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=a8620e50baaec92d268733dea339d062fdf3d218;hp=a4bf9cfc19415771c187f9ce1a79f75a6bbaa525;hb=b945d959784e5b249c66aea4f3326d8ae048f1cd;hpb=4d01c64254bd9726c345afe727b70749879c04f6 diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index a4bf9cfc1..026ad6ad8 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -1,66 +1,6 @@ #include "hagar.qh" -#ifndef IMPLEMENTATION -CLASS(Hagar, Weapon) -/* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets); -/* impulse */ ATTRIB(Hagar, impulse, int, 8); -/* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); -/* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5'); -/* modelname */ ATTRIB(Hagar, mdl, string, "hagar"); -#ifdef GAMEQC -/* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM); -#endif -/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar"); -/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8); -/* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar"); -/* refname */ ATTRIB(Hagar, netname, 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, hagar, NEW(Hagar)); -#endif -#ifdef IMPLEMENTATION #ifdef SVQC -spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); } // NO bounce protection, as bounces are limited! @@ -155,6 +95,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch); missile.use = W_Hagar_Explode_use; @@ -199,6 +140,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch2); missile.cnt = 0; @@ -239,14 +181,14 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + shots = actor.(weaponentity).hagar_load; + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); forward = v_forward; right = v_right; up = v_up; - shots = actor.(weaponentity).hagar_load; missile = NULL; for(counter = 0; counter < shots; ++counter) { @@ -260,6 +202,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch); // not bouncy missile.use = W_Hagar_Explode2_use; @@ -312,7 +255,8 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) { // loadable hagar secondary attack, must always run each frame - + if(round_handler_IsActive() && !round_handler_IsRoundStarted()) + return; if(time < game_starttime) return; @@ -325,7 +269,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) else if(autocvar_g_balance_hagar_reload_ammo) enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); else - enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); + enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo); bool stopped = loaded || !enough_ammo; @@ -421,7 +365,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock) + if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR) { w_ready(thiswep, actor, weaponentity, fire); return; @@ -449,12 +393,12 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto); } -METHOD(Hagar, wr_aim, void(entity thiswep, entity actor)) +METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(random()>0.15) - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 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 - PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); } METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { @@ -491,29 +435,25 @@ METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponent W_Hagar_Attack2_Load_Release(actor, weaponentity); } } -METHOD(Hagar, wr_setup, void(entity thiswep, entity actor)) +METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { actor.hagar_load = 0; - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + actor.(weaponentity).hagar_loadblock = false; + if(actor.(weaponentity).hagar_load) { - .entity weaponentity = weaponentities[slot]; - actor.(weaponentity).hagar_loadblock = false; - if(actor.(weaponentity).hagar_load) - { - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary - actor.(weaponentity).hagar_load = 0; - } + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary + actor.(weaponentity).hagar_load = 0; } } METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); return ammo_amount; } METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } @@ -569,4 +509,3 @@ METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif