X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fblaster.qc;h=a4fb13c44ee0176212dfa59cd09dfc9592d99cf1;hp=d7792fac4aef157ea91a93f6a8b72a54c0facb8b;hb=b9671f63469586007314131f3f53728795c035cd;hpb=03f978544a8b13a18cef1c7cc3dbcaba1c3aee4c diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index d7792fac4..a4fb13c44 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -13,34 +13,37 @@ CLASS(Blaster, Weapon) /* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5); /* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser"); /* refname */ ATTRIB(Blaster, netname, string, "blaster"); -/* wepname */ ATTRIB(Blaster, message, string, _("Blaster")); -ENDCLASS(Blaster) -REGISTER_WEAPON(BLASTER, NEW(Blaster)); +/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, delay, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, force_zscale, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, shotangle, float, BOTH) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, spread, float, BOTH) \ + 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, Blaster, blaster) +#undef X -#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster) -#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, delay) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, force_zscale) \ - w_cvar(id, sn, BOTH, lifetime) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, shotangle) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, NONE, secondary) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +ENDCLASS(Blaster) +REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster)); #ifdef SVQC -BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float blaster_damage; .float blaster_edgedamage; .float blaster_radius; @@ -50,37 +53,37 @@ BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #ifdef IMPLEMENTATION #ifdef SVQC -spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); } +spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); } spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); } -void W_Blaster_Touch(void) -{SELFPARAM(); - PROJECTILE_TOUCH; +void W_Blaster_Touch(entity this) +{ + PROJECTILE_TOUCH(this); - self.event_damage = func_null; + this.event_damage = func_null; RadiusDamage( - self, - self.realowner, - self.blaster_damage, - self.blaster_edgedamage, - self.blaster_radius, - world, - world, - self.blaster_force, - self.projectiledeathtype, + this, + this.realowner, + this.blaster_damage, + this.blaster_edgedamage, + this.blaster_radius, + NULL, + NULL, + this.blaster_force, + this.projectiledeathtype, other ); - remove(self); + remove(this); } -void W_Blaster_Think(void) -{SELFPARAM(); - self.movetype = MOVETYPE_FLY; - self.think = SUB_Remove; - self.nextthink = time + self.blaster_lifetime; - CSQCProjectile(self, true, PROJECTILE_BLASTER, true); +void W_Blaster_Think(entity this) +{ + this.movetype = MOVETYPE_FLY; + setthink(this, SUB_Remove); + this.nextthink = time + this.blaster_lifetime; + CSQCProjectile(this, true, PROJECTILE_BLASTER, true); } void W_Blaster_Attack( @@ -95,15 +98,14 @@ void W_Blaster_Attack( float atk_spread, float atk_delay, float atk_lifetime) -{SELFPARAM(); +{ vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD); - W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage); + W_SetupShot_Dir(actor, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - entity missile = spawn(); + entity missile = new(blasterbolt); missile.owner = missile.realowner = actor; - missile.classname = "blasterbolt"; missile.bot_dodge = true; missile.bot_dodgerating = atk_damage; PROJECTILE_MAKETRIGGER(missile); @@ -133,138 +135,128 @@ void W_Blaster_Attack( //missile.glow_color = 250; // 244, 250 //missile.glow_size = 120; - missile.touch = W_Blaster_Touch; + settouch(missile, W_Blaster_Touch); missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = atk_deathtype; - missile.think = W_Blaster_Think; + setthink(missile, W_Blaster_Think); missile.nextthink = time + atk_delay; MUTATOR_CALLHOOK(EditProjectile, actor, missile); if (time >= missile.nextthink) { - WITH(entity, self, missile, missile.think()); + getthink(missile)(missile); } } - METHOD(Blaster, wr_aim, void(entity thiswep)) - { - if(WEP_CVAR(blaster, secondary)) - { - if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) - { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } - else - { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } - } - else - { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } - } - - METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, bool fire1, bool fire2)) - { - if(fire1) - { - if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(blaster, refire))) - { - W_Blaster_Attack( - actor, - WEP_BLASTER.m_id, - WEP_CVAR_PRI(blaster, shotangle), - WEP_CVAR_PRI(blaster, damage), - WEP_CVAR_PRI(blaster, edgedamage), - WEP_CVAR_PRI(blaster, radius), - WEP_CVAR_PRI(blaster, force), - WEP_CVAR_PRI(blaster, speed), - WEP_CVAR_PRI(blaster, spread), - WEP_CVAR_PRI(blaster, delay), - WEP_CVAR_PRI(blaster, lifetime) - ); - weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready); - } - } - else if(fire2) - { - switch(WEP_CVAR(blaster, secondary)) - { - case 0: // switch to last used weapon - { - if(actor.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching - W_LastWeapon(); - break; - } - - case 1: // normal projectile secondary - { - if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(blaster, refire))) - { - W_Blaster_Attack( - actor, - WEP_BLASTER.m_id | HITTYPE_SECONDARY, - WEP_CVAR_SEC(blaster, shotangle), - WEP_CVAR_SEC(blaster, damage), - WEP_CVAR_SEC(blaster, edgedamage), - WEP_CVAR_SEC(blaster, radius), - WEP_CVAR_SEC(blaster, force), - WEP_CVAR_SEC(blaster, speed), - WEP_CVAR_SEC(blaster, spread), - WEP_CVAR_SEC(blaster, delay), - WEP_CVAR_SEC(blaster, lifetime) - ); - weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready); - } - - break; - } - } - } - } - - METHOD(Blaster, wr_init, void(entity thiswep)) - { - BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } +METHOD(Blaster, wr_aim, void(entity thiswep, entity actor)) +{ + if(WEP_CVAR(blaster, secondary)) + { + if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) + { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } + else + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } + } + else + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } +} - METHOD(Blaster, wr_setup, void(entity thiswep)) - { - self.ammo_field = ammo_none; - } +METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire)) +{ + if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire))) + { + W_Blaster_Attack( + actor, + WEP_BLASTER.m_id, + WEP_CVAR_PRI(blaster, shotangle), + WEP_CVAR_PRI(blaster, damage), + WEP_CVAR_PRI(blaster, edgedamage), + WEP_CVAR_PRI(blaster, radius), + WEP_CVAR_PRI(blaster, force), + WEP_CVAR_PRI(blaster, speed), + WEP_CVAR_PRI(blaster, spread), + WEP_CVAR_PRI(blaster, delay), + WEP_CVAR_PRI(blaster, lifetime) + ); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready); + } + } + else if(fire & 2) + { + switch(WEP_CVAR(blaster, secondary)) + { + case 0: // switch to last used weapon + { + if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching + W_LastWeapon(actor); + break; + } + + case 1: // normal projectile secondary + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire))) + { + W_Blaster_Attack( + actor, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(blaster, shotangle), + WEP_CVAR_SEC(blaster, damage), + WEP_CVAR_SEC(blaster, edgedamage), + WEP_CVAR_SEC(blaster, radius), + WEP_CVAR_SEC(blaster, force), + WEP_CVAR_SEC(blaster, speed), + WEP_CVAR_SEC(blaster, spread), + WEP_CVAR_SEC(blaster, delay), + WEP_CVAR_SEC(blaster, lifetime) + ); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready); + } + + break; + } + } + } +} - METHOD(Blaster, wr_checkammo1, bool(entity thiswep)) - { - return true; // infinite ammo - } +METHOD(Blaster, wr_setup, void(entity thiswep, entity actor)) +{ + actor.ammo_field = ammo_none; +} - METHOD(Blaster, wr_checkammo2, bool(entity thiswep)) - { - return true; // blaster has infinite ammo - } +METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor)) +{ + return true; // infinite ammo +} - METHOD(Blaster, wr_config, void(entity thiswep)) - { - BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } +METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + return true; // blaster has infinite ammo +} - METHOD(Blaster, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_BLASTER_SUICIDE; - } +METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_BLASTER_SUICIDE; +} - METHOD(Blaster, wr_killmessage, int(entity thiswep)) - { - return WEAPON_BLASTER_MURDER; - } +METHOD(Blaster, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_BLASTER_MURDER; +} #endif #ifdef CSQC - METHOD(Blaster, wr_impacteffect, void(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, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } - } +METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 6; + pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); + if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } +} #endif #endif