X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvaporizer.qc;h=4e352c75d9452188e4a8012a171ad541adad757e;hp=df95007ae04f6f5e1124b0693c2f181cf1a3e4e6;hb=f03ecd022b871d302176764d819b1a07eeda7997;hpb=0bc82ed18958bfca28a49a2793e3318d78050d15 diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index df95007ae..4e352c75d 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -1,16 +1,18 @@ +#include "vaporizer.qh" #ifndef IMPLEMENTATION CLASS(Vaporizer, Weapon) -/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells) -/* impulse */ ATTRIB(Vaporizer, impulse, int, 7) +/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(Vaporizer, impulse, int, 7); /* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN); /* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1'); /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM); #endif /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex"); /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6); +/* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex"); /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex"); /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer"); /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer")); @@ -111,7 +113,7 @@ void VaporizerBeam_Draw(entity this) //entity e = CSQCModel_server2csqc(this.sv_entnum - 1); //if (e == NULL) //{ - rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true); + rgb = colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true); //rgb = '1 1 1'; //} //else @@ -192,7 +194,7 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity) yoda = 0; damage_goodhits = 0; - FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); + FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); // do this now, as goodhits is disabled below SendCSQCVaporizerBeamParticle(actor, damage_goodhits); @@ -211,27 +213,27 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity) if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT))) W_RocketMinsta_Explosion(actor, trace_endpos); - W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); + W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity); } -void W_RocketMinsta_Laser_Explode (entity this) +void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity) { - if(other.takedamage == DAMAGE_AIM) - if(IS_PLAYER(other)) - if(DIFF_TEAM(this.realowner, other)) - if(!IS_DEAD(other)) - if(IsFlying(other)) + if(directhitentity.takedamage == DAMAGE_AIM) + if(IS_PLAYER(directhitentity)) + if(DIFF_TEAM(this.realowner, directhitentity)) + if(!IS_DEAD(directhitentity)) + if(IsFlying(directhitentity)) Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); this.event_damage = func_null; this.takedamage = DAMAGE_NO; - RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other); + RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, directhitentity); delete(this); } void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger) { - W_RocketMinsta_Laser_Explode(this); + W_RocketMinsta_Laser_Explode(this, trigger); // we probably don't want trigger used here, but this matches closest to old behaviour } void W_RocketMinsta_Laser_Touch(entity this, entity toucher) @@ -252,10 +254,10 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity) float spread = autocvar_g_rm_laser_spread; float rndspread = autocvar_g_rm_laser_spread_random; - Weapon w = PS(actor).m_weapon; - PS(actor).m_weapon = WEP_ELECTRO; + Weapon w = actor.(weaponentity).m_weapon; + actor.(weaponentity).m_weapon = WEP_ELECTRO; W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage); - PS(actor).m_weapon = w; + actor.(weaponentity).m_weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -288,6 +290,7 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity) setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); @@ -305,10 +308,10 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) float counter = 0; float total = 1; - Weapon w = PS(actor).m_weapon; - PS(actor).m_weapon = WEP_ELECTRO; + Weapon w = actor.(weaponentity).m_weapon; + actor.(weaponentity).m_weapon = WEP_ELECTRO; W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage); - PS(actor).m_weapon = w; + actor.(weaponentity).m_weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -339,6 +342,7 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); @@ -348,20 +352,20 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) } } -METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor)) +METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(actor.(thiswep.ammo_field) > 0) - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false); else - PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars } METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); // if the laser uses load, we also consider its ammo for reloading - if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload + if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); - } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload + } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor)) @@ -377,36 +381,36 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2) { bool rapid = autocvar_g_rm_laser_rapid; - if(actor.jump_interval <= time && !actor.held_down) + if(actor.(weaponentity).jump_interval <= time && !actor.(weaponentity).held_down) { if(rapid) - actor.held_down = true; - actor.jump_interval = time + autocvar_g_rm_laser_refire; - actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; + actor.(weaponentity).held_down = true; + actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire; + actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; damage_goodhits = 0; W_RocketMinsta_Attack2(actor, weaponentity); } - else if(rapid && actor.jump_interval2 <= time && actor.held_down) + else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).held_down) { - actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; + actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; damage_goodhits = 0; W_RocketMinsta_Attack3(actor, weaponentity); //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); } } - else if (actor.jump_interval <= time) + else if (actor.(weaponentity).jump_interval <= time) { // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) - actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor); + actor.(weaponentity).jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor); // decrease ammo for the laser? if(WEP_CVAR_SEC(vaporizer, ammo)) - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity); // ugly instagib hack to reuse the fire mode of the laser makevectors(actor.v_angle); - Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack - PS(actor).m_weapon = WEP_BLASTER; + Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack + actor.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, weaponentity, @@ -421,33 +425,32 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent WEP_CVAR_SEC(vaporizer, delay), WEP_CVAR_SEC(vaporizer, lifetime) ); - PS(actor).m_weapon = oldwep; + actor.(weaponentity).m_weapon = oldwep; // now do normal refire weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); } } else - actor.held_down = false; + actor.(weaponentity).held_down = false; } -METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor)) +METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { - actor.ammo_field = (thiswep.ammo_field); actor.vaporizer_lasthit = 0; } -METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo; - ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; + ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; return ammo_amount; } -METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { if(!WEP_CVAR_SEC(vaporizer, ammo)) return true; float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo); - ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); return ammo_amount; } METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor)) @@ -498,11 +501,10 @@ METHOD(Vaporizer, wr_init, void(entity thiswep)) precache_pic("gfx/reticle_nex"); } } -METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep)) +METHOD(Vaporizer, wr_zoom, bool(entity thiswep, entity actor)) { if(button_zoom || zoomscript_caught) { - reticle_image = "gfx/reticle_nex"; return true; } else