]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'master' into TimePath/unified_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 36ba74e2c478dc73a91380555f00ac1da6391422..e1796bdf235a4d6bee4873a3e53d9e95c1357048 100644 (file)
@@ -128,7 +128,7 @@ vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
+spawnfunc(weapon_arc) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
 
 float W_Arc_Beam_Send(entity to, int sf)
 {SELFPARAM();
@@ -656,36 +656,35 @@ void Arc_Smoke()
                                );
                        }
                }
-               METHOD(Arc, wr_think, void(entity thiswep, bool fire1, bool fire2))
+               METHOD(Arc, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
                {
-                       SELFPARAM();
-                       Arc_Player_SetHeat(self);
+                       Arc_Player_SetHeat(actor);
                        Arc_Smoke();
 
-                       if (time >= self.arc_overheat)
-                       if (fire1 || fire2 || self.arc_beam.beam_bursting)
+                       if (time >= actor.arc_overheat)
+                       if (fire1 || fire2 || actor.arc_beam.beam_bursting)
                        {
 
-                               if(self.arc_BUTTON_ATCK_prev)
+                               if(actor.arc_BUTTON_ATCK_prev)
                                {
                                        #if 0
-                                       if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
-                                               weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+                                       if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
+                                               weapon_thinkf(actor, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
                                        else
                                        #endif
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
                                }
 
-                               if((!self.arc_beam) || wasfreed(self.arc_beam))
+                               if((!actor.arc_beam) || wasfreed(actor.arc_beam))
                                {
-                                       if(weapon_prepareattack(fire2, 0))
+                                       if(weapon_prepareattack(thiswep, actor, fire2, 0))
                                        {
                                                W_Arc_Beam(fire2);
 
-                                               if(!self.arc_BUTTON_ATCK_prev)
+                                               if(!actor.arc_BUTTON_ATCK_prev)
                                                {
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                                                       self.arc_BUTTON_ATCK_prev = true;
+                                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                                       actor.arc_BUTTON_ATCK_prev = true;
                                                }
                                        }
                                }
@@ -693,22 +692,22 @@ void Arc_Smoke()
                                return;
                        }
 
-                       if(self.arc_BUTTON_ATCK_prev)
+                       if(actor.arc_BUTTON_ATCK_prev)
                        {
-                               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();
+                               sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+                               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                               ATTACK_FINISHED(actor) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
                        }
-                       self.arc_BUTTON_ATCK_prev = false;
+                       actor.arc_BUTTON_ATCK_prev = false;
 
                        #if 0
                        if(fire2)
-                       if(weapon_prepareattack(true, autocvar_g_balance_arc_secondary_refire))
+                       if(weapon_prepareattack(thiswep, actor, true, autocvar_g_balance_arc_secondary_refire))
                        {
                                W_Arc_Attack2();
-                               self.arc_count = autocvar_g_balance_arc_secondary_count;
-                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
-                               self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+                               actor.arc_count = autocvar_g_balance_arc_secondary_count;
+                               weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+                               actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
                        }
                        #endif
                }