]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/fireball.qc
Merge branch 'terencehill/vec2_optimizations' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
index bfcd1c6427a39a6cc6426f3e3274a8c323e6612d..e968f881f25f9c14012ae78ad6435a24a37980ae 100644 (file)
@@ -1,12 +1,13 @@
+#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);
+/* 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 | WEP_FLAG_NODUAL);
+/* rating    */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
 /* color     */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
 /* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
 #endif
 /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
@@ -109,7 +110,7 @@ void W_Fireball_Explode(entity this, entity directhitentity)
                }
        }
 
-       remove(this);
+       delete(this);
 }
 
 void W_Fireball_Explode_think(entity this)
@@ -149,7 +150,7 @@ 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)
@@ -193,15 +194,13 @@ void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float dam
        }
 }
 
-void W_Fireball_Attack1(entity actor)
+void W_Fireball_Attack1(entity actor, .entity weaponentity)
 {
-       entity proj;
-
-       W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
 
        Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       proj = new(plasma_prim);
+       entity proj = new(plasma_prim);
        proj.owner = proj.realowner = actor;
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
@@ -225,6 +224,7 @@ void W_Fireball_Attack1(entity actor)
        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);
@@ -232,40 +232,40 @@ void W_Fireball_Attack1(entity actor)
        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
 }
 
-void W_Fireball_AttackEffect(entity actor, float i, vector f_diff)
+void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector f_diff)
 {
-       W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
        w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
        Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 }
 
 void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_Attack1(actor);
+       W_Fireball_Attack1(actor, weaponentity);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
 }
 
 void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(actor, 0, '+1.25 +3.75 0');
+       W_Fireball_AttackEffect(actor, weaponentity, 0, '+1.25 +3.75 0');
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
 }
 
 void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(actor, 0, '-1.25 +3.75 0');
+       W_Fireball_AttackEffect(actor, weaponentity, 0, '-1.25 +3.75 0');
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
 }
 
 void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(actor, 1, '+1.25 -3.75 0');
+       W_Fireball_AttackEffect(actor, weaponentity, 1, '+1.25 -3.75 0');
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
 }
 
 void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(actor, 0, '-1.25 -3.75 0');
+       W_Fireball_AttackEffect(actor, weaponentity, 0, '-1.25 -3.75 0');
        sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
 }
@@ -274,7 +274,7 @@ void W_Fireball_Firemine_Think(entity this)
 {
        if(time > this.pushltime)
        {
-               remove(this);
+               delete(this);
                return;
        }
 
@@ -302,19 +302,19 @@ void W_Fireball_Firemine_Touch(entity this, entity toucher)
        if(toucher.takedamage == DAMAGE_AIM)
        if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
        {
-               remove(this);
+               delete(this);
                return;
        }
        this.projectiledeathtype |= HITTYPE_BOUNCE;
 }
 
-void W_Fireball_Attack2(entity actor)
+void W_Fireball_Attack2(entity actor, .entity weaponentity)
 {
        entity proj;
        vector f_diff;
        float c;
 
-       c = actor.bulletcounter % 4;
+       c = actor.(weaponentity).bulletcounter % 4;
        switch(c)
        {
                case 0:
@@ -331,7 +331,7 @@ void W_Fireball_Attack2(entity actor)
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
        traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor);
        w_shotorg = trace_endpos;
 
@@ -356,6 +356,7 @@ void W_Fireball_Attack2(entity actor)
        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);
@@ -363,13 +364,13 @@ void W_Fireball_Attack2(entity actor)
        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;
@@ -377,7 +378,7 @@ 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;
@@ -388,37 +389,37 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti
 {
     if(fire & 1)
     {
-        if(time >= actor.fireball_primarytime)
+        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 = 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)
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
         {
-            W_Fireball_Attack2(actor);
+            W_Fireball_Attack2(actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
         }
     }
 }
-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))
 {
-    actor.fireball_primarytime = time;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+       actor.(weaponentity).fireball_primarytime = time;
+       }
 }
 METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
 {