]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Move minelayer to the new cvar system
authorMario <mario.mario@y7mail.com>
Sun, 30 Jun 2013 10:16:32 +0000 (20:16 +1000)
committerMario <mario.mario@y7mail.com>
Sun, 30 Jun 2013 10:16:32 +0000 (20:16 +1000)
qcsrc/common/weapons/w_minelayer.qc
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc

index 60cbf674b7e0709760af17f3f9a27cfbd878114c..abb9a131d17db397115442245bfee5a7163fc2fd 100644 (file)
@@ -10,17 +10,44 @@ REGISTER_WEAPON(
 /* netname  */ "minelayer",
 /* fullname */ _("Mine Layer")
 );
-#else
+#define MINELAYER_SETTINGS(weapon) \
+       WEP_ADD_CVAR(weapon, MO_NONE, ammo) \
+       WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
+       WEP_ADD_CVAR(weapon, MO_NONE, damage) \
+       WEP_ADD_CVAR(weapon, MO_NONE, damageforcescale) \
+       WEP_ADD_CVAR(weapon, MO_NONE, detonatedelay) \
+       WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
+       WEP_ADD_CVAR(weapon, MO_NONE, force) \
+       WEP_ADD_CVAR(weapon, MO_NONE, health) \
+       WEP_ADD_CVAR(weapon, MO_NONE, lifetime) \
+       WEP_ADD_CVAR(weapon, MO_NONE, lifetime_countdown) \
+       WEP_ADD_CVAR(weapon, MO_NONE, limit) \
+       WEP_ADD_CVAR(weapon, MO_NONE, protection) \
+       WEP_ADD_CVAR(weapon, MO_NONE, proximityradius) \
+       WEP_ADD_CVAR(weapon, MO_NONE, radius) \
+       WEP_ADD_CVAR(weapon, MO_NONE, refire) \
+       WEP_ADD_CVAR(weapon, MO_NONE, remote_damage) \
+       WEP_ADD_CVAR(weapon, MO_NONE, remote_edgedamage) \
+       WEP_ADD_CVAR(weapon, MO_NONE, remote_force) \
+       WEP_ADD_CVAR(weapon, MO_NONE, remote_radius) \
+       WEP_ADD_CVAR(weapon, MO_NONE, speed) \
+       WEP_ADD_CVAR(weapon, MO_NONE, time) \
+       WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+       WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+       WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+       WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
 #ifdef SVQC
+MINELAYER_SETTINGS(minelayer)
+void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
+
 void W_Mine_Think (void);
 .float minelayer_detonate, mine_explodeanyway;
 .float mine_time;
 .vector mine_orientation;
-
-void spawnfunc_weapon_minelayer (void)
-{
-       weapon_defaultspawnfunc(WEP_MINE_LAYER);
-}
+#endif
+#else
+#ifdef SVQC
 
 void W_Mine_Stick (entity to)
 {
@@ -81,7 +108,7 @@ void W_Mine_Explode ()
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
+       RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
 
        if (self.realowner.weapon == WEP_MINE_LAYER)
        {
@@ -108,7 +135,7 @@ void W_Mine_DoRemoteExplode ()
        if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
                self.velocity = self.mine_orientation; // particle fx and decals need .velocity
 
-       RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
 
        if (self.realowner.weapon == WEP_MINE_LAYER)
        {
@@ -132,7 +159,7 @@ void W_Mine_RemoteExplode ()
        if(self.realowner.deadflag == DEAD_NO)
                if((self.spawnshieldtime >= 0)
                        ? (time >= self.spawnshieldtime) // timer
-                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
+                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
                )
                {
                        W_Mine_DoRemoteExplode();
@@ -142,10 +169,10 @@ void W_Mine_RemoteExplode ()
 void W_Mine_ProximityExplode ()
 {
        // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
-       if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
+       if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
        {
                entity head;
-               head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
+               head = findradius(self.origin, WEP_CVAR(minelayer, radius));
                while(head)
                {
                        if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
@@ -187,9 +214,9 @@ void W_Mine_Think (void)
        // TODO: replace this mine_trigger.wav sound with a real countdown
        if ((time > self.cnt) && (!self.mine_time))
        {
-               if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
+               if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
                        spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
-               self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
+               self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
                self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
        }
 
@@ -204,7 +231,7 @@ void W_Mine_Think (void)
        }
 
        // set the mine for detonation when a foe gets close enough
-       head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
+       head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
        while(head)
        {
                if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
@@ -212,7 +239,7 @@ void W_Mine_Think (void)
                if(!self.mine_time)
                {
                        spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
-                       self.mine_time = time + autocvar_g_balance_minelayer_time;
+                       self.mine_time = time + WEP_CVAR(minelayer, time);
                }
                head = head.chain;
        }
@@ -277,35 +304,35 @@ void W_Mine_Attack (void)
        entity flash;
 
        // scan how many mines we placed, and return if we reached our limit
-       if(autocvar_g_balance_minelayer_limit)
+       if(WEP_CVAR(minelayer, limit))
        {
-               if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
+               if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
                {
                        // the refire delay keeps this message from being spammed
-                       sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
+                       sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
                        play2(self, "weapons/unavailable.wav");
                        return;
                }
        }
 
-       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
+       W_DecreaseAmmo(ammo_rockets, WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo);
 
-       W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage);
+       W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        mine = WarpZone_RefSys_SpawnSameRefSys(self);
        mine.owner = mine.realowner = self;
-       if(autocvar_g_balance_minelayer_detonatedelay >= 0)
-               mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
+       if(WEP_CVAR(minelayer, detonatedelay) >= 0)
+               mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
        else
                mine.spawnshieldtime = -1;
        mine.classname = "mine";
        mine.bot_dodge = TRUE;
-       mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
+       mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
 
        mine.takedamage = DAMAGE_YES;
-       mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
-       mine.health = autocvar_g_balance_minelayer_health;
+       mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
+       mine.health = WEP_CVAR(minelayer, health);
        mine.event_damage = W_Mine_Damage;
        mine.damagedbycontents = TRUE;
 
@@ -315,13 +342,13 @@ void W_Mine_Attack (void)
        setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
 
        setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
-       W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
+       W_SetupProjectileVelocity(mine, WEP_CVAR(minelayer, speed), 0);
        mine.angles = vectoangles (mine.velocity);
 
        mine.touch = W_Mine_Touch;
        mine.think = W_Mine_Think;
        mine.nextthink = time;
-       mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
+       mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
        mine.flags = FL_PROJECTILE;
        mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
 
@@ -371,19 +398,19 @@ float w_minelayer(float req)
                case WR_AIM:
                {
                        // aim and decide to fire if appropriate
-                       if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
+                       if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
                                self.BUTTON_ATCK = FALSE;
                        else
-                               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
+                               self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
                        if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
                        {
                                // decide whether to detonate mines
                                entity targetlist, targ;
                                float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
                                float selfdamage, teamdamage, enemydamage;
-                               edgedamage = autocvar_g_balance_minelayer_edgedamage;
-                               coredamage = autocvar_g_balance_minelayer_damage;
-                               edgeradius = autocvar_g_balance_minelayer_radius;
+                               edgedamage = WEP_CVAR(minelayer, edgedamage);
+                               coredamage = WEP_CVAR(minelayer, damage);
+                               edgeradius = WEP_CVAR(minelayer, radius);
                                recipricoledgeradius = 1 / edgeradius;
                                selfdamage = 0;
                                teamdamage = 0;
@@ -470,18 +497,18 @@ float w_minelayer(float req)
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
+                       if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
                        {
                                // not if we're holding the minelayer without enough ammo, but can detonate existing mines
-                               if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
+                               if not (W_PlacedMines(FALSE) && self.ammo_rockets < WEP_CVAR(minelayer, ammo))
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else if (self.BUTTON_ATCK)
                        {
-                               if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
+                               if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
                                {
                                        W_Mine_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
                                }
                        }
 
@@ -504,6 +531,11 @@ float w_minelayer(float req)
                        precache_sound ("weapons/mine_fire.wav");
                        precache_sound ("weapons/mine_stick.wav");
                        precache_sound ("weapons/mine_trigger.wav");
+                       #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
+                       #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_MINE_LAYER,weapon,prop,name)
+                       MINELAYER_SETTINGS(minelayer)
+                       #undef WEP_ADD_CVAR
+                       #undef WEP_ADD_PROP
                        return TRUE;
                }
                case WR_SETUP:
@@ -517,8 +549,8 @@ float w_minelayer(float req)
                        // don't switch while placing a mine
                        if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
                        {
-                               ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
-                               ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo;
+                               ammo_amount = self.ammo_rockets >= WEP_CVAR(minelayer, ammo);
+                               ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
                                return ammo_amount;
                        }
                        return TRUE;
@@ -537,7 +569,7 @@ float w_minelayer(float req)
                }
                case WR_RELOAD:
                {
-                       W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
+                       W_Reload(WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
index fee6bd3c0b18d823d91e219cf1f05f434f0f6116..056bf05504c469e2f12270e26140d63b49773cc9 100644 (file)
@@ -337,27 +337,6 @@ float autocvar_g_balance_laser_shockwave_splash_multiplier_min;
 float autocvar_g_balance_laser_shockwave_splash_radius;
 float autocvar_g_balance_laser_shockwave_spread_max;
 float autocvar_g_balance_laser_shockwave_spread_min;
-float autocvar_g_balance_minelayer_ammo;
-float autocvar_g_balance_minelayer_animtime;
-float autocvar_g_balance_minelayer_damage;
-float autocvar_g_balance_minelayer_damageforcescale;
-float autocvar_g_balance_minelayer_detonatedelay;
-float autocvar_g_balance_minelayer_edgedamage;
-float autocvar_g_balance_minelayer_force;
-float autocvar_g_balance_minelayer_health;
-float autocvar_g_balance_minelayer_lifetime;
-float autocvar_g_balance_minelayer_lifetime_countdown;
-float autocvar_g_balance_minelayer_limit;
-float autocvar_g_balance_minelayer_protection;
-float autocvar_g_balance_minelayer_proximityradius;
-float autocvar_g_balance_minelayer_radius;
-float autocvar_g_balance_minelayer_refire;
-float autocvar_g_balance_minelayer_remote_damage;
-float autocvar_g_balance_minelayer_remote_edgedamage;
-float autocvar_g_balance_minelayer_remote_force;
-float autocvar_g_balance_minelayer_remote_radius;
-float autocvar_g_balance_minelayer_speed;
-float autocvar_g_balance_minelayer_time;
 float autocvar_g_balance_minelayer_reload_ammo;
 float autocvar_g_balance_minelayer_reload_time;
 float autocvar_g_balance_minstanex_ammo;
index c21bc53e9183c7c451c5714dc3165c707a1ce696..46a2cd0a1e81c1c0dfd7be2c0bd836e9bb831432 100644 (file)
@@ -637,7 +637,7 @@ float ClientInit_SendEntity(entity to, float sf)
        WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
        WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
        WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
-       WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
+       WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
        WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
        WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
        WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);