]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/blaster.qc
Add a force_zscale setting to weapons that use the blaster secondary
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / blaster.qc
index cc2fedccfe84e21be7ccedc038aa9e12985eba1f..310ea19a1b53e9e0caee892f20736d27281f43d3 100644 (file)
@@ -1,61 +1,6 @@
 #include "blaster.qh"
-#ifndef IMPLEMENTATION
-CLASS(Blaster, Weapon)
-/* ammotype  */ //ATTRIB(Blaster, ammo_field, .int, ammo_none);
-/* impulse   */ ATTRIB(Blaster, impulse, int, 1);
-/* flags     */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating    */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
-/* color     */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
-/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
-#ifdef GAMEQC
-/* model     */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
-#endif
-/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
-/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
-/* wepimg    */ ATTRIB(Blaster, model2, string, "weaponlaser");
-/* refname   */ ATTRIB(Blaster, netname, string, "blaster");
-/* wepname   */ ATTRIB(Blaster, m_name, string, _("Blaster"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, animtime, float, BOTH) \
-               P(class, prefix, damage, float, BOTH) \
-               P(class, prefix, delay, float, BOTH) \
-               P(class, prefix, edgedamage, float, BOTH) \
-               P(class, prefix, force, float, BOTH) \
-               P(class, prefix, force_zscale, float, BOTH) \
-               P(class, prefix, lifetime, float, BOTH) \
-               P(class, prefix, radius, float, BOTH) \
-               P(class, prefix, refire, float, BOTH) \
-               P(class, prefix, secondary, float, NONE) \
-               P(class, prefix, shotangle, float, BOTH) \
-               P(class, prefix, speed, float, BOTH) \
-               P(class, prefix, spread, float, BOTH) \
-        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, Blaster, blaster)
-#undef X
-
-ENDCLASS(Blaster)
-REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster));
 
 #ifdef SVQC
-.float blaster_damage;
-.float blaster_edgedamage;
-.float blaster_radius;
-.float blaster_force;
-.float blaster_lifetime;
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
-spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
 
 void W_Blaster_Touch(entity this, entity toucher)
 {
@@ -63,16 +8,21 @@ void W_Blaster_Touch(entity this, entity toucher)
 
        this.event_damage = func_null;
 
-       RadiusDamage(
+       RadiusDamageForSource(
                this,
+               (this.origin + (this.mins + this.maxs) * 0.5),
+               this.velocity,
                this.realowner,
                this.blaster_damage,
                this.blaster_edgedamage,
                this.blaster_radius,
                NULL,
                NULL,
+               false,
                this.blaster_force,
+               this.blaster_force_zscale,
                this.projectiledeathtype,
+               this.weaponentity_fld,
                toucher
        );
 
@@ -96,6 +46,7 @@ void W_Blaster_Attack(
        float atk_edgedamage,
        float atk_radius,
        float atk_force,
+       float atk_force_zscale,
        float atk_speed,
        float atk_spread,
        float atk_delay,
@@ -103,7 +54,7 @@ void W_Blaster_Attack(
 {
        vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
 
-       W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage);
+       W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype);
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        entity missile = new(blasterbolt);
@@ -116,6 +67,7 @@ void W_Blaster_Attack(
        missile.blaster_edgedamage = atk_edgedamage;
        missile.blaster_radius = atk_radius;
        missile.blaster_force = atk_force;
+       missile.blaster_force_zscale = atk_force_zscale;
        missile.blaster_lifetime = atk_lifetime;
 
        setorigin(missile, w_shotorg);
@@ -143,6 +95,7 @@ void W_Blaster_Attack(
        IL_PUSH(g_bot_dodge, missile);
        missile.missile_flags = MIF_SPLASH;
        missile.projectiledeathtype = atk_deathtype;
+       missile.weaponentity_fld = weaponentity;
        setthink(missile, W_Blaster_Think);
        missile.nextthink = time + atk_delay;
 
@@ -182,6 +135,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti
                 WEP_CVAR_PRI(blaster, edgedamage),
                 WEP_CVAR_PRI(blaster, radius),
                 WEP_CVAR_PRI(blaster, force),
+                WEP_CVAR_PRI(blaster, force_zscale),
                 WEP_CVAR_PRI(blaster, speed),
                 WEP_CVAR_PRI(blaster, spread),
                 WEP_CVAR_PRI(blaster, delay),
@@ -214,6 +168,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti
                         WEP_CVAR_SEC(blaster, edgedamage),
                         WEP_CVAR_SEC(blaster, radius),
                         WEP_CVAR_SEC(blaster, force),
+                        WEP_CVAR_SEC(blaster, force_zscale),
                         WEP_CVAR_SEC(blaster, speed),
                         WEP_CVAR_SEC(blaster, spread),
                         WEP_CVAR_SEC(blaster, delay),
@@ -248,6 +203,17 @@ METHOD(Blaster, wr_killmessage, Notification(entity thiswep))
     return WEAPON_BLASTER_MURDER;
 }
 
+METHOD(OffhandBlaster, offhand_think, void(OffhandBlaster this, entity actor, bool key_pressed))
+{
+       if (!key_pressed || (time < actor.jump_interval))
+       {
+               return;
+       }
+       actor.jump_interval = time + WEP_CVAR_SEC(blaster, refire) * W_WeaponRateFactor(actor);
+       .entity weaponentity = weaponentities[1];
+       BLASTER_SECONDARY_ATTACK(blaster, actor, weaponentity);
+}
+
 #endif
 #ifdef CSQC
 
@@ -260,4 +226,3 @@ METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-#endif