]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Purge SetResourceAmountExplicit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index 03855e316e7c1c9f4be758095ad057c06fa5c835..417a425685fbb7dc4eb234173c64d2fda4acfa3b 100644 (file)
@@ -81,7 +81,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity);
 
-       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), WEP_HAGAR.m_id);
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), thiswep.m_id);
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -91,7 +91,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
 
        missile.takedamage = DAMAGE_YES;
-       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_PRI(hagar, health));
+       SetResourceAmount(missile, RESOURCE_HEALTH, WEP_CVAR_PRI(hagar, health));
        missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
@@ -102,7 +102,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_HAGAR.m_id;
+       missile.projectiledeathtype = thiswep.m_id;
        missile.weaponentity_fld = weaponentity;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
@@ -127,7 +127,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
 
-       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY);
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), thiswep.m_id | HITTYPE_SECONDARY);
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -137,7 +137,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
        missile.takedamage = DAMAGE_YES;
-       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health));
+       SetResourceAmount(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health));
        missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
@@ -149,7 +149,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
+       missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
        missile.weaponentity_fld = weaponentity;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
@@ -169,7 +169,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 }
 
 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
+void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponentity)
 {
        // time to release the rockets we've loaded
 
@@ -184,7 +184,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
        weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
        shots = actor.(weaponentity).hagar_load;
-       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, WEP_HAGAR.m_id | HITTYPE_SECONDARY);
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, thiswep.m_id | HITTYPE_SECONDARY);
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -200,7 +200,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
                missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
                missile.takedamage = DAMAGE_YES;
-               SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health));
+               SetResourceAmount(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health));
                missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
                missile.event_damage = W_Hagar_Damage;
                missile.damagedbycontents = true;
@@ -211,7 +211,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
                setthink(missile, adaptor_think2use_hittype_splash);
                missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
                PROJECTILE_MAKETRIGGER(missile);
-               missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
+               missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
                missile.weaponentity_fld = weaponentity;
                setorigin(missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
@@ -257,6 +257,8 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
        // loadable hagar secondary attack, must always run each frame
        if(time < game_starttime || time < actor.race_penalty || timeout_status == TIMEOUT_ACTIVE)
                return;
+       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+               return;
 
        bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
 
@@ -265,7 +267,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
        if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
                enough_ammo = true;
        else if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
        else
                enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
 
@@ -340,7 +342,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
                if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
                        actor.(weaponentity).state = WS_READY;
-                       W_Hagar_Attack2_Load_Release(actor, weaponentity);
+                       W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity);
                }
        }
        else
@@ -361,7 +363,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
 
 void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1))
+       if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != thiswep || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1))
        {
                w_ready(thiswep, actor, weaponentity, fire);
                return;
@@ -377,16 +379,9 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
 
        W_Hagar_Attack(thiswep, actor, weaponentity);
 
-       int slot = weaponslot(weaponentity);
-       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
-       int theframe = WFRAME_FIRE1;
-       entity this = actor.(weaponentity);
-       if(this)
-       {
-               if(this.wframe == WFRAME_FIRE1)
-                       theframe = WFRAME_DONTCHANGE;
-       }
-       weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
+       ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
+       actor.(weaponentity).wframe = WFRAME_FIRE1;
+       weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
 }
 
 METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
@@ -426,7 +421,7 @@ METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponent
     if(actor.(weaponentity).hagar_load)
     {
        actor.(weaponentity).state = WS_READY;
-       W_Hagar_Attack2_Load_Release(actor, weaponentity);
+       W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity);
     }
 }
 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
@@ -441,13 +436,13 @@ METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)
 METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
     return ammo_amount;
 }
 METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
     return ammo_amount;
 }
 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
@@ -462,7 +457,7 @@ METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weapone
 {
     // if we have any rockets loaded when we die, release them
     if(actor.(weaponentity).hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
-       W_Hagar_Attack2_Load_Release(actor, weaponentity);
+       W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity);
 }
 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {