X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhagar.qc;h=505a656ec8c9866df0b0b8e5e691b7147dc76f14;hp=2c827cb220c83b7064875539999a801f7d173e8c;hb=7fed93ee24b18a92cefd7435078585bc5ba8e852;hpb=5a21a1f68548de525684836ee759c7f281b591b9 diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index 2c827cb22..505a656ec 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -13,56 +13,57 @@ CLASS(Hagar, Weapon) /* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8); /* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar"); /* refname */ ATTRIB(Hagar, netname, string, "hagar"); -/* wepname */ ATTRIB(Hagar, message, string, _("Hagar")); +/* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, damageforcescale, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, health, float, BOTH) \ + P(class, prefix, lifetime, float, PRI) \ + P(class, prefix, lifetime_min, float, SEC) \ + P(class, prefix, lifetime_rand, float, SEC) \ + P(class, prefix, load, float, SEC) \ + P(class, prefix, load_abort, float, SEC) \ + P(class, prefix, load_animtime, float, SEC) \ + P(class, prefix, load_hold, float, SEC) \ + P(class, prefix, load_linkexplode, float, SEC) \ + P(class, prefix, load_max, float, SEC) \ + P(class, prefix, load_releasedeath, float, SEC) \ + P(class, prefix, load_speed, float, SEC) \ + P(class, prefix, load_spread, float, SEC) \ + P(class, prefix, load_spread_bias, float, SEC) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + 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, Hagar, hagar) +#undef X + ENDCLASS(Hagar) -REGISTER_WEAPON(HAGAR, NEW(Hagar)); - -#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar) -#define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, BOTH, damageforcescale) \ - w_cvar(id, sn, BOTH, health) \ - w_cvar(id, sn, PRI, lifetime) \ - w_cvar(id, sn, SEC, load) \ - w_cvar(id, sn, SEC, load_max) \ - w_cvar(id, sn, SEC, load_abort) \ - w_cvar(id, sn, SEC, load_animtime) \ - w_cvar(id, sn, SEC, load_hold) \ - w_cvar(id, sn, SEC, load_speed) \ - w_cvar(id, sn, SEC, load_releasedeath) \ - w_cvar(id, sn, SEC, load_spread) \ - w_cvar(id, sn, SEC, load_spread_bias) \ - w_cvar(id, sn, SEC, load_linkexplode) \ - w_cvar(id, sn, SEC, lifetime_min) \ - w_cvar(id, sn, SEC, lifetime_rand) \ - w_cvar(id, sn, NONE, secondary) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - 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) +REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar)); -#ifdef SVQC -HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #endif #ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); } +spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); } // NO bounce protection, as bounces are limited! -void W_Hagar_Explode(void) +void W_Hagar_Explode() {SELFPARAM(); self.event_damage = func_null; RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other); @@ -70,7 +71,7 @@ void W_Hagar_Explode(void) remove(self); } -void W_Hagar_Explode2(void) +void W_Hagar_Explode2() {SELFPARAM(); self.event_damage = func_null; RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other); @@ -78,37 +79,37 @@ void W_Hagar_Explode2(void) remove(self); } -void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.health <= 0) +void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if(this.health <= 0) return; - float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true) + float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == this.owner) : true) && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) - && (self.projectiledeathtype & HITTYPE_SECONDARY)); + && (this.projectiledeathtype & HITTYPE_SECONDARY)); if(is_linkexplode) is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode)); else is_linkexplode = -1; // not secondary load, so continue as normal without exception. - if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode)) + if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode)) return; // g_projectiles_damage says to halt - self.health = self.health - damage; - self.angles = vectoangles(self.velocity); + this.health = this.health - damage; + this.angles = vectoangles(this.velocity); - if(self.health <= 0) - W_PrepareExplosionByDamage(attacker, self.think); + if(this.health <= 0) + WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think)); } -void W_Hagar_Touch(void) +void W_Hagar_Touch() {SELFPARAM(); PROJECTILE_TOUCH; self.use(); } -void W_Hagar_Touch2(void) +void W_Hagar_Touch2() {SELFPARAM(); PROJECTILE_TOUCH; @@ -123,19 +124,18 @@ void W_Hagar_Touch2(void) } } -void W_Hagar_Attack(void) +void W_Hagar_Attack(Weapon thiswep) {SELFPARAM(); entity missile; - W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo)); + W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo)); W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - missile = spawn(); + missile = new(missile); missile.owner = missile.realowner = self; - missile.classname = "missile"; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage); @@ -166,19 +166,18 @@ void W_Hagar_Attack(void) MUTATOR_CALLHOOK(EditProjectile, self, missile); } -void W_Hagar_Attack2(void) +void W_Hagar_Attack2(Weapon thiswep) {SELFPARAM(); entity missile; - W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); + W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo)); W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - missile = spawn(); + missile = new(missile); missile.owner = missile.realowner = self; - missile.classname = "missile"; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); @@ -211,7 +210,7 @@ void W_Hagar_Attack2(void) } .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; -void W_Hagar_Attack2_Load_Release(void) +void W_Hagar_Attack2_Load_Release(.entity weaponentity) {SELFPARAM(); // time to release the rockets we've loaded @@ -223,7 +222,7 @@ void W_Hagar_Attack2_Load_Release(void) if(!self.hagar_load) return; - weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire)); + weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire)); W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -236,9 +235,8 @@ void W_Hagar_Attack2_Load_Release(void) missile = world; for(counter = 0; counter < shots; ++counter) { - missile = spawn(); + missile = new(missile); missile.owner = missile.realowner = self; - missile.classname = "missile"; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); @@ -286,12 +284,12 @@ void W_Hagar_Attack2_Load_Release(void) MUTATOR_CALLHOOK(EditProjectile, self, missile); } - weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); + weapon_thinkf(self, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(); self.hagar_load = 0; } -void W_Hagar_Attack2_Load(void) +void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity) {SELFPARAM(); // loadable hagar secondary attack, must always run each frame @@ -307,7 +305,7 @@ void W_Hagar_Attack2_Load(void) else if(autocvar_g_balance_hagar_reload_ammo) enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); else - enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); + enough_ammo = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); bool stopped = loaded || !enough_ammo; @@ -318,8 +316,8 @@ void W_Hagar_Attack2_Load(void) if(self.hagar_load) { // if we pressed primary fire while loading, unload all rockets and abort - self.weaponentity.state = WS_READY; - W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo + self.(weaponentity).state = WS_READY; + W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo self.hagar_load = 0; sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); @@ -337,8 +335,8 @@ void W_Hagar_Attack2_Load(void) { if(!self.hagar_loadblock && self.hagar_loadstep < time) { - W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); - self.weaponentity.state = WS_INUSE; + W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo)); + self.(weaponentity).state = WS_INUSE; self.hagar_load += 1; sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most @@ -379,8 +377,8 @@ void W_Hagar_Attack2_Load(void) // release if player let go of button or if they've held it in too long if(!self.BUTTON_ATCK2 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) { - self.weaponentity.state = WS_READY; - W_Hagar_Attack2_Load_Release(); + self.(weaponentity).state = WS_READY; + W_Hagar_Attack2_Load_Release(weaponentity); } } else @@ -389,7 +387,7 @@ void W_Hagar_Attack2_Load(void) self.hagar_warning = false; // we aren't checking ammo during an attack, so we must do it here - if(!(_WEP_ACTION(self.weapon, WR_CHECKAMMO1) + _WEP_ACTION(self.weapon, WR_CHECKAMMO2))) + if(!(thiswep.wr_checkammo1(thiswep) + thiswep.wr_checkammo2(thiswep))) if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { // note: this doesn't force the switch @@ -399,112 +397,92 @@ void W_Hagar_Attack2_Load(void) } } - METHOD(Hagar, wr_aim, bool(entity thiswep)) + METHOD(Hagar, wr_aim, void(entity thiswep)) { if(random()>0.15) self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); - - return true; } - METHOD(Hagar, wr_think, bool(entity thiswep)) + METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { float loadable_secondary; loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); if(loadable_secondary) - W_Hagar_Attack2_Load(); // must always run each frame - if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload - _WEP_ACTION(self.weapon, WR_RELOAD); - else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset + W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame + if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset { - if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire))) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire))) { - W_Hagar_Attack(); - weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); + W_Hagar_Attack(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); } } - else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary)) + else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary)) { - if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire))) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire))) { - W_Hagar_Attack2(); - weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); + W_Hagar_Attack2(thiswep); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); } } - return true; } - METHOD(Hagar, wr_gonethink, bool(entity thiswep)) + METHOD(Hagar, wr_gonethink, void(entity thiswep)) { // we lost the weapon and want to prepare switching away if(self.hagar_load) { - self.weaponentity.state = WS_READY; - W_Hagar_Attack2_Load_Release(); + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + self.(weaponentity).state = WS_READY; + W_Hagar_Attack2_Load_Release(weaponentity); } - - return true; - } - METHOD(Hagar, wr_init, bool(entity thiswep)) - { - HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; } - METHOD(Hagar, wr_setup, bool(entity thiswep)) + METHOD(Hagar, wr_setup, void(entity thiswep)) { self.hagar_loadblock = false; if(self.hagar_load) { - W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary + W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary self.hagar_load = 0; } - - return true; } METHOD(Hagar, wr_checkammo1, bool(entity thiswep)) { - float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo); + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo); ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); return ammo_amount; } METHOD(Hagar, wr_checkammo2, bool(entity thiswep)) { - float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } - METHOD(Hagar, wr_config, bool(entity thiswep)) - { - HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; - } - METHOD(Hagar, wr_resetplayer, bool(entity thiswep)) + METHOD(Hagar, wr_resetplayer, void(entity thiswep)) { self.hagar_load = 0; - return true; } - METHOD(Hagar, wr_playerdeath, bool(entity thiswep)) + METHOD(Hagar, wr_playerdeath, void(entity thiswep)) { + .entity weaponentity = weaponentities[0]; // TODO: unhardcode // if we have any rockets loaded when we die, release them if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) - W_Hagar_Attack2_Load_Release(); - - return true; + W_Hagar_Attack2_Load_Release(weaponentity); } - METHOD(Hagar, wr_reload, bool(entity thiswep)) + METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { if(!self.hagar_load) // require releasing loaded rockets first - W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD)); - - return true; + W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD)); } - METHOD(Hagar, wr_suicidemessage, bool(entity thiswep)) + METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_HAGAR_SUICIDE; } - METHOD(Hagar, wr_killmessage, bool(entity thiswep)) + METHOD(Hagar, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_HAGAR_MURDER_BURST; @@ -515,11 +493,11 @@ void W_Hagar_Attack2_Load(void) #endif #ifdef CSQC - METHOD(Hagar, wr_impacteffect, bool(entity thiswep)) + METHOD(Hagar, wr_impacteffect, void(entity thiswep)) { vector org2; org2 = w_org + w_backoff * 6; - pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1); + pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) { if(w_random<0.15) @@ -529,17 +507,6 @@ void W_Hagar_Attack2_Load(void) else sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM); } - - return true; - } - METHOD(Hagar, wr_init, bool(entity thiswep)) - { - return true; - } - METHOD(Hagar, wr_zoomreticle, bool(entity thiswep)) - { - // no weapon specific image for this weapon - return false; } #endif