#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ SHOTGUN,
-/* function */ W_Shotgun,
-/* ammotype */ ammo_shells,
-/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_LOW,
-/* color */ '0.5 0.25 0',
-/* modelname */ "shotgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairshotgun 0.65",
-/* wepimg */ "weaponshotgun",
-/* refname */ "shotgun",
-/* wepname */ _("Shotgun")
-);
+CLASS(Shotgun, Weapon)
+/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells)
+/* impulse */ ATTRIB(Shotgun, impulse, int, 2)
+/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
+/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
+#ifndef MENUQC
+/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
+/* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
+/* wepname */ ATTRIB(Shotgun, message, string, _("Shotgun"));
+ENDCLASS(Shotgun)
+REGISTER_WEAPON(SHOTGUN, NEW(Shotgun));
#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
#define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#ifdef SVQC
spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(WEP_SHOTGUN.m_id); }
-void W_Shotgun_Attack(float isprimary)
+void W_Shotgun_Attack(Weapon thiswep, float isprimary)
{SELFPARAM();
float sc;
entity flash;
- W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(shotgun, ammo));
W_SetupShot(self, true, 5, SND(SHOTGUN_FIRE), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
flash.think = SUB_Remove;
flash.nextthink = time + 0.06;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
+ W_AttachToShotorg(self, flash, '5 0 0');
}
.float swing_prev;
}
}
-void W_Shotgun_Attack2(void)
-{SELFPARAM();
- sound(self, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
+void W_Shotgun_Attack2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+ sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
entity meleetemp;
meleetemp = spawn();
- meleetemp.realowner = self;
+ meleetemp.realowner = actor;
meleetemp.think = W_Shotgun_Melee_Think;
meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
- W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+ W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
}
// alternate secondary weapon frames
-void W_Shotgun_Attack3_Frame2()
-{SELFPARAM();
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+ Weapon w = get_weaponinfo(actor.weapon);
+ if (!w.wr_checkammo2(w))
+ if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, fire1, fire2);
return;
}
- sound(self, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
- W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
+ sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
+ W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
-void W_Shotgun_Attack3_Frame1()
-{SELFPARAM();
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+ Weapon w = get_weaponinfo(actor.weapon);
+ if (!w.wr_checkammo2(w))
+ if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, fire1, fire2);
return;
}
- W_Shotgun_Attack(false);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
+ W_Shotgun_Attack(WEP_SHOTGUN, false);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
.float shotgun_primarytime;
-float W_Shotgun(float req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(Shotgun, wr_aim, void(entity thiswep))
{
if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
else
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
-
- return true;
}
- case WR_THINK:
+ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+ if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
{
// don't force reload an empty shotgun if its melee attack is active
- if(WEP_CVAR(shotgun, secondary) < 2)
- WEP_ACTION(self.weapon, WR_RELOAD);
+ if(WEP_CVAR(shotgun, secondary) < 2) {
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ }
}
else
{
- if(self.BUTTON_ATCK)
+ if(fire1)
{
- if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(shotgun, animtime)))
{
- W_Shotgun_Attack(true);
- self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+ W_Shotgun_Attack(thiswep, true);
+ actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
}
}
}
- else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
+ else if(fire2 && WEP_CVAR(shotgun, secondary) == 2)
{
- if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
- if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
{
- W_Shotgun_Attack(false);
- self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+ W_Shotgun_Attack(thiswep, false);
+ actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
}
}
}
}
- if(self.clip_load >= 0) // we are not currently reloading
- if(!self.crouch) // no crouchmelee please
+ if(actor.clip_load >= 0) // we are not currently reloading
+ if(!actor.crouch) // no crouchmelee please
if(WEP_CVAR(shotgun, secondary) == 1)
- if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
+ if((fire1 && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || fire2)
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(shotgun, refire)))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+ weapon_thinkf(actor, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Shotgun, wr_init, void(entity thiswep))
{
SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Shotgun, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+ float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
{
if(IS_BOT_CLIENT(self))
if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
case 1: return true; // melee does not use ammo
case 2: // secondary triple shot
{
- ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+ float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
default: return false; // secondary unavailable
}
}
- case WR_CONFIG:
+ METHOD(Shotgun, wr_config, void(entity thiswep))
{
SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(Shotgun, wr_reload, void(entity thiswep))
{
- W_Reload(WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
- return true;
+ W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Shotgun, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(Shotgun, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_SHOTGUN_MURDER_SLAP;
else
return WEAPON_SHOTGUN_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
.float prevric;
-float W_Shotgun(float req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
{
- vector org2;
- org2 = w_org + w_backoff * 2;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(particleeffectnum(EFFECT_SHOTGUN_IMPACT), org2, w_backoff * 1000, 1);
if(!w_issilent && time - self.prevric > 0.25)
{
sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
self.prevric = time;
}
-
- return true;
- }
- case WR_INIT:
- {
- return true;
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif