]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/blaster.qc
Merge branch 'master' into TimePath/debug_draw
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / blaster.qc
index 6234f4a3e1154b1233afa9ee52ad5fd1b0d7f06d..51eeec3b120ee48f7fdd3a9597308709daefbbce 100644 (file)
@@ -1,19 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ BLASTER,
-/* function  */ W_Blaster,
-/* ammotype  */ ammo_none,
-/* impulse   */ 1,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating    */ 0,
-/* color     */ '1 0.5 0.5',
-/* modelname */ "laser",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairlaser 0.5",
-/* wepimg    */ "weaponlaser",
-/* refname   */ "blaster",
-/* wepname   */ _("Blaster")
-);
+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");
+#ifndef MENUQC
+/* 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"));
+ENDCLASS(Blaster)
+REGISTER_WEAPON(BLASTER, NEW(Blaster));
 
 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
@@ -48,11 +50,11 @@ BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
-void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
+spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
+spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
 
 void W_Blaster_Touch(void)
-{
+{SELFPARAM();
        PROJECTILE_TOUCH;
 
        self.event_damage = func_null;
@@ -74,7 +76,7 @@ void W_Blaster_Touch(void)
 }
 
 void W_Blaster_Think(void)
-{
+{SELFPARAM();
        self.movetype = MOVETYPE_FLY;
        self.think = SUB_Remove;
        self.nextthink = time + self.blaster_lifetime;
@@ -82,6 +84,7 @@ void W_Blaster_Think(void)
 }
 
 void W_Blaster_Attack(
+       entity actor,
        float atk_deathtype,
        float atk_shotangle,
        float atk_damage,
@@ -92,15 +95,14 @@ void W_Blaster_Attack(
        float atk_spread,
        float atk_delay,
        float atk_lifetime)
-{
+{SELFPARAM();
        vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
 
-       W_SetupShot_Dir(self, s_forward, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_B, atk_damage);
+       W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       entity missile = spawn();
-       missile.owner = missile.realowner = self;
-       missile.classname = "blasterbolt";
+       entity missile = new(blasterbolt);
+       missile.owner = missile.realowner = actor;
        missile.bot_dodge = true;
        missile.bot_dodgerating = atk_damage;
        PROJECTILE_MAKETRIGGER(missile);
@@ -137,22 +139,15 @@ void W_Blaster_Attack(
        missile.think = W_Blaster_Think;
        missile.nextthink = time + atk_delay;
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 
-       if(time >= missile.nextthink)
+       if (time >= missile.nextthink)
        {
-               entity oldself;
-               oldself = self;
-               self = missile;
-               self.think();
-               self = oldself;
+               WITH(entity, self, missile, missile.think());
        }
 }
-bool W_Blaster(int request)
-{
-       switch(request)
-       {
-               case WR_AIM:
+
+               METHOD(Blaster, wr_aim, void(entity thiswep))
                {
                        if(WEP_CVAR(blaster, secondary))
                        {
@@ -163,17 +158,16 @@ bool W_Blaster(int request)
                        }
                        else
                                { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
-
-                       return true;
                }
 
-               case WR_THINK:
+               METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, int slot, int fire))
                {
-                       if(self.BUTTON_ATCK)
+                       if(fire & 1)
                        {
-                               if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
+                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(blaster, refire)))
                                {
                                        W_Blaster_Attack(
+                                               actor,
                                                WEP_BLASTER.m_id,
                                                WEP_CVAR_PRI(blaster, shotangle),
                                                WEP_CVAR_PRI(blaster, damage),
@@ -185,25 +179,26 @@ bool W_Blaster(int request)
                                                WEP_CVAR_PRI(blaster, delay),
                                                WEP_CVAR_PRI(blaster, lifetime)
                                        );
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
+                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
                                }
                        }
-                       else if(self.BUTTON_ATCK2)
+                       else if(fire & 2)
                        {
                                switch(WEP_CVAR(blaster, secondary))
                                {
                                        case 0: // switch to last used weapon
                                        {
-                                               if(self.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
+                                               if(actor.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
                                                        W_LastWeapon();
                                                break;
                                        }
 
                                        case 1: // normal projectile secondary
                                        {
-                                               if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
+                                               if(weapon_prepareattack(thiswep, actor, slot, 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),
@@ -215,83 +210,60 @@ bool W_Blaster(int request)
                                                                WEP_CVAR_SEC(blaster, delay),
                                                                WEP_CVAR_SEC(blaster, lifetime)
                                                        );
-                                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
+                                                       weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
                                                }
 
                                                break;
                                        }
                                }
                        }
-                       return true;
                }
 
-               case WR_INIT:
+               METHOD(Blaster, wr_init, void(entity thiswep))
                {
-                       precache_model(W_Model("g_laser.md3"));
-                       precache_model(W_Model("v_laser.md3"));
-                       precache_model(W_Model("h_laser.iqm"));
-                       precache_sound(W_Sound("lasergun_fire"));
                        BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
 
-               case WR_SETUP:
+               METHOD(Blaster, wr_setup, void(entity thiswep))
                {
                        self.ammo_field = ammo_none;
-                       return true;
                }
 
-               case WR_CHECKAMMO1:
-               case WR_CHECKAMMO2:
+               METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
                {
-                       return true; // laser has infinite ammo
+                       return true; // infinite ammo
                }
 
-               case WR_CONFIG:
+               METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
+               {
+                       return true; // blaster has infinite ammo
+               }
+
+               METHOD(Blaster, wr_config, void(entity thiswep))
                {
                        BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
 
-               case WR_SUICIDEMESSAGE:
+               METHOD(Blaster, wr_suicidemessage, int(entity thiswep))
                {
                        return WEAPON_BLASTER_SUICIDE;
                }
 
-               case WR_KILLMESSAGE:
+               METHOD(Blaster, wr_killmessage, int(entity thiswep))
                {
                        return WEAPON_BLASTER_MURDER;
                }
-       }
-       return false;
-}
+
 #endif
 #ifdef CSQC
-bool W_Blaster(int request)
-{
-       switch(request)
-       {
-               case WR_IMPACTEFFECT:
+
+               METHOD(Blaster, wr_impacteffect, void(entity thiswep))
                {
                        vector org2;
                        org2 = w_org + w_backoff * 6;
                        pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
-                       if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
-                       return true;
+                       if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
                }
 
-               case WR_INIT:
-               {
-                       precache_sound(W_Sound("laserimpact"));
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
 #endif
 #endif