#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ HAGAR,
-/* function */ W_Hagar,
-/* ammotype */ ammo_rockets,
-/* impulse */ 8,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 1 0.5',
-/* modelname */ "hagar",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhagar 0.8",
-/* wepimg */ "weaponhagar",
-/* refname */ "hagar",
-/* wepname */ _("Hagar")
-);
+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");
+#ifndef MENUQC
+/* 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, message, string, _("Hagar"));
+ENDCLASS(Hagar)
+REGISTER_WEAPON(HAGAR, NEW(Hagar));
#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar)
#define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); }
+spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); }
// NO bounce protection, as bounces are limited!
void W_Hagar_Explode(void)
-{
+{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
}
void W_Hagar_Explode2(void)
-{
+{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
}
void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if(self.health <= 0)
return;
}
void W_Hagar_Touch(void)
-{
+{SELFPARAM();
PROJECTILE_TOUCH;
self.use();
}
void W_Hagar_Touch2(void)
-{
+{SELFPARAM();
PROJECTILE_TOUCH;
if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
}
}
-void W_Hagar_Attack(void)
-{
+void W_Hagar_Attack(Weapon thiswep)
+{SELFPARAM();
entity missile;
- W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
- W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+ W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-void W_Hagar_Attack2(void)
-{
+void W_Hagar_Attack2(Weapon thiswep)
+{SELFPARAM();
entity missile;
- W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
- W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
void W_Hagar_Attack2_Load_Release(void)
-{
+{SELFPARAM();
// time to release the rockets we've loaded
entity missile;
if(!self.hagar_load)
return;
- weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
+ weapon_prepareattack_do(self, true, WEP_CVAR_SEC(hagar, refire));
- W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
forward = v_forward;
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
+ weapon_thinkf(self, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
self.hagar_load = 0;
}
-void W_Hagar_Attack2_Load(void)
-{
+void W_Hagar_Attack2_Load(Weapon thiswep)
+{SELFPARAM();
// loadable hagar secondary attack, must always run each frame
if(time < game_starttime)
{
// if we pressed primary fire while loading, unload all rockets and abort
self.weaponentity.state = WS_READY;
- W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
self.hagar_load = 0;
- sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
+ sound(self, 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
self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
{
if(!self.hagar_loadblock && self.hagar_loadstep < time)
{
- W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
self.weaponentity.state = WS_INUSE;
self.hagar_load += 1;
- sound(self, CH_WEAPON_B, W_Sound("hagar_load"), VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
+ sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
stopped = true;
if(stopped && !self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
{
// if this is the last rocket we can load, play a beep sound to notify the player
- sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
self.hagar_loadbeep = true;
self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
}
if(!self.hagar_warning) // prevents the beep from playing each frame
{
// we're about to automatically release after holding time, play a beep sound to notify the player
- sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
self.hagar_warning = true;
}
}
self.hagar_warning = false;
// we aren't checking ammo during an attack, so we must do it here
- if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+ Weapon w = get_weaponinfo(self.weapon);
+ if(!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
}
}
-bool W_Hagar(int req)
-{
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(Hagar, wr_aim, void(entity thiswep))
{
if(random()>0.15)
self.BUTTON_ATCK = bot_aim(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
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
-
- return true;
}
- case WR_THINK:
+ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
float loadable_secondary;
loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
if(loadable_secondary)
- W_Hagar_Attack2_Load(); // must always run each frame
- if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
+ W_Hagar_Attack2_Load(thiswep); // 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
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else if(fire1 && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(hagar, refire)))
{
- W_Hagar_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
+ W_Hagar_Attack(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
}
}
- else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
+ else if(fire2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
{
- if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(hagar, refire)))
{
- W_Hagar_Attack2();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+ W_Hagar_Attack2(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
}
}
- return true;
}
- case WR_GONETHINK:
+ METHOD(Hagar, wr_gonethink, void(entity thiswep))
{
// we lost the weapon and want to prepare switching away
if(self.hagar_load)
self.weaponentity.state = WS_READY;
W_Hagar_Attack2_Load_Release();
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Hagar, wr_init, void(entity thiswep))
{
- precache_model(W_Model("g_hagar.md3"));
- precache_model(W_Model("v_hagar.md3"));
- precache_model(W_Model("h_hagar.iqm"));
- precache_sound(W_Sound("hagar_fire"));
- precache_sound(W_Sound("hagar_load"));
- precache_sound(W_Sound("hagar_beep"));
HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Hagar, wr_setup, void(entity thiswep))
{
self.hagar_loadblock = false;
if(self.hagar_load)
{
- W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
self.hagar_load = 0;
}
-
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
+ float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
+ float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Hagar, wr_config, void(entity thiswep))
{
HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Hagar, wr_resetplayer, void(entity thiswep))
{
self.hagar_load = 0;
- return true;
}
- case WR_PLAYERDEATH:
+ METHOD(Hagar, wr_playerdeath, void(entity thiswep))
{
// if we have any rockets loaded when we die, release them
if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
W_Hagar_Attack2_Load_Release();
-
- return true;
}
- case WR_RELOAD:
+ METHOD(Hagar, wr_reload, void(entity thiswep))
{
if(!self.hagar_load) // require releasing loaded rockets first
- W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), W_Sound("reload"));
-
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Hagar, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_HAGAR_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(Hagar, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_HAGAR_MURDER_BURST;
else
return WEAPON_HAGAR_MURDER_SPRAY;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Hagar(int req)
-{
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Hagar, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
if(!w_issilent)
{
if(w_random<0.15)
- sound(self, CH_SHOTS, W_Sound("hagexp1"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
else if(w_random<0.7)
- sound(self, CH_SHOTS, W_Sound("hagexp2"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
else
- sound(self, CH_SHOTS, W_Sound("hagexp3"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
}
-
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("hagexp1"));
- precache_sound(W_Sound("hagexp2"));
- precache_sound(W_Sound("hagexp3"));
- return true;
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif