X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshockwave.qc;h=4965ba6f2010f357df50f8b375e12b57af1e5aa8;hp=0ef52fbd9d69051b328ab0b4008c8802f8329af6;hb=9ae63d858415772fdb60bd549758825103c0ba17;hpb=9a3b01ba5da2726001a5ed74645a15ce764a3675 diff --git a/qcsrc/common/weapons/weapon/shockwave.qc b/qcsrc/common/weapons/weapon/shockwave.qc index 0ef52fbd9d..4965ba6f20 100644 --- a/qcsrc/common/weapons/weapon/shockwave.qc +++ b/qcsrc/common/weapons/weapon/shockwave.qc @@ -1,19 +1,21 @@ #ifndef IMPLEMENTATION -REGISTER_WEAPON( -/* WEP_##id */ SHOCKWAVE, -/* function */ W_Shockwave, -/* ammotype */ ammo_none, -/* impulse */ 2, -/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED, -/* rating */ BOT_PICKUP_RATING_LOW, -/* color */ '0.5 0.25 0', -/* modelname */ "shotgun", -/* simplemdl */ "foobar", -/* crosshair */ "gfx/crosshairshotgun 0.7", -/* wepimg */ "weaponshotgun", -/* refname */ "shockwave", -/* wepname */ _("Shockwave") -); +CLASS(Shockwave, Weapon) +/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none) +/* impulse */ ATTRIB(Shockwave, impulse, int, 2) +/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED); +/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW); +/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0'); +/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun"); +#ifndef MENUQC +/* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM); +#endif +/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun"); +/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7); +/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshotgun"); +/* refname */ ATTRIB(Shockwave, netname, string, "shockwave"); +/* wepname */ ATTRIB(Shockwave, message, string, _("Shockwave")); +ENDCLASS(Shockwave) +REGISTER_WEAPON(SHOCKWAVE, NEW(Shockwave)); #define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave) #define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ @@ -82,8 +84,8 @@ void Net_ReadShockwaveParticle(void); #endif #ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_shockwave(void) -{SELFPARAM(); +spawnfunc(weapon_shockwave) +{ //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") @@ -227,17 +229,17 @@ void W_Shockwave_Melee_Think(void) } } -void W_Shockwave_Melee(void) -{SELFPARAM(); - sound(self, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM); - weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready); +void W_Shockwave_Melee(Weapon thiswep, entity actor, bool fire1, bool fire2) +{ + sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM); + weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready); entity meleetemp; meleetemp = spawn(); - meleetemp.owner = meleetemp.realowner = self; + meleetemp.owner = meleetemp.realowner = actor; meleetemp.think = W_Shockwave_Melee_Think; meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(); - W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range)); + W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range)); } // SHOCKWAVE ATTACK MODE @@ -666,84 +668,75 @@ void W_Shockwave_Attack(void) } } -bool W_Shockwave(int req) -{SELFPARAM(); - switch(req) - { - case WR_AIM: + METHOD(Shockwave, wr_aim, void(entity thiswep)) { if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range)) { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); } else { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); } - - return true; } - case WR_THINK: + METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) { - if(self.BUTTON_ATCK) + if(fire1) { - if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary + if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary { - if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime))) + if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(shockwave, blast_animtime))) { W_Shockwave_Attack(); - self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(); - weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready); + actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(); + weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready); } } } - else if(self.BUTTON_ATCK2) + else if(fire2) { - //if(self.clip_load >= 0) // we are not currently reloading - if(!self.crouch) // no crouchmelee please - if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire))) + //if(actor.clip_load >= 0) // we are not currently reloading + if(!actor.crouch) // no crouchmelee please + if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR(shockwave, melee_refire))) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... - weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee); + weapon_thinkf(actor, WFRAME_FIRE1, 0, W_Shockwave_Melee); } } - - return true; } - case WR_INIT: + METHOD(Shockwave, wr_init, void(entity thiswep)) { SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; } - case WR_CHECKAMMO1: - case WR_CHECKAMMO2: + METHOD(Shockwave, wr_checkammo1, bool(entity thiswep)) + { + return true; // infinite ammo + } + METHOD(Shockwave, wr_checkammo2, bool(entity thiswep)) { // shockwave has infinite ammo return true; } - case WR_CONFIG: + METHOD(Shockwave, wr_config, void(entity thiswep)) { SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; } - case WR_SUICIDEMESSAGE: + METHOD(Shockwave, wr_suicidemessage, int(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } - case WR_KILLMESSAGE: + METHOD(Shockwave, wr_killmessage, int(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_SHOCKWAVE_MURDER_SLAP; else return WEAPON_SHOCKWAVE_MURDER; } - } - return false; -} + #endif #ifdef CSQC // WEAPONTODO: add client side settings for these const float SW_MAXALPHA = 0.5; const float SW_FADETIME = 0.4; const float SW_DISTTOMIN = 200; -void Draw_Shockwave() -{SELFPARAM(); +void Draw_Shockwave(entity this) +{ // fading/removal control float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA); if(a < ALPHA_MIN_VISIBLE) { remove(self); } @@ -858,29 +851,13 @@ void Net_ReadShockwaveParticle(void) shockwave.sw_time = time; } -bool W_Shockwave(int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: + METHOD(Shockwave, wr_impacteffect, void(entity thiswep)) { // handled by Net_ReadShockwaveParticle //vector org2; //org2 = w_org + w_backoff * 2; //pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1); - return false; } - case WR_INIT: - { - return false; - } - case WR_ZOOMRETICLE: - { - // no weapon specific image for this weapon - return false; - } - } - return false; -} + #endif #endif