]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/crylink.qc
Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / crylink.qc
index e4d66ebe603a7598f2ef3151a750537e8b5fef57..2710768668bdf525eab03fede68542cb530b061f 100644 (file)
@@ -1,76 +1,6 @@
 #include "crylink.qh"
-#ifndef IMPLEMENTATION
-CLASS(Crylink, Weapon)
-/* ammotype  */ ATTRIB(Crylink, ammo_field, .int, ammo_cells);
-/* impulse   */ ATTRIB(Crylink, impulse, int, 6);
-/* flags     */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating    */ ATTRIB(Crylink, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
-/* color     */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
-/* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
-#ifdef GAMEQC
-/* model     */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
-#endif
-/* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
-/* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
-/* wepimg    */ ATTRIB(Crylink, model2, string, "weaponcrylink");
-/* refname   */ ATTRIB(Crylink, netname, string, "crylink");
-/* wepname   */ ATTRIB(Crylink, m_name, string, _("Crylink"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, ammo, float, BOTH) \
-        P(class, prefix, animtime, float, BOTH) \
-        P(class, prefix, bouncedamagefactor, float, BOTH) \
-        P(class, prefix, bounces, float, BOTH) \
-        P(class, prefix, damage, float, BOTH) \
-        P(class, prefix, edgedamage, float, BOTH) \
-        P(class, prefix, force, float, BOTH) \
-        P(class, prefix, joindelay, float, BOTH) \
-        P(class, prefix, joinexplode, float, BOTH) \
-        P(class, prefix, joinexplode_damage, float, BOTH) \
-        P(class, prefix, joinexplode_edgedamage, float, BOTH) \
-        P(class, prefix, joinexplode_force, float, BOTH) \
-        P(class, prefix, joinexplode_radius, float, BOTH) \
-        P(class, prefix, joinspread, float, BOTH) \
-        P(class, prefix, linkexplode, float, BOTH) \
-        P(class, prefix, middle_fadetime, float, BOTH) \
-        P(class, prefix, middle_lifetime, float, BOTH) \
-        P(class, prefix, other_fadetime, float, BOTH) \
-        P(class, prefix, other_lifetime, float, BOTH) \
-        P(class, prefix, radius, float, BOTH) \
-        P(class, prefix, refire, float, BOTH) \
-        P(class, prefix, reload_ammo, float, NONE) \
-        P(class, prefix, reload_time, float, NONE) \
-        P(class, prefix, secondary, float, NONE) \
-        P(class, prefix, shots, float, BOTH) \
-        P(class, prefix, speed, float, BOTH) \
-        P(class, prefix, spreadtype, float, SEC) \
-        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, Crylink, crylink)
-#undef X
-
-ENDCLASS(Crylink)
-REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
-
-#ifdef SVQC
-.float gravity;
-.float crylink_waitrelease;
-.entity crylink_lastgroup;
 
-.entity queuenext;
-.entity queueprev;
-#endif
-#endif
-#ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(this, WEP_CRYLINK); }
 
 void W_Crylink_CheckLinks(entity e)
 {
@@ -110,7 +40,7 @@ void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
 
 void W_Crylink_Dequeue(entity e)
 {
-       W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
+       W_Crylink_Dequeue_Raw(e.crylink_owner, e.queueprev, e, e.queuenext);
 }
 
 void W_Crylink_Reset(entity this)
@@ -130,13 +60,13 @@ void W_Crylink_LinkExplode(entity e, entity e2, entity directhitentity)
        a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
 
        .entity weaponentity = e.weaponentity_fld;
-       if(e == e.realowner.(weaponentity).crylink_lastgroup)
-               e.realowner.(weaponentity).crylink_lastgroup = NULL;
+       if(e == e.crylink_owner.(weaponentity).crylink_lastgroup)
+               e.crylink_owner.(weaponentity).crylink_lastgroup = NULL;
 
        float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
 
        RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius),
-                               NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, directhitentity);
+                               NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, e.weaponentity_fld, directhitentity);
 
        W_Crylink_LinkExplode(e.queuenext, e2, directhitentity);
 
@@ -179,9 +109,9 @@ vector W_Crylink_LinkJoin(entity e, float jspeed)
                return avg_origin; // nothing to do
 
        // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
-       avg_dist = pow(vlen(e.origin - avg_origin), 2);
+       avg_dist = (vlen(e.origin - avg_origin) ** 2);
        for(p = e; (p = p.queuenext) != e; )
-               avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
+               avg_dist += (vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin) ** 2);
        avg_dist *= (1.0 / n);
        avg_dist = sqrt(avg_dist);
 
@@ -266,6 +196,7 @@ void W_Crylink_LinkJoinEffect_Think(entity this)
                                        NULL,
                                        WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
                                        e.projectiledeathtype,
+                                       e.weaponentity_fld,
                                        NULL
                                );
                                Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n);
@@ -316,13 +247,14 @@ void W_Crylink_Touch(entity this, entity toucher)
        if(a)
                f *= a;
 
-       float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, toucher);
+       float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), 
+                                                                               NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, this.weaponentity_fld, toucher);
 
        if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(this, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
        {
                .entity weaponentity = this.weaponentity_fld;
-               if(this == this.realowner.(weaponentity).crylink_lastgroup)
-                       this.realowner.(weaponentity).crylink_lastgroup = NULL;
+               if(this == this.crylink_owner.(weaponentity).crylink_lastgroup)
+                       this.crylink_owner.(weaponentity).crylink_lastgroup = NULL;
                W_Crylink_LinkExplode(this.queuenext, this, toucher);
                this.classname = "spike_oktoremove";
                delete(this);
@@ -365,7 +297,7 @@ void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        if(WEP_CVAR_PRI(crylink, joinexplode))
                maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
 
-       W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg);
+       W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg, WEP_CRYLINK.m_id);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -378,6 +310,7 @@ void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity)
                proj = new(spike);
                proj.reset = W_Crylink_Reset;
                proj.realowner = proj.owner = actor;
+               proj.crylink_owner = actor;
                proj.weaponentity_fld = weaponentity;
                proj.bot_dodge = true;
                proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
@@ -476,7 +409,7 @@ void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        if(WEP_CVAR_SEC(crylink, joinexplode))
                maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
 
-       W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg);
+       W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg, WEP_CRYLINK.m_id | HITTYPE_SECONDARY);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -490,6 +423,7 @@ void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
                proj.weaponentity_fld = weaponentity;
                proj.reset = W_Crylink_Reset;
                proj.realowner = proj.owner = actor;
+               proj.crylink_owner = actor;
                proj.bot_dodge = true;
                proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
                if(shots == 1) {
@@ -649,7 +583,7 @@ METHOD(Crylink, wr_checkammo1, bool(entity thiswep, entity actor, .entity weapon
     if(actor.(weaponentity).crylink_lastgroup && actor.(weaponentity).crylink_waitrelease)
         return true;
 
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo);
+    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(crylink, ammo);
     ammo_amount += actor.(weaponentity).(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
     return ammo_amount;
 }
@@ -659,7 +593,7 @@ METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
     if(actor.(weaponentity).crylink_lastgroup && actor.(weaponentity).crylink_waitrelease)
         return true;
 
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo);
+    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(crylink, ammo);
     ammo_amount += actor.(weaponentity).(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
     return ammo_amount;
 }
@@ -695,4 +629,3 @@ METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor))
     }
 }
 #endif
-#endif