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=c7712bf2f608d97ea5d776a6fbbff67312373799;hp=21755eac69a07005a2a8a24d58efab0d3f2b7c72;hb=a8cc9eb71b0d0e44e9a968a9cf5554f6226cc838;hpb=1af8ea71282d19f66c96622815c68943eaa36aba diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index 21755eac6..c7712bf2f 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -1,19 +1,21 @@ #ifndef IMPLEMENTATION -REGISTER_WEAPON( -/* WEP_##id */ HAGAR, -/* function */ W_Hagar, -/* ammotype */ ammo_rockets, -/* impulse */ 8, -/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, -/* rating */ BOT_PICKUP_RATING_MID, -/* color */ '1 1 0.5', -/* modelname */ "hagar", -/* simplemdl */ "foobar", -/* crosshair */ "gfx/crosshairhagar 0.8", -/* wepimg */ "weaponhagar", -/* refname */ "hagar", -/* wepname */ _("Hagar") -); +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"); +#ifndef MENUQC +/* 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, message, string, _("Hagar")); +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) \ @@ -121,11 +123,11 @@ 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)); @@ -164,11 +166,11 @@ 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)); @@ -221,7 +223,7 @@ 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, 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); @@ -284,12 +286,12 @@ 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, 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) {SELFPARAM(); // loadable hagar secondary attack, must always run each frame @@ -317,7 +319,7 @@ void W_Hagar_Attack2_Load(void) { // 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 + 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); @@ -335,7 +337,7 @@ void W_Hagar_Attack2_Load(void) { if(!self.hagar_loadblock && self.hagar_loadstep < time) { - W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); + 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 @@ -387,7 +389,8 @@ 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))) + Weapon w = get_weaponinfo(self.weapon); + if(!(w.wr_checkammo1(w) + w.wr_checkammo2(w))) if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { // note: this doesn't force the switch @@ -397,48 +400,41 @@ void W_Hagar_Attack2_Load(void) } } -bool W_Hagar(int req) -{SELFPARAM(); - float ammo_amount; - switch(req) - { - case WR_AIM: + 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; } - case WR_THINK: + METHOD(Hagar, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) { 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); // 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 + Weapon w = get_weaponinfo(actor.weapon); + w.wr_reload(w); + } else if(fire1 && !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(actor, 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, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); } } - else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary)) + else if(fire2 && !loadable_secondary && WEP_CVAR(hagar, secondary)) { - if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire))) + if(weapon_prepareattack(actor, 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, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); } } - return true; } - case WR_GONETHINK: + METHOD(Hagar, wr_gonethink, void(entity thiswep)) { // we lost the weapon and want to prepare switching away if(self.hagar_load) @@ -446,84 +442,68 @@ bool W_Hagar(int req) self.weaponentity.state = WS_READY; W_Hagar_Attack2_Load_Release(); } - - return true; } - case WR_INIT: + METHOD(Hagar, wr_init, void(entity thiswep)) { HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; } - case WR_SETUP: + 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; } - case WR_CHECKAMMO1: + METHOD(Hagar, wr_checkammo1, bool(entity thiswep)) { - ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo); + float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo); ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); return ammo_amount; } - case WR_CHECKAMMO2: + METHOD(Hagar, wr_checkammo2, bool(entity thiswep)) { - ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); + float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } - case WR_CONFIG: + METHOD(Hagar, wr_config, void(entity thiswep)) { HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; } - case WR_RESETPLAYER: + METHOD(Hagar, wr_resetplayer, void(entity thiswep)) { self.hagar_load = 0; - return true; } - case WR_PLAYERDEATH: + METHOD(Hagar, wr_playerdeath, void(entity thiswep)) { // 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; } - case WR_RELOAD: + METHOD(Hagar, wr_reload, void(entity thiswep)) { 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)); } - case WR_SUICIDEMESSAGE: + METHOD(Hagar, wr_suicidemessage, int(entity thiswep)) { return WEAPON_HAGAR_SUICIDE; } - case WR_KILLMESSAGE: + METHOD(Hagar, wr_killmessage, int(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_HAGAR_MURDER_BURST; else return WEAPON_HAGAR_MURDER_SPRAY; } - } - return false; -} + #endif #ifdef CSQC -bool W_Hagar(int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: + + METHOD(Hagar, wr_impacteffect, void(entity thiswep)) { vector org2; org2 = w_org + w_backoff * 6; @@ -537,20 +517,7 @@ bool W_Hagar(int req) else sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM); } - - return true; - } - case WR_INIT: - { - return true; } - case WR_ZOOMRETICLE: - { - // no weapon specific image for this weapon - return false; - } - } - return false; -} + #endif #endif