X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fhmg.qc;h=caf96a67b3fc7e11a7dad4b8a01d2587908e4eee;hp=419123e10477d5e8983402f2e2a8f73dbe4499af;hb=905ec2fbd2b610eeb2591cdddbf71ce24b7bb3ab;hpb=fd20a1f1eae2b2ba955ce9ddedc20cd151a6f362 diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qc b/qcsrc/common/mutators/mutator/overkill/hmg.qc index 419123e10..caf96a67b 100644 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qc @@ -1,80 +1,35 @@ -#ifndef IMPLEMENTATION -CLASS(HeavyMachineGun, Weapon) -/* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails) -/* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3) -/* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON); -/* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); -/* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0'); -/* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg"); -#ifndef MENUQC -/* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM); -#endif -/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi"); -/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6); -/* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg"); -/* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg"); -/* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, NONE) \ - P(class, prefix, damage, float, NONE) \ - P(class, prefix, force, float, NONE) \ - P(class, prefix, refire, float, NONE) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, solidpenetration, float, NONE) \ - P(class, prefix, spread_add, float, NONE) \ - P(class, prefix, spread_max, float, NONE) \ - P(class, prefix, spread_min, float, NONE) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, weaponreplace, string, NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ - END() - W_PROPS(X, HeavyMachineGun, hmg) -#undef X - -ENDCLASS(HeavyMachineGun) -REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun)); +#include "hmg.qh" -#endif -#ifdef IMPLEMENTATION #ifdef SVQC REGISTER_MUTATOR(hmg_nadesupport, true); MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage) { - SELFPARAM(); - if (MUTATOR_ARGV(0, entity) != WEP_HMG) return; + if (M_ARGV(1, entity) != WEP_HMG) return; return = true; - MUTATOR_ARGV(0, float) /* damage */ = self.max_health * 0.1; + M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1; } spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); } void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - SELFPARAM(); if (!PHYS_INPUT_BUTTON_ATCK(actor)) { w_ready(thiswep, actor, weaponentity, fire); return; } - if(!thiswep.wr_checkammo1(thiswep, actor)) - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS))) { - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } - W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo)); + W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo), weaponentity); - W_SetupShot (actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage)); + W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage)); if(!autocvar_g_norecoil) { @@ -82,72 +37,73 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone actor.punchangle_y = random () - 0.5; } - float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max)); - fireBullet(actor, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0); + float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(hmg, spread_max)); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0); - actor.misc_bulletcounter = actor.misc_bulletcounter + 1; + actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - W_MachineGun_MuzzleFlash(actor); - W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0'); + W_MachineGun_MuzzleFlash(actor, weaponentity); + W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); if (autocvar_g_casings >= 2) // casing code - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor); + { + makevectors(actor.v_angle); // for some reason, this is lost + SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity); + } int slot = weaponslot(weaponentity); - ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto); } -METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor)) +METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { - entity this = actor; - if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) - PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false); + if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); else - PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false); + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); } METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload + if(WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(hmg, ammo)) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else { if (fire & 1) if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { - actor.misc_bulletcounter = 0; + actor.(weaponentity).misc_bulletcounter = 0; W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); } } } -METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); return ammo_amount; } -METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); return ammo_amount; } METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - SELFPARAM(); - W_Reload(self, WEP_CVAR(hmg, ammo), SND_RELOAD); + W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD); } METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep)) @@ -168,13 +124,11 @@ METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep)) METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor)) { - entity this = actor; vector org2; org2 = w_org + w_backoff * 2; pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) - sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM); + sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM); } #endif -#endif