]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index eff656a6e1dce2ae5f271c4de27c454a6a654dc7..bbd3ddb4efbd2efd081a257bf43ea6ff19566e3b 100644 (file)
@@ -1,73 +1,13 @@
 #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!
 
 void W_Hagar_Explode(entity this, entity directhitentity)
 {
        this.event_damage = func_null;
-       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity);
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
 
        delete(this);
 }
@@ -80,7 +20,7 @@ void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
 void W_Hagar_Explode2(entity this, entity directhitentity)
 {
        this.event_damage = func_null;
-       RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity);
+       RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
 
        delete(this);
 }
@@ -90,7 +30,7 @@ void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
        W_Hagar_Explode2(this, trigger);
 }
 
-void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        if(this.health <= 0)
                return;
@@ -141,7 +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));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), WEP_HAGAR.m_id);
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -163,6 +103,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR.m_id;
+       missile.weaponentity_fld = weaponentity;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
@@ -186,7 +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));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY);
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -209,6 +150,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        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.weaponentity_fld = weaponentity;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
@@ -241,7 +183,7 @@ 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));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY);
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -270,6 +212,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
                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.weaponentity_fld = weaponentity;
                setorigin(missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
                set_movetype(missile, MOVETYPE_FLY);
@@ -307,15 +250,13 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
        actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
        actor.(weaponentity).hagar_load = 0;
-
-       if(weaponslot(weaponentity) == 0)
-               actor.hagar_load = 0;
 }
 
 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;
 
@@ -328,7 +269,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
        else if(autocvar_g_balance_hagar_reload_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;
 
@@ -342,8 +283,6 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
                                actor.(weaponentity).state = WS_READY;
                                W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo
                                actor.(weaponentity).hagar_load = 0;
-                               if(weaponslot(weaponentity) == 0)
-                                       actor.hagar_load = 0;
                                sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
@@ -463,8 +402,6 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 {
     float loadable_secondary;
     loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
-    if(weaponslot(weaponentity) == 0)
-       actor.hagar_load = actor.(weaponentity).hagar_load;
 
     if(loadable_secondary)
         W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
@@ -496,7 +433,6 @@ METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponent
 }
 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
 {
-       actor.hagar_load = 0;
     actor.(weaponentity).hagar_loadblock = false;
     if(actor.(weaponentity).hagar_load)
     {
@@ -506,19 +442,18 @@ 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 = actor.(thiswep.ammo_field) >= 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, .entity weaponentity))
 {
-    float ammo_amount = actor.(thiswep.ammo_field) >= 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))
 {
-    actor.hagar_load = 0;
     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
     {
        .entity weaponentity = weaponentities[slot];
@@ -568,4 +503,3 @@ METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-#endif