X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhlac.qc;h=010ca4fe8e18183e7c7f970f311844df3eb790e0;hp=ab4e2f7a0803780bb57960396ca058a4944a0a94;hb=62b183277ee958dbf27d096f6a9bfb322d392bbe;hpb=a4bcbda7a1eb2367fae1c2514d474d426803a673 diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index ab4e2f7a0..010ca4fe8 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -1,12 +1,13 @@ +#include "hlac.qh" #ifndef IMPLEMENTATION CLASS(HLAC, Weapon) -/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells) -/* impulse */ ATTRIB(HLAC, impulse, int, 6) +/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(HLAC, impulse, int, 6); /* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0'); /* modelname */ ATTRIB(HLAC, mdl, string, "hlac"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM); #endif /* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac"); @@ -66,22 +67,22 @@ void W_HLAC_Touch(entity this, entity toucher) RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher); - remove(this); + delete(this); } -void W_HLAC_Attack(Weapon thiswep, entity actor) +void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; float spread; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity); - spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.misc_bulletcounter); + spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter); spread = min(spread,WEP_CVAR_PRI(hlac, spread_max)); if(actor.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); - W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); if(!autocvar_g_norecoil) { @@ -110,6 +111,8 @@ void W_HLAC_Attack(Weapon thiswep, entity actor) missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.projectiledeathtype = WEP_HLAC.m_id; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); @@ -117,7 +120,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor) MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -void W_HLAC_Attack2(entity actor) +void W_HLAC_Attack2(entity actor, .entity weaponentity) { entity missile; float spread; @@ -128,7 +131,7 @@ void W_HLAC_Attack2(entity actor) if(actor.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); - W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = new(hlacbolt); @@ -152,6 +155,8 @@ void W_HLAC_Attack2(entity actor) missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY; @@ -163,7 +168,7 @@ void W_HLAC_Attack2(entity actor) // weapon frames void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching + if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching { w_ready(thiswep, actor, weaponentity, fire); return; @@ -171,18 +176,18 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int if(PHYS_INPUT_BUTTON_ATCK(actor)) { - if(!thiswep.wr_checkammo1(thiswep, actor)) + if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } int slot = weaponslot(weaponentity); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor); - W_HLAC_Attack(WEP_HLAC, actor); - actor.misc_bulletcounter = actor.misc_bulletcounter + 1; + W_HLAC_Attack(WEP_HLAC, actor, weaponentity); + actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } else @@ -191,14 +196,14 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int } } -void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor) +void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity) { float i; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) - W_HLAC_Attack2(actor); + W_HLAC_Attack2(actor, weaponentity); if(!autocvar_g_norecoil) { @@ -207,20 +212,20 @@ void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor) } } -METHOD(HLAC, wr_aim, void(entity thiswep, entity actor)) +METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); } METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload + if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else if(fire & 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire))) { - actor.misc_bulletcounter = 0; - W_HLAC_Attack(thiswep, actor); + actor.(weaponentity).misc_bulletcounter = 0; + W_HLAC_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } } @@ -229,26 +234,26 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire))) { - W_HLAC_Attack2_Frame(thiswep, actor); + W_HLAC_Attack2_Frame(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); } } } -METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); - ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); return ammo_amount; } -METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); - ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); return ammo_amount; } METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); + W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); } METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) {