]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/fireball.qc
Merge branch 'master' into Lyberta/RandomItems
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
index db87ee445f8b9a379f267017ca4eaa072d7dc5e2..3f6830f33c271516446592883fed8ff4e08a6c06 100644 (file)
@@ -1,67 +1,6 @@
 #include "fireball.qh"
-#ifndef IMPLEMENTATION
-CLASS(Fireball, Weapon)
-/* ammotype  */ //ATTRIB(Fireball, ammo_field, .int, ammo_none);
-/* impulse   */ ATTRIB(Fireball, impulse, int, 9);
-/* flags     */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
-/* rating    */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
-/* color     */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
-/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
-#ifdef GAMEQC
-/* model     */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
-#endif
-/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
-/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
-/* wepimg    */ ATTRIB(Fireball, model2, string, "weaponfireball");
-/* refname   */ ATTRIB(Fireball, netname, string, "fireball");
-/* wepname   */ ATTRIB(Fireball, m_name, string, _("Fireball"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, animtime, float, BOTH) \
-               P(class, prefix, bfgdamage, float, PRI) \
-               P(class, prefix, bfgforce, float, PRI) \
-               P(class, prefix, bfgradius, float, PRI) \
-               P(class, prefix, damageforcescale, float, BOTH) \
-               P(class, prefix, damagetime, float, SEC) \
-               P(class, prefix, damage, float, BOTH) \
-               P(class, prefix, edgedamage, float, PRI) \
-               P(class, prefix, force, float, PRI) \
-               P(class, prefix, health, float, PRI) \
-               P(class, prefix, laserburntime, float, BOTH) \
-               P(class, prefix, laserdamage, float, BOTH) \
-               P(class, prefix, laseredgedamage, float, BOTH) \
-               P(class, prefix, laserradius, float, BOTH) \
-               P(class, prefix, lifetime, float, BOTH) \
-               P(class, prefix, radius, float, PRI) \
-               P(class, prefix, refire2, float, PRI) \
-               P(class, prefix, refire, float, BOTH) \
-               P(class, prefix, speed, float, BOTH) \
-               P(class, prefix, speed_up, float, SEC) \
-               P(class, prefix, speed_z, 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, Fireball, fireball)
-#undef X
-
-ENDCLASS(Fireball)
-REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
 
 #ifdef SVQC
-.float bot_primary_fireballmooth; // whatever a mooth is
-.vector fireball_impactvec;
-.float fireball_primarytime[MAX_WEAPONSLOTS];
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
 
 void W_Fireball_Explode(entity this, entity directhitentity)
 {
@@ -150,7 +89,7 @@ void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float
                if(d < dist)
                {
                        e.fireball_impactvec = p;
-                       RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
+                       RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
                }
        }
        if(RandomSelection_chosen_ent)
@@ -224,6 +163,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity)
        setsize(proj, '-16 -16 -16', '16 16 16');
        proj.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, proj);
+       IL_PUSH(g_bot_dodge, proj);
     proj.missile_flags = MIF_SPLASH | MIF_PROXY;
 
        CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
@@ -313,7 +253,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
        vector f_diff;
        float c;
 
-       c = actor.bulletcounter % 4;
+       c = actor.(weaponentity).bulletcounter % 4;
        switch(c)
        {
                case 0:
@@ -355,6 +295,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
        proj.angles = vectoangles(proj.velocity);
        proj.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, proj);
+       IL_PUSH(g_bot_dodge, proj);
     proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
 
        CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
@@ -362,13 +303,13 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
 }
 
-METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
+METHOD(Fireball, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     PHYS_INPUT_BUTTON_ATCK(actor) = false;
     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
     if(actor.bot_primary_fireballmooth == 0)
     {
-        if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
+        if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
         {
             PHYS_INPUT_BUTTON_ATCK(actor) = true;
             if(random() < 0.02) actor.bot_primary_fireballmooth = 0;
@@ -376,7 +317,7 @@ METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
     }
     else
     {
-        if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
+        if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
         {
             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
             if(random() < 0.01) actor.bot_primary_fireballmooth = 1;
@@ -387,12 +328,11 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti
 {
     if(fire & 1)
     {
-       int slot = weaponslot(weaponentity);
-        if(time >= actor.fireball_primarytime[slot])
+        if(time >= actor.(weaponentity).fireball_primarytime)
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
         {
             W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
-            actor.fireball_primarytime[slot] = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
+            actor.(weaponentity).fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
         }
     }
     else if(fire & 2)
@@ -404,22 +344,21 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti
         }
     }
 }
-METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
-{
-    actor.ammo_field = ammo_none;
-}
-METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     return true; // infinite ammo
 }
-METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     return true; // fireball has infinite ammo
 }
 METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
 {
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       actor.fireball_primarytime[slot] = time;
+       {
+               .entity weaponentity = weaponentities[slot];
+       actor.(weaponentity).fireball_primarytime = time;
+       }
 }
 METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -456,4 +395,3 @@ METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-#endif