X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Ffireball.qc;h=dff721aa1a540e194b70a016d6785fcc5d07f5f2;hp=69c2dc006f5d5c3eabe3e57b0c0b8c7e86263bdd;hb=64f2b309aa5be8aafb9ad2137174bb6d99aeb876;hpb=c13fdf2b49eff1d26abc73d42e33636162a9b527 diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index 69c2dc006..dff721aa1 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -1,12 +1,13 @@ +#include "fireball.qh" #ifndef IMPLEMENTATION CLASS(Fireball, Weapon) -/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none) -/* impulse */ ATTRIB(Fireball, impulse, int, 9) +/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none); +/* impulse */ ATTRIB(Fireball, impulse, int, 9); /* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0'); /* modelname */ ATTRIB(Fireball, mdl, string, "fireball"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM); #endif /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball"); @@ -109,7 +110,7 @@ void W_Fireball_Explode(entity this, entity directhitentity) } } - remove(this); + delete(this); } void W_Fireball_Explode_think(entity this) @@ -149,7 +150,7 @@ void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float if(d < dist) { e.fireball_impactvec = p; - RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e)); + RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e)); } } if(RandomSelection_chosen_ent) @@ -193,15 +194,13 @@ void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float dam } } -void W_Fireball_Attack1(entity actor) +void W_Fireball_Attack1(entity actor, .entity weaponentity) { - entity proj; - - W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage)); Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - proj = new(plasma_prim); + entity proj = new(plasma_prim); proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage); @@ -224,6 +223,8 @@ void W_Fireball_Attack1(entity actor) settouch(proj, W_Fireball_TouchExplode); setsize(proj, '-16 -16 -16', '16 16 16'); proj.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH | MIF_PROXY; CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true); @@ -231,40 +232,40 @@ void W_Fireball_Attack1(entity actor) MUTATOR_CALLHOOK(EditProjectile, actor, proj); } -void W_Fireball_AttackEffect(entity actor, float i, vector f_diff) +void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector f_diff) { - W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0); + W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0); w_shotorg += f_diff.x * v_up + f_diff.y * v_right; Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); } void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_Attack1(actor); + W_Fireball_Attack1(actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready); } void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_AttackEffect(actor, 0, '+1.25 +3.75 0'); + W_Fireball_AttackEffect(actor, weaponentity, 0, '+1.25 +3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4); } void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_AttackEffect(actor, 0, '-1.25 +3.75 0'); + W_Fireball_AttackEffect(actor, weaponentity, 0, '-1.25 +3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3); } void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_AttackEffect(actor, 1, '+1.25 -3.75 0'); + W_Fireball_AttackEffect(actor, weaponentity, 1, '+1.25 -3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2); } void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_AttackEffect(actor, 0, '-1.25 -3.75 0'); + W_Fireball_AttackEffect(actor, weaponentity, 0, '-1.25 -3.75 0'); sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1); } @@ -273,7 +274,7 @@ void W_Fireball_Firemine_Think(entity this) { if(time > this.pushltime) { - remove(this); + delete(this); return; } @@ -301,19 +302,19 @@ void W_Fireball_Firemine_Touch(entity this, entity toucher) if(toucher.takedamage == DAMAGE_AIM) if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0) { - remove(this); + delete(this); return; } this.projectiledeathtype |= HITTYPE_BOUNCE; } -void W_Fireball_Attack2(entity actor) +void W_Fireball_Attack2(entity actor, .entity weaponentity) { entity proj; vector f_diff; float c; - c = actor.bulletcounter % 4; + c = actor.(weaponentity).bulletcounter % 4; switch(c) { case 0: @@ -330,7 +331,7 @@ void W_Fireball_Attack2(entity actor) f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage)); traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor); w_shotorg = trace_endpos; @@ -354,6 +355,8 @@ void W_Fireball_Attack2(entity actor) proj.angles = vectoangles(proj.velocity); proj.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC; CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true); @@ -361,13 +364,13 @@ void W_Fireball_Attack2(entity actor) MUTATOR_CALLHOOK(EditProjectile, actor, proj); } -METHOD(Fireball, wr_aim, void(entity thiswep, entity actor)) +METHOD(Fireball, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { PHYS_INPUT_BUTTON_ATCK(actor) = false; PHYS_INPUT_BUTTON_ATCK2(actor) = false; if(actor.bot_primary_fireballmooth == 0) { - if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false)) + if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false)) { PHYS_INPUT_BUTTON_ATCK(actor) = true; if(random() < 0.02) actor.bot_primary_fireballmooth = 0; @@ -375,7 +378,7 @@ METHOD(Fireball, wr_aim, void(entity thiswep, entity actor)) } else { - if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true)) + if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true)) { PHYS_INPUT_BUTTON_ATCK2(actor) = true; if(random() < 0.01) actor.bot_primary_fireballmooth = 1; @@ -386,37 +389,37 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti { if(fire & 1) { - if(time >= actor.fireball_primarytime) + if(time >= actor.(weaponentity).fireball_primarytime) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire))) { W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire); - actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor); + actor.(weaponentity).fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor); } } else if(fire & 2) { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire))) { - W_Fireball_Attack2(actor); + W_Fireball_Attack2(actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready); } } } -METHOD(Fireball, wr_setup, void(entity thiswep, entity actor)) -{ - actor.ammo_field = ammo_none; -} -METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // infinite ammo } -METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // fireball has infinite ammo } METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor)) { - actor.fireball_primarytime = time; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).fireball_primarytime = time; + } } METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep)) {