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=ef2eb91cad89e031398ab71de55ecdd3bf1010c3;hp=ae1e48bb2c3e7f511af59d27ba3235a2434f07f5;hb=9e8ea75b9aacffc5cfa18c8852c4dd9ffdbd3192;hpb=8c965aa90470cfa8cbfaff88db71b6b5899a90ce diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index ae1e48bb2c..ef2eb91cad 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -1,67 +1,6 @@ #include "fireball.qh" -#ifndef IMPLEMENTATION -CLASS(Fireball, Weapon) -/* 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"); -#ifdef GAMEQC -/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM); -#endif -/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball"); -/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65); -/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball"); -/* refname */ ATTRIB(Fireball, netname, string, "fireball"); -/* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, bfgdamage, float, PRI) \ - P(class, prefix, bfgforce, float, PRI) \ - P(class, prefix, bfgradius, float, PRI) \ - P(class, prefix, damageforcescale, float, BOTH) \ - P(class, prefix, damagetime, float, SEC) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, PRI) \ - P(class, prefix, force, float, PRI) \ - P(class, prefix, health, float, PRI) \ - P(class, prefix, laserburntime, float, BOTH) \ - P(class, prefix, laserdamage, float, BOTH) \ - P(class, prefix, laseredgedamage, float, BOTH) \ - P(class, prefix, laserradius, float, BOTH) \ - P(class, prefix, lifetime, float, BOTH) \ - P(class, prefix, radius, float, PRI) \ - P(class, prefix, refire2, float, PRI) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, speed, float, BOTH) \ - P(class, prefix, speed_up, float, SEC) \ - P(class, prefix, speed_z, float, SEC) \ - 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, Fireball, fireball) -#undef X - -ENDCLASS(Fireball) -REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball)); #ifdef SVQC -.float bot_primary_fireballmooth; // whatever a mooth is -.vector fireball_impactvec; -.float fireball_primarytime[MAX_WEAPONSLOTS]; -#endif -#endif -#ifdef IMPLEMENTATION -#ifdef SVQC -spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); } void W_Fireball_Explode(entity this, entity directhitentity) { @@ -76,7 +15,7 @@ void W_Fireball_Explode(entity this, entity directhitentity) // 1. dist damage d = (this.realowner.health + this.realowner.armorvalue); - RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, directhitentity); + RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); if(this.realowner.health + this.realowner.armorvalue >= d) if(!this.cnt) { @@ -105,7 +44,7 @@ void W_Fireball_Explode(entity this, entity directhitentity) if(accuracy_isgooddamage(this.realowner, e)) accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points); - Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir); + Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, this.weaponentity_fld, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir); Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1); } } @@ -178,7 +117,7 @@ void W_Fireball_Think(entity this) this.nextthink = time + 0.1; } -void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(this.health <= 0) return; @@ -196,7 +135,7 @@ void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float dam void W_Fireball_Attack1(entity actor, .entity weaponentity) { - 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)); + 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), WEP_FIREBALL.m_id); Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -215,6 +154,8 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity) proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_FIREBALL.m_id; + proj.weaponentity_fld = weaponentity; + proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); set_movetype(proj, MOVETYPE_FLY); @@ -234,7 +175,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity) void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector f_diff) { - W_SetupShot_ProjectileSize(actor, weaponentity, '-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, WEP_FIREBALL.m_id); // TODO: probably doesn't need deathtype, just a prefire effect w_shotorg += f_diff.x * v_up + f_diff.y * v_right; Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); } @@ -314,7 +255,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity) vector f_diff; float c; - c = actor.bulletcounter % 4; + c = actor.(weaponentity).bulletcounter % 4; switch(c) { case 0: @@ -331,7 +272,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity) f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(actor, weaponentity, '-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), WEP_FIREBALL.m_id | HITTYPE_SECONDARY); traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor); w_shotorg = trace_endpos; @@ -364,13 +305,13 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity) 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; @@ -378,7 +319,7 @@ 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; @@ -389,12 +330,11 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti { if(fire & 1) { - int slot = weaponslot(weaponentity); - if(time >= actor.fireball_primarytime[slot]) + 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[slot] = 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) @@ -406,22 +346,21 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti } } } -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)) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - actor.fireball_primarytime[slot] = time; + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).fireball_primarytime = time; + } } METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep)) { @@ -458,4 +397,3 @@ METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif