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=ec1f070e3e2be1f24167c3432b50ce4909870158;hp=2f24e9e254bcb495b4c53782f4434771ed1269b8;hb=9e8ea75b9aacffc5cfa18c8852c4dd9ffdbd3192;hpb=e424ba544c41fc40b241b17bd7c1d9c2fc930705 diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index 2f24e9e254..ec1f070e3e 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -1,61 +1,6 @@ #include "blaster.qh" -#ifndef IMPLEMENTATION -CLASS(Blaster, Weapon) -/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none); -/* impulse */ ATTRIB(Blaster, impulse, int, 1); -/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0); -/* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5'); -/* modelname */ ATTRIB(Blaster, mdl, string, "laser"); -#ifdef GAMEQC -/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM); -#endif -/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser"); -/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5); -/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser"); -/* refname */ ATTRIB(Blaster, netname, string, "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 - -ENDCLASS(Blaster) -REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster)); #ifdef SVQC -.float blaster_damage; -.float blaster_edgedamage; -.float blaster_radius; -.float blaster_force; -.float blaster_lifetime; -#endif -#endif -#ifdef IMPLEMENTATION -#ifdef SVQC -spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); } -spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); } void W_Blaster_Touch(entity this, entity toucher) { @@ -73,6 +18,7 @@ void W_Blaster_Touch(entity this, entity toucher) NULL, this.blaster_force, this.projectiledeathtype, + this.weaponentity_fld, toucher ); @@ -103,7 +49,7 @@ void W_Blaster_Attack( { vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD); - W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage); + W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = new(blasterbolt); @@ -140,8 +86,10 @@ void W_Blaster_Attack( settouch(missile, W_Blaster_Touch); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = atk_deathtype; + missile.weaponentity_fld = weaponentity; setthink(missile, W_Blaster_Think); missile.nextthink = time + atk_delay; @@ -153,17 +101,17 @@ void W_Blaster_Attack( } } -METHOD(Blaster, wr_aim, void(entity thiswep, entity actor)) +METHOD(Blaster, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { 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); } + { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 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); } + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 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); } + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } } METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire)) @@ -195,8 +143,8 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { case 0: // switch to last used weapon { - if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching - W_LastWeapon(actor); + if(actor.(weaponentity).m_switchweapon == WEP_BLASTER) // don't do this if already switching + W_LastWeapon(actor, weaponentity); break; } @@ -227,17 +175,12 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti } } -METHOD(Blaster, wr_setup, void(entity thiswep, entity actor)) -{ - actor.ammo_field = ammo_none; -} - -METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // infinite ammo } -METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // blaster has infinite ammo } @@ -264,4 +207,3 @@ METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif