]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/blaster.qc
Merge branch 'master' into TimePath/notifications
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / blaster.qc
index f983bc4b36d850b21893b06230af78623fa2a1fc..362666d27c2bc98f48d1cb6f0d0ebb10554980df 100644 (file)
@@ -150,113 +150,113 @@ void W_Blaster_Attack(
        }
 }
 
-               METHOD(Blaster, wr_aim, void(entity thiswep))
-               {
-                       if(WEP_CVAR(blaster, secondary))
-                       {
-                               if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
-                                       { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
-                               else
-                                       { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
-                       }
-                       else
-                               { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
-               }
+METHOD(Blaster, wr_aim, void(entity thiswep))
+{
+    if(WEP_CVAR(blaster, secondary))
+    {
+        if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
+            { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
+        else
+            { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+    }
+    else
+        { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+}
 
-               METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(fire & 1)
-                       {
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire)))
-                               {
-                                       W_Blaster_Attack(
-                                               actor,
-                                               WEP_BLASTER.m_id,
-                                               WEP_CVAR_PRI(blaster, shotangle),
-                                               WEP_CVAR_PRI(blaster, damage),
-                                               WEP_CVAR_PRI(blaster, edgedamage),
-                                               WEP_CVAR_PRI(blaster, radius),
-                                               WEP_CVAR_PRI(blaster, force),
-                                               WEP_CVAR_PRI(blaster, speed),
-                                               WEP_CVAR_PRI(blaster, spread),
-                                               WEP_CVAR_PRI(blaster, delay),
-                                               WEP_CVAR_PRI(blaster, lifetime)
-                                       );
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
-                               }
-                       }
-                       else if(fire & 2)
-                       {
-                               switch(WEP_CVAR(blaster, secondary))
-                               {
-                                       case 0: // switch to last used weapon
-                                       {
-                                               if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
-                                                       W_LastWeapon(actor);
-                                               break;
-                                       }
+METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(fire & 1)
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire)))
+        {
+            W_Blaster_Attack(
+                actor,
+                WEP_BLASTER.m_id,
+                WEP_CVAR_PRI(blaster, shotangle),
+                WEP_CVAR_PRI(blaster, damage),
+                WEP_CVAR_PRI(blaster, edgedamage),
+                WEP_CVAR_PRI(blaster, radius),
+                WEP_CVAR_PRI(blaster, force),
+                WEP_CVAR_PRI(blaster, speed),
+                WEP_CVAR_PRI(blaster, spread),
+                WEP_CVAR_PRI(blaster, delay),
+                WEP_CVAR_PRI(blaster, lifetime)
+            );
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
+        }
+    }
+    else if(fire & 2)
+    {
+        switch(WEP_CVAR(blaster, secondary))
+        {
+            case 0: // switch to last used weapon
+            {
+                if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
+                    W_LastWeapon(actor);
+                break;
+            }
 
-                                       case 1: // normal projectile secondary
-                                       {
-                                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
-                                               {
-                                                       W_Blaster_Attack(
-                                                               actor,
-                                                               WEP_BLASTER.m_id | HITTYPE_SECONDARY,
-                                                               WEP_CVAR_SEC(blaster, shotangle),
-                                                               WEP_CVAR_SEC(blaster, damage),
-                                                               WEP_CVAR_SEC(blaster, edgedamage),
-                                                               WEP_CVAR_SEC(blaster, radius),
-                                                               WEP_CVAR_SEC(blaster, force),
-                                                               WEP_CVAR_SEC(blaster, speed),
-                                                               WEP_CVAR_SEC(blaster, spread),
-                                                               WEP_CVAR_SEC(blaster, delay),
-                                                               WEP_CVAR_SEC(blaster, lifetime)
-                                                       );
-                                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
-                                               }
+            case 1: // normal projectile secondary
+            {
+                if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
+                {
+                    W_Blaster_Attack(
+                        actor,
+                        WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                        WEP_CVAR_SEC(blaster, shotangle),
+                        WEP_CVAR_SEC(blaster, damage),
+                        WEP_CVAR_SEC(blaster, edgedamage),
+                        WEP_CVAR_SEC(blaster, radius),
+                        WEP_CVAR_SEC(blaster, force),
+                        WEP_CVAR_SEC(blaster, speed),
+                        WEP_CVAR_SEC(blaster, spread),
+                        WEP_CVAR_SEC(blaster, delay),
+                        WEP_CVAR_SEC(blaster, lifetime)
+                    );
+                    weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
+                }
 
-                                               break;
-                                       }
-                               }
-                       }
-               }
+                break;
+            }
+        }
+    }
+}
 
-               METHOD(Blaster, wr_setup, void(entity thiswep))
-               {
-                       self.ammo_field = ammo_none;
-               }
+METHOD(Blaster, wr_setup, void(entity thiswep))
+{
+    self.ammo_field = ammo_none;
+}
 
-               METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
-               {
-                       return true; // infinite ammo
-               }
+METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
+{
+    return true; // infinite ammo
+}
 
-               METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
-               {
-                       return true; // blaster has infinite ammo
-               }
+METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
+{
+    return true; // blaster has infinite ammo
+}
 
-               METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep))
-               {
-                       return WEAPON_BLASTER_SUICIDE;
-               }
+METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_BLASTER_SUICIDE;
+}
 
-               METHOD(Blaster, wr_killmessage, Notification(entity thiswep))
-               {
-                       return WEAPON_BLASTER_MURDER;
-               }
+METHOD(Blaster, wr_killmessage, Notification(entity thiswep))
+{
+    return WEAPON_BLASTER_MURDER;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(Blaster, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
-                       if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
-               }
+METHOD(Blaster, wr_impacteffect, void(entity thiswep))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 6;
+    pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+    if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+}
 
 #endif
 #endif