#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_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, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
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, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
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, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
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 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, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
{
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, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
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
}
}
- METHOD(Hagar, wr_aim, bool(entity thiswep))
+ 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;
}
- METHOD(Hagar, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+ 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(fire1 && !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(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;
}
- METHOD(Hagar, wr_gonethink, bool(entity thiswep))
+ 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;
}
- METHOD(Hagar, wr_init, bool(entity thiswep))
+ METHOD(Hagar, wr_init, void(entity thiswep))
{
HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- METHOD(Hagar, wr_setup, bool(entity thiswep))
+ 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;
}
METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
{
ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
return ammo_amount;
}
- METHOD(Hagar, wr_config, bool(entity thiswep))
+ METHOD(Hagar, wr_config, void(entity thiswep))
{
HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- METHOD(Hagar, wr_resetplayer, bool(entity thiswep))
+ METHOD(Hagar, wr_resetplayer, void(entity thiswep))
{
self.hagar_load = 0;
- return true;
}
- METHOD(Hagar, wr_playerdeath, bool(entity thiswep))
+ 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;
}
- METHOD(Hagar, wr_reload, bool(entity thiswep))
+ 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)), SND(RELOAD));
-
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
}
- METHOD(Hagar, wr_suicidemessage, bool(entity thiswep))
+ METHOD(Hagar, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_HAGAR_SUICIDE;
}
- METHOD(Hagar, wr_killmessage, bool(entity thiswep))
+ METHOD(Hagar, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_HAGAR_MURDER_BURST;
#endif
#ifdef CSQC
- METHOD(Hagar, wr_impacteffect, bool(entity thiswep))
+ METHOD(Hagar, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
else
sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
}
-
- return true;
- }
- METHOD(Hagar, wr_init, bool(entity thiswep))
- {
- return true;
- }
- METHOD(Hagar, wr_zoomreticle, bool(entity thiswep))
- {
- // no weapon specific image for this weapon
- return false;
}
#endif