X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhmg.qc;h=bcbefbf82efa10882b7f41a856dae9d58404ea36;hp=c55304118b678a4e9f1e60fb8f4e209d9efb8e2f;hb=a8cc9eb71b0d0e44e9a968a9cf5554f6226cc838;hpb=a95e5467c6e1e20a886b19bd6464ec2b005ff53f diff --git a/qcsrc/common/weapons/weapon/hmg.qc b/qcsrc/common/weapons/weapon/hmg.qc index c55304118b..bcbefbf82e 100644 --- a/qcsrc/common/weapons/weapon/hmg.qc +++ b/qcsrc/common/weapons/weapon/hmg.qc @@ -1,19 +1,21 @@ #ifndef IMPLEMENTATION -REGISTER_WEAPON( -/* WEP_##id */ HMG, -/* function */ W_HeavyMachineGun, -/* ammotype */ ammo_nails, -/* impulse */ 3, -/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON, -/* rating */ BOT_PICKUP_RATING_HIGH, -/* color */ '0.5 0.5 0', -/* modelname */ "ok_hmg", -/* simplemdl */ "foobar", -/* crosshair */ "gfx/crosshairuzi 0.6", -/* wepimg */ "weaponhmg", -/* refname */ "hmg", -/* wepname */ _("Heavy Machine Gun") -); +CLASS(HeavyMachineGun, Weapon) +/* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails) +/* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3) +/* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON); +/* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); +/* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0'); +/* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg"); +#ifndef MENUQC +/* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM); +#endif +/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi"); +/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6); +/* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg"); +/* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg"); +/* wepname */ ATTRIB(HeavyMachineGun, message, string, _("Heavy Machine Gun")); +ENDCLASS(HeavyMachineGun) +REGISTER_WEAPON(HMG, NEW(HeavyMachineGun)); #define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg) #define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ @@ -41,164 +43,132 @@ HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); } +spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(WEP_HMG.m_id); } -void W_HeavyMachineGun_Attack_Auto() -{SELFPARAM(); - if (!self.BUTTON_ATCK) +void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fire2) +{ + if (!actor.BUTTON_ATCK) { - w_ready(); + w_ready(thiswep, actor, fire1, fire2); return; } - if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) - if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + Weapon w = get_weaponinfo(actor.weapon); + if(!w.wr_checkammo1(w)) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { - W_SwitchWeapon_Force(self, w_getbestweapon(self)); - w_ready(); + W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + w_ready(thiswep, actor, fire1, fire2); return; } - W_DecreaseAmmo(WEP_CVAR(hmg, ammo)); + W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo)); - W_SetupShot (self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(hmg, damage)); + W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage)); if(!autocvar_g_norecoil) { - self.punchangle_x = random () - 0.5; - self.punchangle_y = random () - 0.5; + actor.punchangle_x = random () - 0.5; + actor.punchangle_y = random () - 0.5; } - float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * self.misc_bulletcounter), WEP_CVAR(hmg, spread_max)); + float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max)); fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0); - self.misc_bulletcounter = self.misc_bulletcounter + 1; + actor.misc_bulletcounter = actor.misc_bulletcounter + 1; Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(); - W_AttachToShotorg(self.muzzle_flash, '5 0 0'); + W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0'); if (autocvar_g_casings >= 2) // casing code - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); + SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor); - ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(); - weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto); + ATTACK_FINISHED(actor) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(); + weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto); } -bool W_HeavyMachineGun(int req) -{SELFPARAM(); - float ammo_amount; - switch(req) - { - case WR_AIM: + METHOD(HeavyMachineGun, wr_aim, void(entity thiswep)) { if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200) self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); else self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); - - return true; } - case WR_THINK: + METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) { - if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload - WEP_ACTION(self.weapon, WR_RELOAD); - else + if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload + Weapon w = get_weaponinfo(actor.weapon); + w.wr_reload(w); + } else { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, 0)) + if (fire1) + if (weapon_prepareattack(actor, false, 0)) { - self.misc_bulletcounter = 0; - W_HeavyMachineGun_Attack_Auto(); + actor.misc_bulletcounter = 0; + W_HeavyMachineGun_Attack_Auto(thiswep, actor, fire1, fire2); } } - - return true; } - case WR_INIT: + METHOD(HeavyMachineGun, wr_init, void(entity thiswep)) { - precache_sound (W_Sound("uzi_fire")); HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; } - case WR_CHECKAMMO1: + METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep)) { - ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); + float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); return ammo_amount; } - case WR_CHECKAMMO2: + METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep)) { - ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); + float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); return ammo_amount; } - case WR_CONFIG: + METHOD(HeavyMachineGun, wr_config, void(entity thiswep)) { HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; } - case WR_RELOAD: + METHOD(HeavyMachineGun, wr_reload, void(entity thiswep)) { - W_Reload(WEP_CVAR(hmg, ammo), W_Sound("reload")); - return true; + W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD)); } - case WR_SUICIDEMESSAGE: + METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } - case WR_KILLMESSAGE: + METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_HMG_MURDER_SNIPE; else return WEAPON_HMG_MURDER_SPRAY; } - } - return false; -} + #endif #ifdef CSQC -bool W_HeavyMachineGun(int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: + + METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep)) { vector org2; org2 = w_org + w_backoff * 2; pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1); if(!w_issilent) if(w_random < 0.05) - sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTEN_NORM); + sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM); else if(w_random < 0.1) - sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTEN_NORM); + sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM); else if(w_random < 0.2) - sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM); - - return true; + sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM); } - case WR_INIT: - { - precache_sound(W_Sound("ric1")); - precache_sound(W_Sound("ric2")); - precache_sound(W_Sound("ric3")); - return true; - } - case WR_ZOOMRETICLE: - { - // no weapon specific image for this weapon - return false; - } - } - return false; -} + #endif #endif