X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Farc.qc;h=ed5c966f1b17609b5817dcc3a01455e3a63ae996;hp=4c9415305ab64b5fa68b765df55ca547ed734c3f;hb=63ab06764e6e0a20481ab406863eb7bca32cb669;hpb=e1bfe1d1d43ac7adedba945d692b37e0aafc453b diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index 4c9415305..ed5c966f1 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -3,8 +3,8 @@ CLASS(Arc, Weapon) /* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells); /* impulse */ ATTRIB(Arc, impulse, int, 3); -/* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL); -/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); +/* flags */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN); +/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000); /* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1'); /* modelname */ ATTRIB(Arc, mdl, string, "arc"); #ifdef GAMEQC @@ -102,7 +102,7 @@ const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR; #endif #ifdef SVQC .entity arc_beam; -.bool arc_BUTTON_ATCK_prev[MAX_WEAPONSLOTS]; // for better animation control +.bool arc_BUTTON_ATCK_prev; // for better animation control .float beam_prev; .float beam_initialized; .float beam_bursting; @@ -159,6 +159,7 @@ bool W_Arc_Beam_Send(entity this, entity to, int sf) if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; } WriteByte(MSG_ENTITY, sf); + WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld)); if(sf & ARC_SF_SETTINGS) // settings information { @@ -273,7 +274,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity); W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage)); @@ -316,14 +317,15 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) void W_Arc_Beam_Think(entity this) { .entity weaponentity = this.weaponentity_fld; - if(this != this.owner.(weaponentity).arc_beam) + entity own = this.owner; + if(this != own.(weaponentity).arc_beam) { delete(this); return; } float burst = 0; - if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting) + if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting) { if(!this.beam_bursting) this.beam_bursting = true; @@ -333,19 +335,19 @@ void W_Arc_Beam_Think(entity this) Weapon thiswep = WEP_ARC; if( - !IS_PLAYER(this.owner) + !IS_PLAYER(own) || - (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO)) + (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO)) || - IS_DEAD(this.owner) + IS_DEAD(own) || - forbidWeaponUse(this.owner) + forbidWeaponUse(own) || - PS(this.owner).m_switchweapon != WEP_ARC + own.(weaponentity).m_switchweapon != WEP_ARC || - (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst ) + (!PHYS_INPUT_BUTTON_ATCK(own) && !burst ) || - this.owner.vehicle + own.vehicle || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) ) @@ -365,8 +367,8 @@ void W_Arc_Beam_Think(entity this) if ( cooldown_speed ) { if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) ) - this.owner.arc_overheat = time + this.beam_heat / cooldown_speed; - this.owner.arc_cooldown = cooldown_speed; + own.arc_overheat = time + this.beam_heat / cooldown_speed; + own.arc_cooldown = cooldown_speed; } if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) ) @@ -377,14 +379,12 @@ void W_Arc_Beam_Think(entity this) } } - if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; } - entity own = this.owner; - Weapon w = WEP_ARC; - if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own)) - if(!(own.items & IT_UNLIMITED_WEAPON_AMMO)) + if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; } + if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO)) { // note: this doesn't force the switch - W_SwitchToOtherWeapon(own); + W_SwitchToOtherWeapon(own, weaponentity); + own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax } delete(this); return; @@ -392,7 +392,7 @@ void W_Arc_Beam_Think(entity this) // decrease ammo float coefficient = frametime; - if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!(own.items & IT_UNLIMITED_WEAPON_AMMO)) { float rootammo; if(burst) @@ -402,17 +402,17 @@ void W_Arc_Beam_Think(entity this) if(rootammo) { - coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo); - this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime)); + coefficient = min(coefficient, own.(thiswep.ammo_field) / rootammo); + own.(thiswep.ammo_field) = max(0, own.(thiswep.ammo_field) - (rootammo * frametime)); } } float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat); this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime ); - makevectors(this.owner.v_angle); + makevectors(own.v_angle); W_SetupShot_Range( - this.owner, + own, weaponentity, // TODO true, 0, @@ -423,7 +423,7 @@ void W_Arc_Beam_Think(entity this) ); // After teleport, "lock" the beam until the teleport is confirmed. - if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) { + if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) { w_shotdir = this.beam_dir; } @@ -538,12 +538,12 @@ void W_Arc_Beam_Think(entity this) vector new_dir = normalize(new_origin - last_origin); WarpZone_traceline_antilag( - this.owner, + own, last_origin, new_origin, MOVE_NORMAL, - this.owner, - ANTILAG_LATENCY(this.owner) + own, + ANTILAG_LATENCY(own) ); // Do all the transforms for warpzones right now, as we already @@ -577,7 +577,7 @@ void W_Arc_Beam_Think(entity this) vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg) ); - if(is_player && SAME_TEAM(this.owner, trace_ent)) + if(is_player && SAME_TEAM(own, trace_ent)) { float roothealth, rootarmor; if(burst) @@ -633,10 +633,10 @@ void W_Arc_Beam_Think(entity this) else { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); } - if(accuracy_isgooddamage(this.owner, trace_ent)) + if(accuracy_isgooddamage(own, trace_ent)) { accuracy_add( - this.owner, + own, WEP_ARC.m_id, 0, rootdamage * coefficient * falloff @@ -645,8 +645,8 @@ void W_Arc_Beam_Think(entity this) Damage( trace_ent, - this.owner, - this.owner, + own, + own, rootdamage * coefficient * falloff, WEP_ARC.m_id, hitorigin, @@ -677,7 +677,7 @@ void W_Arc_Beam_Think(entity this) this.beam_type = new_beam_type; } - this.owner.beam_prev = time; + own.(weaponentity).beam_prev = time; this.nextthink = time; } @@ -685,7 +685,7 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity) { // only play fire sound if 1 sec has passed since player let go the fire button - if(time - actor.beam_prev > 1) + if(time - actor.(weaponentity).beam_prev > 1) sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM); entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam); @@ -731,19 +731,20 @@ void Arc_Smoke(entity actor, .entity weaponentity) } if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time || - !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || PS(actor).m_switchweapon != WEP_ARC ) + !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC ) { actor.arc_smoke_sound = 0; sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); } } -METHOD(Arc, wr_aim, void(entity thiswep, entity actor)) +METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(arc, beam_botaimspeed)) { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim( actor, + weaponentity, WEP_CVAR(arc, beam_botaimspeed), 0, WEP_CVAR(arc, beam_botaimlifetime), @@ -754,6 +755,7 @@ METHOD(Arc, wr_aim, void(entity thiswep, entity actor)) { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim( actor, + weaponentity, 1000000, 0, 0.001, @@ -767,13 +769,12 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i Arc_Smoke(actor, weaponentity); bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt)); - int slot = weaponslot(weaponentity); if (time >= actor.arc_overheat) if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting) { - if(actor.arc_BUTTON_ATCK_prev[slot]) + if(actor.(weaponentity).arc_BUTTON_ATCK_prev) { #if 0 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y) @@ -789,10 +790,10 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i { W_Arc_Beam(boolean(beam_fire2), actor, weaponentity); - if(!actor.arc_BUTTON_ATCK_prev[slot]) + if(!actor.(weaponentity).arc_BUTTON_ATCK_prev) { weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); - actor.arc_BUTTON_ATCK_prev[slot] = true; + actor.(weaponentity).arc_BUTTON_ATCK_prev = true; } } } @@ -808,13 +809,14 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i } } - if(actor.arc_BUTTON_ATCK_prev[slot]) + if(actor.(weaponentity).arc_BUTTON_ATCK_prev) { + int slot = weaponslot(weaponentity); sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor); } - actor.arc_BUTTON_ATCK_prev[slot] = false; + actor.(weaponentity).arc_BUTTON_ATCK_prev = false; #if 0 if(fire & 2) @@ -837,16 +839,16 @@ METHOD(Arc, wr_init, void(entity thiswep)) arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4); } } -METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0)); } -METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(arc, bolt)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo); - ammo_amount += actor.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo); return ammo_amount; } else @@ -860,18 +862,17 @@ METHOD(Arc, wr_killmessage, Notification(entity thiswep)) else return WEAPON_ARC_MURDER; } -METHOD(Arc, wr_drop, void(entity thiswep, entity actor)) +METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity)) { weapon_dropevent_item.arc_overheat = actor.arc_overheat; weapon_dropevent_item.arc_cooldown = actor.arc_cooldown; actor.arc_overheat = 0; actor.arc_cooldown = 0; - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - actor.arc_BUTTON_ATCK_prev[slot] = false; + actor.(weaponentity).arc_BUTTON_ATCK_prev = false; } -METHOD(Arc, wr_pickup, void(entity thiswep, entity actor)) +METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity)) { - if ( !client_hasweapon(actor, thiswep, false, false) && + if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) && weapon_dropevent_item.arc_overheat > time ) { actor.arc_overheat = weapon_dropevent_item.arc_overheat; @@ -883,14 +884,16 @@ METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor)) actor.arc_overheat = 0; actor.arc_cooldown = 0; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - actor.arc_BUTTON_ATCK_prev[slot] = false; + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).arc_BUTTON_ATCK_prev = false; + } } METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity)) { actor.arc_overheat = 0; actor.arc_cooldown = 0; - int slot = weaponslot(weaponentity); - actor.arc_BUTTON_ATCK_prev[slot] = false; + actor.(weaponentity).arc_BUTTON_ATCK_prev = false; } #endif #ifdef CSQC @@ -1300,11 +1303,12 @@ void Remove_ArcBeam(entity this) NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) { int sf = ReadByte(); + int slot = ReadByte(); entity flash; if(isnew) { - int gunalign = W_GetGunAlignment(NULL); + int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1; this.beam_shotorigin = arc_shotorigin[gunalign]; @@ -1313,7 +1317,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) IL_PUSH(g_drawables, this); this.entremove = Remove_ArcBeam; this.move_time = time; - loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM); + loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM); flash = spawn(); flash.owner = this;