]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'master' into TimePath/unified_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index 9ca028450a49610473faa8b1fed1d0bc62fe6103..c7712bf2f608d97ea5d776a6fbbff67312373799 100644 (file)
@@ -58,7 +58,7 @@ HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #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!
 
@@ -123,11 +123,11 @@ void W_Hagar_Touch2(void)
        }
 }
 
-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));
 
@@ -166,11 +166,11 @@ void W_Hagar_Attack(void)
        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));
 
@@ -223,7 +223,7 @@ void W_Hagar_Attack2_Load_Release(void)
        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);
@@ -286,12 +286,12 @@ void W_Hagar_Attack2_Load_Release(void)
                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
 
@@ -319,7 +319,7 @@ void W_Hagar_Attack2_Load(void)
                        {
                                // 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);
 
@@ -337,7 +337,7 @@ void W_Hagar_Attack2_Load(void)
                        {
                                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
@@ -389,7 +389,8 @@ void W_Hagar_Attack2_Load(void)
                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
@@ -399,43 +400,41 @@ void W_Hagar_Attack2_Load(void)
        }
 }
 
-               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)
@@ -443,25 +442,20 @@ void W_Hagar_Attack2_Load(void)
                                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))
                {
@@ -475,36 +469,30 @@ void W_Hagar_Attack2_Load(void)
                        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;
@@ -515,7 +503,7 @@ void W_Hagar_Attack2_Load(void)
 #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;
@@ -529,17 +517,6 @@ void W_Hagar_Attack2_Load(void)
                                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