_sound(W_Sound("nexfire"));
+                       precache_sound(W_Sound("nexcharge"));
+                       precache_sound(W_Sound("nexwhoosh1"));
+                       precache_sound(W_Sound("nexwhoosh2"));
+                       precache_sound(W_Sound("nexwhoosh3"));
+                       VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
+               }
+               case WR_SETUP:
+               {
+                       self.vortex_lasthit = 0;
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
                        ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
-                       ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_PRI(vortex, ammo));
+                       ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
@@ -266,23 +282,28 @@ float W_Vortex(float req)
                        {
                                // don't allow charging if we don't have enough ammo
                                ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
-                               ammo_amount += self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_SEC(vortex, ammo);
+                               ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
                                return ammo_amount;
                        }
                        else
                        {
-                               return FALSE; // zoom is not a fire mode
+                               return false; // zoom is not a fire mode
                        }
                }
                case WR_CONFIG:
                {
-                       VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
+               }
+               case WR_RESETPLAYER:
+               {
+                       self.vortex_lasthit = 0;
+                       return true;
                }
                case WR_RELOAD:
                {
-                       W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), "weapons/reload.wav");
-                       return TRUE;
+                       W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), W_Sound("reload"));
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -293,12 +314,12 @@ float W_Vortex(float req)
                        return WEAPON_VORTEX_MURDER;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
-var float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
-float W_Vortex(float req)
+float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
+bool W_Vortex(int req)
 {
        switch(req)
        {
@@ -306,36 +327,36 @@ float W_Vortex(float req)
                {
                        vector org2;
                        org2 = w_org + w_backoff * 6;
-                       pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
+                       pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
                        if(!w_issilent)
-                               sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
-                               
-                       return TRUE;
+                               sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM);
+
+                       return true;
                }
                case WR_INIT:
                {
-                       precache_sound("weapons/neximpact.wav");
+                       precache_sound(W_Sound("neximpact"));
                        if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
                        {
                                precache_pic("gfx/reticle_nex");
                        }
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
                        {
                                reticle_image = "gfx/reticle_nex";
-                               return TRUE;
+                               return true;
                        }
                        else
                        {
                                // no weapon specific image for this weapon
-                               return FALSE;
+                               return false;
                        }
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #endif