]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Fix vortex chargepol
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 88ba1c768c63cacf23e4ac0524f8dbb181ea13e6..23e3dbcb2bc8d235e2921f45ab8803570bd0ea35 100644 (file)
@@ -1,151 +1,6 @@
 #include "arc.qh"
-#ifndef IMPLEMENTATION
-CLASS(Arc, Weapon)
-/* ammotype  */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
-/* impulse   */ ATTRIB(Arc, impulse, int, 3);
-/* flags     */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
-/* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color     */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
-/* modelname */ ATTRIB(Arc, mdl, string, "arc");
-#ifdef GAMEQC
-/* model     */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
-#endif
-/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
-/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
-/* wepimg    */ ATTRIB(Arc, model2, string, "weaponarc");
-/* refname   */ ATTRIB(Arc, netname, string, "arc");
-/* wepname   */ ATTRIB(Arc, m_name, string, _("Arc"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, bolt, float, NONE) \
-               P(class, prefix, bolt_ammo, float, NONE) \
-        P(class, prefix, bolt_damageforcescale, float, NONE) \
-        P(class, prefix, bolt_damage, float, NONE) \
-        P(class, prefix, bolt_edgedamage, float, NONE) \
-        P(class, prefix, bolt_force, float, NONE) \
-        P(class, prefix, bolt_health, float, NONE) \
-        P(class, prefix, bolt_lifetime, float, NONE) \
-        P(class, prefix, bolt_radius, float, NONE) \
-        P(class, prefix, bolt_refire, float, NONE) \
-        P(class, prefix, bolt_speed, float, NONE) \
-        P(class, prefix, bolt_spread, float, NONE) \
-               P(class, prefix, beam_ammo, float, NONE) \
-        P(class, prefix, beam_animtime, float, NONE) \
-        P(class, prefix, beam_botaimlifetime, float, NONE) \
-        P(class, prefix, beam_botaimspeed, float, NONE) \
-        P(class, prefix, beam_damage, float, NONE) \
-        P(class, prefix, beam_degreespersegment, float, NONE) \
-        P(class, prefix, beam_distancepersegment, float, NONE) \
-        P(class, prefix, beam_falloff_halflifedist, float, NONE) \
-        P(class, prefix, beam_falloff_maxdist, float, NONE) \
-        P(class, prefix, beam_falloff_mindist, float, NONE) \
-        P(class, prefix, beam_force, float, NONE) \
-        P(class, prefix, beam_healing_amax, float, NONE) \
-        P(class, prefix, beam_healing_aps, float, NONE) \
-        P(class, prefix, beam_healing_hmax, float, NONE) \
-        P(class, prefix, beam_healing_hps, float, NONE) \
-        P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
-        P(class, prefix, beam_maxangle, float, NONE) \
-        P(class, prefix, beam_nonplayerdamage, float, NONE) \
-        P(class, prefix, beam_range, float, NONE) \
-        P(class, prefix, beam_refire, float, NONE) \
-        P(class, prefix, beam_returnspeed, float, NONE) \
-        P(class, prefix, beam_tightness, float, NONE) \
-        P(class, prefix, burst_ammo, float, NONE) \
-        P(class, prefix, burst_damage, float, NONE) \
-        P(class, prefix, burst_healing_aps, float, NONE) \
-        P(class, prefix, burst_healing_hps, float, NONE) \
-        P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
-        P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
-        P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
-        P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
-        P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
-        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, Arc, arc)
-#undef X
-
-ENDCLASS(Arc)
-REGISTER_WEAPON(ARC, arc, NEW(Arc));
-
-
-#ifdef GAMEQC
-const float ARC_MAX_SEGMENTS = 20;
-vector arc_shotorigin[4];
-.vector beam_start;
-.vector beam_dir;
-.vector beam_wantdir;
-.int beam_type;
-
-const int ARC_BT_MISS =        0x00;
-const int ARC_BT_WALL =        0x01;
-const int ARC_BT_HEAL =        0x02;
-const int ARC_BT_HIT =         0x03;
-const int ARC_BT_BURST_MISS =  0x10;
-const int ARC_BT_BURST_WALL =  0x11;
-const int ARC_BT_BURST_HEAL =  0x12;
-const int ARC_BT_BURST_HIT =   0x13;
-const int ARC_BT_BURSTMASK =   0x10;
-
-const int ARC_SF_SETTINGS =    BIT(0);
-const int ARC_SF_START =       BIT(1);
-const int ARC_SF_WANTDIR =     BIT(2);
-const int ARC_SF_BEAMDIR =     BIT(3);
-const int ARC_SF_BEAMTYPE =    BIT(4);
-const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
-#endif
-#ifdef SVQC
-.entity arc_beam;
-.bool arc_BUTTON_ATCK_prev; // for better animation control
-.float beam_prev;
-.float beam_initialized;
-.float beam_bursting;
-.float beam_teleporttime;
-.float beam_heat; // (beam) amount of heat produced
-.float arc_overheat; // (dropped arc/player) time during which it's too hot
-.float arc_cooldown; // (dropped arc/player) cooling speed
-.float arc_heat_percent = _STAT(ARC_HEAT);
-.float arc_smoke_sound;
-#endif
-#ifdef CSQC
 
-.vector beam_color;
-.float beam_alpha;
-.float beam_thickness;
-.entity beam_traileffect;
-.entity beam_hiteffect;
-.float beam_hitlight[4]; // 0: radius, 123: rgb
-.entity beam_muzzleeffect;
-.float beam_muzzlelight[4]; // 0: radius, 123: rgb
-.string beam_image;
-
-.entity beam_muzzleentity;
-
-.float beam_degreespersegment;
-.float beam_distancepersegment;
-.float beam_usevieworigin;
-.float beam_initialized;
-.float beam_maxangle;
-.float beam_range;
-.float beam_returnspeed;
-.float beam_tightness;
-.vector beam_shotorigin;
-
-entity Draw_ArcBeam_callback_entity;
-float Draw_ArcBeam_callback_last_thickness;
-vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
-vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
-#endif
-#endif
-#ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
 
 bool W_Arc_Beam_Send(entity this, entity to, int sf)
 {
@@ -317,14 +172,15 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
 void W_Arc_Beam_Think(entity this)
 {
        .entity weaponentity = this.weaponentity_fld;
-       if(this != this.owner.(weaponentity).arc_beam)
+       entity own = this.owner;
+       if(this != own.(weaponentity).arc_beam)
        {
                delete(this);
                return;
        }
 
        float burst = 0;
-       if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
+       if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
        {
                if(!this.beam_bursting)
                        this.beam_bursting = true;
@@ -334,19 +190,19 @@ void W_Arc_Beam_Think(entity this)
        Weapon thiswep = WEP_ARC;
 
        if(
-               !IS_PLAYER(this.owner)
+               !IS_PLAYER(own)
                ||
-               (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+               (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
                ||
-               IS_DEAD(this.owner)
+               IS_DEAD(own)
                ||
-               forbidWeaponUse(this.owner)
+               forbidWeaponUse(own)
                ||
-               this.owner.(weaponentity).m_switchweapon != WEP_ARC
+               own.(weaponentity).m_switchweapon != WEP_ARC
                ||
-               (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
+               (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
                ||
-               this.owner.vehicle
+               own.vehicle
                ||
                (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
        )
@@ -366,8 +222,8 @@ void W_Arc_Beam_Think(entity this)
                        if ( cooldown_speed )
                        {
                                if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
-                                       this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
-                               this.owner.arc_cooldown = cooldown_speed;
+                                       own.arc_overheat = time + this.beam_heat / cooldown_speed;
+                               own.arc_cooldown = cooldown_speed;
                        }
 
                        if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
@@ -378,14 +234,12 @@ void W_Arc_Beam_Think(entity this)
                        }
                }
 
-               if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
-               entity own = this.owner;
-               Weapon w = WEP_ARC;
-               if(!w.wr_checkammo1(w, own, weaponentity) && !w.wr_checkammo2(w, own, weaponentity))
-               if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
+               if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
                        W_SwitchToOtherWeapon(own, weaponentity);
+                       own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
                }
                delete(this);
                return;
@@ -393,7 +247,7 @@ void W_Arc_Beam_Think(entity this)
 
        // decrease ammo
        float coefficient = frametime;
-       if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                float rootammo;
                if(burst)
@@ -403,17 +257,17 @@ void W_Arc_Beam_Think(entity this)
 
                if(rootammo)
                {
-                       coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
-                       this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
+                       coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
+                       SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
                }
        }
        float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
        this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
 
-       makevectors(this.owner.v_angle);
+       makevectors(own.v_angle);
 
        W_SetupShot_Range(
-               this.owner,
+               own,
                weaponentity, // TODO
                true,
                0,
@@ -424,7 +278,7 @@ void W_Arc_Beam_Think(entity this)
        );
 
        // After teleport, "lock" the beam until the teleport is confirmed.
-       if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
+       if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
                w_shotdir = this.beam_dir;
        }
 
@@ -539,12 +393,12 @@ void W_Arc_Beam_Think(entity this)
                vector new_dir = normalize(new_origin - last_origin);
 
                WarpZone_traceline_antilag(
-                       this.owner,
+                       own,
                        last_origin,
                        new_origin,
                        MOVE_NORMAL,
-                       this.owner,
-                       ANTILAG_LATENCY(this.owner)
+                       own,
+                       ANTILAG_LATENCY(own)
                );
 
                // Do all the transforms for warpzones right now, as we already
@@ -578,7 +432,7 @@ void W_Arc_Beam_Think(entity this)
                                vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
                        );
 
-                       if(is_player && SAME_TEAM(this.owner, trace_ent))
+                       if(is_player && SAME_TEAM(own, trace_ent))
                        {
                                float roothealth, rootarmor;
                                if(burst)
@@ -634,10 +488,10 @@ void W_Arc_Beam_Think(entity this)
                                else
                                        { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
 
-                               if(accuracy_isgooddamage(this.owner, trace_ent))
+                               if(accuracy_isgooddamage(own, trace_ent))
                                {
                                        accuracy_add(
-                                               this.owner,
+                                               own,
                                                WEP_ARC.m_id,
                                                0,
                                                rootdamage * coefficient * falloff
@@ -646,8 +500,8 @@ void W_Arc_Beam_Think(entity this)
 
                                Damage(
                                        trace_ent,
-                                       this.owner,
-                                       this.owner,
+                                       own,
+                                       own,
                                        rootdamage * coefficient * falloff,
                                        WEP_ARC.m_id,
                                        hitorigin,
@@ -678,7 +532,7 @@ void W_Arc_Beam_Think(entity this)
                this.beam_type = new_beam_type;
        }
 
-       this.owner.(weaponentity).beam_prev = time;
+       own.(weaponentity).beam_prev = time;
        this.nextthink = time;
 }
 
@@ -842,19 +696,19 @@ METHOD(Arc, wr_init, void(entity thiswep))
 }
 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
+    return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
 }
 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     if(WEP_CVAR(arc, bolt))
     {
-        float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
+        float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
         return ammo_amount;
     }
     else
         return WEP_CVAR(arc, overheat_max) > 0 &&
-            ((!WEP_CVAR(arc, burst_ammo)) || (actor.(thiswep.ammo_field) > 0));
+            ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
 }
 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
 {
@@ -1318,7 +1172,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                IL_PUSH(g_drawables, this);
                this.entremove = Remove_ArcBeam;
                this.move_time = time;
-               loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
+               loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
 
                flash = spawn();
                flash.owner = this;
@@ -1657,4 +1511,3 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
 }
 
 #endif
-#endif