]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hlac.qc
Weapons: Introduce concept of offhand weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
index 8e0ce6f11844f2faf1e7e0d78b6ece8172db7af9..1c4b3a0187fee3855680df04faffab41d0a0b46e 100644 (file)
@@ -1,19 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ HLAC,
-/* function  */ W_HLAC,
-/* ammotype  */ ammo_cells,
-/* impulse   */ 6,
-/* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* color     */ '0 1 0',
-/* modelname */ "hlac",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.6",
-/* wepimg    */ "weaponhlac",
-/* refname   */ "hlac",
-/* wepname   */ _("Heavy Laser Assault Cannon")
-);
+CLASS(HLAC, Weapon)
+/* ammotype  */ ATTRIB(HLAC, ammo_field, .int, ammo_cells)
+/* impulse   */ ATTRIB(HLAC, impulse, int, 6)
+/* flags     */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating    */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color     */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
+/* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
+#ifndef MENUQC
+/* model     */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
+#endif
+/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
+/* wepimg    */ ATTRIB(HLAC, model2, string, "weaponhlac");
+/* refname   */ ATTRIB(HLAC, netname, string, "hlac");
+/* wepname   */ ATTRIB(HLAC, message, string, _("Heavy Laser Assault Cannon"));
+ENDCLASS(HLAC)
+REGISTER_WEAPON(HLAC, NEW(HLAC));
 
 #define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
 #define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
@@ -77,7 +79,7 @@ void W_HLAC_Attack(void)
     if(self.crouch)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
-       W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+       W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
        if(!autocvar_g_norecoil)
        {
@@ -125,7 +127,7 @@ void W_HLAC_Attack2(void)
     if(self.crouch)
         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
-       W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+       W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        missile = spawn();
@@ -169,7 +171,7 @@ void W_HLAC_Attack_Frame(void)
 
        if(self.BUTTON_ATCK)
        {
-               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+               if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -204,21 +206,16 @@ void W_HLAC_Attack2_Frame(void)
        }
 }
 
-bool W_HLAC(int req)
-{SELFPARAM();
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(HLAC, wr_aim, bool(entity thiswep))
                {
                        self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
                        return true;
                }
-               case WR_THINK:
+               METHOD(HLAC, wr_think, bool(entity thiswep, bool fire1, bool fire2))
                {
                        if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(self.BUTTON_ATCK)
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
+                       else if(fire1)
                        {
                                if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
                                {
@@ -228,7 +225,7 @@ bool W_HLAC(int req)
                                }
                        }
 
-                       else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
+                       else if(fire2 && WEP_CVAR(hlac, secondary))
                        {
                                if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
                                {
@@ -239,76 +236,64 @@ bool W_HLAC(int req)
 
                        return true;
                }
-               case WR_INIT:
+               METHOD(HLAC, wr_init, bool(entity thiswep))
                {
-                       precache_model(W_Model("g_hlac.md3"));
-                       precache_model(W_Model("v_hlac.md3"));
-                       precache_model(W_Model("h_hlac.iqm"));
-                       precache_sound(W_Sound("lasergun_fire"));
                        HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
                        return true;
                }
-               case WR_CHECKAMMO1:
+               METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
                {
-                       ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
+                       float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
                        ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
                        return ammo_amount;
                }
-               case WR_CHECKAMMO2:
+               METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
                {
-                       ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
+                       float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
                        ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
                        return ammo_amount;
                }
-               case WR_CONFIG:
+               METHOD(HLAC, wr_config, bool(entity thiswep))
                {
                        HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
                        return true;
                }
-               case WR_RELOAD:
+               METHOD(HLAC, wr_reload, bool(entity thiswep))
                {
-                       W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), W_Sound("reload"));
+                       W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
                        return true;
                }
-               case WR_SUICIDEMESSAGE:
+               METHOD(HLAC, wr_suicidemessage, bool(entity thiswep))
                {
                        return WEAPON_HLAC_SUICIDE;
                }
-               case WR_KILLMESSAGE:
+               METHOD(HLAC, wr_killmessage, bool(entity thiswep))
                {
                        return WEAPON_HLAC_MURDER;
                }
-       }
-       return false;
-}
+
 #endif
 #ifdef CSQC
-bool W_HLAC(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
+
+               METHOD(HLAC, wr_impacteffect, bool(entity thiswep))
                {
                        vector org2;
                        org2 = w_org + w_backoff * 6;
                        pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
                        if(!w_issilent)
-                               sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
 
                        return true;
                }
-               case WR_INIT:
+               METHOD(HLAC, wr_init, bool(entity thiswep))
                {
-                       precache_sound(W_Sound("laserimpact"));
                        return true;
                }
-               case WR_ZOOMRETICLE:
+               METHOD(HLAC, wr_zoomreticle, bool(entity thiswep))
                {
                        // no weapon specific image for this weapon
                        return false;
                }
-       }
-       return false;
-}
+
 #endif
 #endif