]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Offhand: fix machinegun (still needs .clip_load > 0)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index a6a073099664a9afd8a5aef2ceefdc445faf78b9..df5e88f69dd0084317cddee729863a9b45eb52b7 100644 (file)
@@ -1,19 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ ARC,
-/* function  */ W_Arc,
-/* ammotype  */ ammo_cells,
-/* impulse   */ 3,
-/* flags     */ WEP_FLAG_NORMAL,
-/* rating    */ BOT_PICKUP_RATING_HIGH,
-/* color     */ '1 1 1',
-/* modelname */ "arc",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.7",
-/* wepimg    */ "weaponarc",
-/* refname   */ "arc",
-/* wepname   */ _("Arc")
-);
+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");
+#ifndef MENUQC
+/* 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, message, string, _("Arc"));
+ENDCLASS(Arc)
+REGISTER_WEAPON(ARC, NEW(Arc));
 
 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
@@ -82,7 +84,7 @@ const int ARC_SF_LOCALMASK =   14;
 #ifdef SVQC
 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .entity arc_beam;
-.float arc_BUTTON_ATCK_prev; // for better animation control
+.bool arc_BUTTON_ATCK_prev; // for better animation control
 .float beam_prev;
 .float beam_initialized;
 .float beam_bursting;
@@ -267,13 +269,13 @@ void W_Arc_Beam_Think(void)
                        {
                                Send_Effect_("arc_overheat",
                                        self.beam_start, self.beam_wantdir, 1 );
-                               sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
                        }
                }
 
                if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
                setself(self.owner);
-               if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
+               if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
@@ -579,7 +581,7 @@ void W_Arc_Beam(float burst)
 
        // only play fire sound if 1 sec has passed since player let go the fire button
        if(time - self.beam_prev > 1)
-               sound(self, CH_WEAPON_A, W_Sound("arc_fire"), VOL_BASE, ATTN_NORM);
+               sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
 
        entity beam = self.arc_beam = spawn();
        beam.classname = "W_Arc_Beam";
@@ -611,7 +613,7 @@ void Arc_Smoke()
                        if ( !self.arc_smoke_sound )
                        {
                                self.arc_smoke_sound = 1;
-                               sound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop_overheat"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
                        }
                }
        }
@@ -627,16 +629,13 @@ void Arc_Smoke()
                !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
        {
                self.arc_smoke_sound = 0;
-               sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+               sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
        }
 }
 
-bool W_Arc(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(Arc, wr_aim, bool(entity thiswep))
                {
+                       SELFPARAM();
                        if(WEP_CVAR(arc, beam_botaimspeed))
                        {
                                self.BUTTON_ATCK = bot_aim(
@@ -657,13 +656,14 @@ bool W_Arc(int req)
                        }
                        return true;
                }
-               case WR_THINK:
+               METHOD(Arc, wr_think, bool(entity thiswep, bool fire1, bool fire2))
                {
+                       SELFPARAM();
                        Arc_Player_SetHeat(self);
                        Arc_Smoke();
 
-                       if ( self.arc_overheat <= time )
-                       if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting )
+                       if (time >= self.arc_overheat)
+                       if (fire1 || fire2 || self.arc_beam.beam_bursting)
                        {
 
                                if(self.arc_BUTTON_ATCK_prev)
@@ -678,14 +678,14 @@ bool W_Arc(int req)
 
                                if((!self.arc_beam) || wasfreed(self.arc_beam))
                                {
-                                       if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
+                                       if(weapon_prepareattack(!!fire2, 0))
                                        {
-                                               W_Arc_Beam(!!self.BUTTON_ATCK2);
+                                               W_Arc_Beam(!!fire2);
 
                                                if(!self.arc_BUTTON_ATCK_prev)
                                                {
                                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                                                       self.arc_BUTTON_ATCK_prev = 1;
+                                                       self.arc_BUTTON_ATCK_prev = true;
                                                }
                                        }
                                }
@@ -693,16 +693,16 @@ bool W_Arc(int req)
                                return true;
                        }
 
-                       if(self.arc_BUTTON_ATCK_prev != 0)
+                       if(self.arc_BUTTON_ATCK_prev)
                        {
-                               sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
                                weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
                                ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
                        }
-                       self.arc_BUTTON_ATCK_prev = 0;
+                       self.arc_BUTTON_ATCK_prev = false;
 
                        #if 0
-                       if(self.BUTTON_ATCK2)
+                       if(fire2)
                        if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
                        {
                                W_Arc_Attack2();
@@ -714,12 +714,8 @@ bool W_Arc(int req)
 
                        return true;
                }
-               case WR_INIT:
+               METHOD(Arc, wr_init, bool(entity thiswep))
                {
-                       precache_sound(W_Sound("arc_fire"));
-                       precache_sound(W_Sound("arc_loop"));
-                       precache_sound(W_Sound("arc_stop"));
-                       precache_sound(W_Sound("arc_loop_overheat"));
                        if(!arc_shotorigin[0])
                        {
                                arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
@@ -730,25 +726,27 @@ bool W_Arc(int req)
                        ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
                        return true;
                }
-               case WR_CHECKAMMO1:
+               METHOD(Arc, wr_checkammo1, bool(entity thiswep))
                {
+                       SELFPARAM();
                        return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
-               case WR_CHECKAMMO2:
+               METHOD(Arc, wr_checkammo2, bool(entity thiswep))
                {
+                       SELFPARAM();
                        return WEP_CVAR(arc, overheat_max) > 0 &&
                                ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
-               case WR_CONFIG:
+               METHOD(Arc, wr_config, bool(entity thiswep))
                {
                        ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
                        return true;
                }
-               case WR_KILLMESSAGE:
+               METHOD(Arc, wr_killmessage, bool(entity thiswep))
                {
                        return WEAPON_ARC_MURDER;
                }
-               case WR_DROP:
+               METHOD(Arc, wr_drop, bool(entity thiswep))
                {
                        weapon_dropevent_item.arc_overheat = self.arc_overheat;
                        weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
@@ -756,7 +754,7 @@ bool W_Arc(int req)
                        self.arc_cooldown = 0;
                        return true;
                }
-               case WR_PICKUP:
+               METHOD(Arc, wr_pickup, bool(entity thiswep))
                {
                        if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
                                weapon_dropevent_item.arc_overheat > time )
@@ -766,9 +764,6 @@ bool W_Arc(int req)
                        }
                        return true;
                }
-       }
-       return false;
-}
 #endif
 #ifdef CSQC
 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
@@ -1158,7 +1153,7 @@ void Draw_ArcBeam(void)
 void Remove_ArcBeam(void)
 {SELFPARAM();
        remove(self.beam_muzzleentity);
-       sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+       sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
 }
 
 void Ent_ReadArcBeam(float isnew)
@@ -1180,7 +1175,7 @@ void Ent_ReadArcBeam(float isnew)
                self.draw = Draw_ArcBeam;
                self.entremove = Remove_ArcBeam;
                self.move_time = time;
-               loopsound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop"), VOL_BASE, ATTEN_NORM);
+               loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
 
                flash = spawn();
                flash.owner = self;
@@ -1513,27 +1508,19 @@ void Ent_ReadArcBeam(float isnew)
        }
 }
 
-bool W_Arc(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
+               METHOD(Arc, wr_impacteffect, bool(entity thiswep))
                {
                        // todo
                        return true;
                }
-               case WR_INIT:
+               METHOD(Arc, wr_init, bool(entity thiswep))
                {
-                       precache_sound(W_Sound("arc_loop"));
                        return true;
                }
-               case WR_ZOOMRETICLE:
+               METHOD(Arc, wr_zoomreticle, bool(entity thiswep))
                {
                        // no weapon specific image for this weapon
                        return false;
                }
-       }
-       return false;
-}
 #endif
 #endif