]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'master' into terencehill/accuracy_shotgun
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index d819a479c390cb861b917787df4857d6176da9e6..026ad6ad8a5007d957419e5f8dcc04dc47f217a0 100644 (file)
@@ -1,66 +1,6 @@
 #include "hagar.qh"
-#ifndef IMPLEMENTATION
-CLASS(Hagar, Weapon)
-/* ammotype  */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets);
-/* impulse   */ ATTRIB(Hagar, impulse, int, 8);
-/* flags     */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating    */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
-/* color     */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
-/* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
-#ifdef GAMEQC
-/* model     */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
-#endif
-/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
-/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
-/* wepimg    */ ATTRIB(Hagar, model2, string, "weaponhagar");
-/* refname   */ ATTRIB(Hagar, netname, string, "hagar");
-/* wepname   */ ATTRIB(Hagar, m_name, string, _("Hagar"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, ammo, float, BOTH) \
-        P(class, prefix, damageforcescale, float, BOTH) \
-        P(class, prefix, damage, float, BOTH) \
-        P(class, prefix, edgedamage, float, BOTH) \
-        P(class, prefix, force, float, BOTH) \
-        P(class, prefix, health, float, BOTH) \
-        P(class, prefix, lifetime, float, PRI) \
-        P(class, prefix, lifetime_min, float, SEC) \
-        P(class, prefix, lifetime_rand, float, SEC) \
-        P(class, prefix, load, float, SEC) \
-        P(class, prefix, load_abort, float, SEC) \
-        P(class, prefix, load_animtime, float, SEC) \
-        P(class, prefix, load_hold, float, SEC) \
-        P(class, prefix, load_linkexplode, float, SEC) \
-        P(class, prefix, load_max, float, SEC) \
-        P(class, prefix, load_releasedeath, float, SEC) \
-        P(class, prefix, load_speed, float, SEC) \
-        P(class, prefix, load_spread, float, SEC) \
-        P(class, prefix, load_spread_bias, float, SEC) \
-        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, speed, float, BOTH) \
-        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, Hagar, hagar)
-#undef X
-
-ENDCLASS(Hagar)
-REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar));
 
-#endif
-#ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
 
 // NO bounce protection, as bounces are limited!
 
@@ -155,6 +95,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
 
        settouch(missile, W_Hagar_Touch);
        missile.use = W_Hagar_Explode_use;
@@ -199,6 +140,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
 
        settouch(missile, W_Hagar_Touch2);
        missile.cnt = 0;
@@ -239,14 +181,14 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
 
        weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       shots = actor.(weaponentity).hagar_load;
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots);
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
        right = v_right;
        up = v_up;
 
-       shots = actor.(weaponentity).hagar_load;
        missile = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
@@ -260,6 +202,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
                missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
                missile.event_damage = W_Hagar_Damage;
                missile.damagedbycontents = true;
+               IL_PUSH(g_damagedbycontents, missile);
 
                settouch(missile, W_Hagar_Touch); // not bouncy
                missile.use = W_Hagar_Explode2_use;
@@ -312,7 +255,8 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
 void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
 {
        // loadable hagar secondary attack, must always run each frame
-
+       if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+               return;
        if(time < game_starttime)
                return;
 
@@ -323,9 +267,9 @@ 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.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
        else
-               enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
 
        bool stopped = loaded || !enough_ammo;
 
@@ -409,7 +353,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
                actor.(weaponentity).hagar_warning = false;
 
                // we aren't checking ammo during an attack, so we must do it here
-               if(!(thiswep.wr_checkammo1(thiswep, actor) + thiswep.wr_checkammo2(thiswep, actor)))
+               if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
@@ -421,16 +365,16 @@ 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)
+       if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR)
        {
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       if(!thiswep.wr_checkammo1(thiswep, actor))
+       if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
        if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
-               W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
@@ -449,12 +393,12 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
        weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
 }
 
-METHOD(Hagar, wr_aim, void(entity thiswep, entity actor))
+METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(random()>0.15)
-        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
     else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
-        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
 }
 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
@@ -465,7 +409,7 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 
     if(loadable_secondary)
         W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
-    if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+    if(autocvar_g_balance_hagar_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     }
     else if((fire & 1) && !actor.(weaponentity).hagar_load && !actor.(weaponentity).hagar_loadblock) // not while secondary is loaded or awaiting reset
@@ -491,30 +435,26 @@ METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponent
        W_Hagar_Attack2_Load_Release(actor, weaponentity);
     }
 }
-METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
+METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
 {
        actor.hagar_load = 0;
-    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+    actor.(weaponentity).hagar_loadblock = false;
+    if(actor.(weaponentity).hagar_load)
     {
-       .entity weaponentity = weaponentities[slot];
-       actor.(weaponentity).hagar_loadblock = false;
-       if(actor.(weaponentity).hagar_load)
-       {
-               W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary
-               actor.(weaponentity).hagar_load = 0;
-       }
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary
+       actor.(weaponentity).hagar_load = 0;
     }
 }
-METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
-    ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+    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);
     return ammo_amount;
 }
-METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
-    ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+    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);
     return ammo_amount;
 }
 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
@@ -569,4 +509,3 @@ METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-#endif