#include "../common/animdecide.qc"
#include "../common/buffs.qc"
#include "../common/effects/effects.qc"
+ #include "../common/effects/effectinfo.qc"
#include "../common/mapinfo.qc"
#include "../common/movetypes/include.qc"
#include "../common/nades.qc"
#include "../common/items/all.qc"
#include "../common/monsters/all.qc"
#include "../common/mutators/all.qc"
+#include "../common/turrets/all.qc"
#include "../common/vehicles/all.qc"
#include "../common/weapons/all.qc"
#include "../common/turrets/cl_turrets.qc"
-#include "../common/turrets/all.qc"
#include "../common/triggers/include.qc"
+#ifndef MAGE_H
+#define MAGE_H
+
#ifndef MENUQC
-bool M_Mage(int);
+MODEL(MON_MAGE, "models/monsters/mage.dpm");
#endif
-REGISTER_MONSTER_SIMPLE(
-/* MON_##id */ MAGE,
-/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
-/* mins,maxs */ '-36 -36 -24', '36 36 50',
-/* model */ "mage.dpm",
-/* netname */ "mage",
-/* fullname */ _("Mage")
-) {
+
+CLASS(Mage, Monster)
+ ATTRIB(Mage, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RANGED);
+ ATTRIB(Mage, mins, vector, '-36 -36 -24');
+ ATTRIB(Mage, maxs, vector, '36 36 50');
#ifndef MENUQC
- this.monster_func = M_Mage;
- this.monster_func(MR_PRECACHE);
+ ATTRIB(Mage, m_model, Model, MDL_MON_MAGE);
+#endif
+ ATTRIB(Mage, netname, string, "mage");
+ ATTRIB(Mage, monster_name, string, _("Mage"));
+ENDCLASS(Mage)
+
+REGISTER_MONSTER(MAGE, NEW(Mage)) {
+#ifndef MENUQC
+ this.mr_precache(this);
#endif
}
+#include "../../weapons/all.qh"
+
+CLASS(MageSpike, PortoLaunch)
+/* flags */ ATTRIB(MageSpike, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
+/* impulse */ ATTRIB(MageSpike, impulse, int, 9);
+/* refname */ ATTRIB(MageSpike, netname, string, "magespike");
+/* wepname */ ATTRIB(MageSpike, message, string, _("Mage spike"));
+ENDCLASS(MageSpike)
+REGISTER_WEAPON(MAGE_SPIKE, NEW(MageSpike));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
#ifdef SVQC
+
+void M_Mage_Attack_Spike(vector dir);
+void M_Mage_Attack_Push();
+METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, bool fire1, bool fire2)) {
+ if (fire1)
+ if (!IS_PLAYER(actor) || weapon_prepareattack(actor, false, 0.2)) {
+ if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
+ actor.enemy = Monster_FindTarget(actor);
+ W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
+ if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
+ M_Mage_Attack_Spike(w_shotdir);
+ weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready);
+ }
+ if (fire2)
+ if (!IS_PLAYER(actor) || weapon_prepareattack(actor, true, 0.5)) {
+ M_Mage_Attack_Push();
+ weapon_thinkf(actor, WFRAME_FIRE2, 0, w_ready);
+ }
+}
+
+void M_Mage_Attack_Teleport();
+
+CLASS(OffhandMageTeleport, OffhandWeapon)
+ .bool OffhandMageTeleport_key_pressed;
+ METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
+ {
+ if (key_pressed && !player.OffhandMageTeleport_key_pressed)
+ WITH(entity, self, player, M_Mage_Attack_Teleport());
+ player.OffhandMageTeleport_key_pressed = key_pressed;
+ }
+ENDCLASS(OffhandMageTeleport)
+OffhandMageTeleport OFFHAND_MAGE_TELEPORT; STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
+
float autocvar_g_monster_mage_health;
float autocvar_g_monster_mage_damageforcescale = 0.5;
float autocvar_g_monster_mage_attack_spike_damage;
// copied from W_Seeker_Think
void M_Mage_Attack_Spike_Think()
{SELFPARAM();
- entity e;
- vector desireddir, olddir, newdir, eorg;
- float turnrate;
- float dist;
- float spd;
-
- if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
- {
+ if (time > self.ltime || (self.enemy && self.enemy.health <= 0) || self.owner.health <= 0) {
self.projectiledeathtype |= HITTYPE_SPLASH;
M_Mage_Attack_Spike_Explode();
}
- spd = vlen(self.velocity);
+ float spd = vlen(self.velocity);
spd = bound(
spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
(autocvar_g_monster_mage_attack_spike_speed_max),
if (self.enemy != world)
{
- e = self.enemy;
- eorg = 0.5 * (e.absmin + e.absmax);
- turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
- desireddir = normalize(eorg - self.origin);
- olddir = normalize(self.velocity); // get my current direction
- dist = vlen(eorg - self.origin);
+ entity e = self.enemy;
+ vector eorg = 0.5 * (e.absmin + e.absmax);
+ float turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
+ vector desireddir = normalize(eorg - self.origin);
+ vector olddir = normalize(self.velocity); // get my current direction
+ float dist = vlen(eorg - self.origin);
// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_mage_attack_spike_smart_mindist)))
desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
}
- newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
+ vector newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
}
- else
- dist = 0;
///////////////
UpdateCSQCProjectile(self);
}
-void M_Mage_Attack_Spike()
-{SELFPARAM();
- entity missile;
- vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
-
+void M_Mage_Attack_Spike(vector dir)
+{
+ SELFPARAM();
makevectors(self.angles);
- missile = spawn ();
+ entity missile = spawn();
missile.owner = missile.realowner = self;
missile.think = M_Mage_Attack_Spike_Think;
missile.ltime = time + 7;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.flags = FL_PROJECTILE;
setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
- setsize (missile, '0 0 0', '0 0 0');
+ setsize(missile, '0 0 0', '0 0 0');
missile.velocity = dir * 400;
missile.avelocity = '300 300 300';
missile.enemy = self.enemy;
void M_Mage_Attack_Teleport()
{SELFPARAM();
- if(vlen(self.enemy.origin - self.origin) >= 500)
- return;
+ entity targ = self.enemy;
+ if (!targ) return;
+ if (vlen(targ.origin - self.origin) > 1500) return;
- makevectors(self.enemy.angles);
- tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
+ makevectors(targ.angles);
+ tracebox(targ.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
if(trace_fraction < 1)
return;
Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1);
- setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
+ setorigin(self, targ.origin + ((v_forward * -1) * 200));
+
+ vector a = vectoangles(targ.origin - self.origin);
+ a.x = -a.x;
+ self.angles_x = a.x;
+ self.angles_y = a.y;
+ self.fixangle = true;
+ self.velocity *= 0.5;
self.attack_finished_single = time + 0.2;
}
self.anim_finished = time + 1;
}
-float M_Mage_Attack(float attack_type)
+float M_Mage_Attack(float attack_type, entity targ)
{SELFPARAM();
switch(attack_type)
{
{
if(random() <= 0.7)
{
- M_Mage_Attack_Push();
+ Weapon wep = WEP_MAGE_SPIKE;
+ wep.wr_think(wep, self, false, true);
return true;
}
{
if(random() <= 0.4)
{
- M_Mage_Attack_Teleport();
+ OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
+ off.offhand_think(off, self, true);
return true;
}
else
setanim(self, self.anim_shoot, true, true, true);
self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
self.anim_finished = time + 1;
- Monster_Delay(1, 0, 0.2, M_Mage_Attack_Spike);
+ Weapon wep = WEP_MAGE_SPIKE;
+ wep.wr_think(wep, self, true, false);
return true;
}
}
return false;
}
- void spawnfunc_monster_mage() { Monster_Spawn(MON_MAGE.monsterid); }
+ spawnfunc(monster_mage) { Monster_Spawn(MON_MAGE.monsterid); }
#endif // SVQC
-bool M_Mage(int req)
-{SELFPARAM();
- switch(req)
- {
#ifdef SVQC
- case MR_THINK:
+ METHOD(Mage, mr_think, bool(Monster thismon))
{
+ SELFPARAM();
entity head;
bool need_help = false;
return true;
}
- case MR_PAIN:
+ METHOD(Mage, mr_pain, bool(Monster thismon))
{
return true;
}
- case MR_DEATH:
+ METHOD(Mage, mr_death, bool(Monster thismon))
{
+ SELFPARAM();
setanim(self, self.anim_die1, false, true, true);
return true;
}
#endif
#ifndef MENUQC
- case MR_ANIM:
+ METHOD(Mage, mr_anim, bool(Monster thismon))
{
+ SELFPARAM();
vector none = '0 0 0';
self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
self.anim_walk = animfixfps(self, '1 1 1', none);
}
#endif
#ifdef SVQC
- case MR_SETUP:
+ METHOD(Mage, mr_setup, bool(Monster thismon))
{
+ SELFPARAM();
if(!self.health) self.health = (autocvar_g_monster_mage_health);
if(!self.speed) { self.speed = (autocvar_g_monster_mage_speed_walk); }
if(!self.speed2) { self.speed2 = (autocvar_g_monster_mage_speed_run); }
return true;
}
- case MR_PRECACHE:
+ METHOD(Mage, mr_precache, bool(Monster thismon))
{
return true;
}
#endif
- }
- return true;
-}
+#endif
+#ifndef SHAMBLER_H
+#define SHAMBLER_H
+
#ifndef MENUQC
-bool M_Shambler(int);
+MODEL(MON_SHAMBLER, "models/monsters/shambler.mdl");
#endif
-REGISTER_MONSTER_SIMPLE(
-/* MON_##id */ SHAMBLER,
-/* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
-/* mins,maxs */ '-41 -41 -31', '41 41 65',
-/* model */ "shambler.mdl",
-/* netname */ "shambler",
-/* fullname */ _("Shambler")
-) {
+
+CLASS(Shambler, Monster)
+ ATTRIB(Shambler, spawnflags, int, MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
+ ATTRIB(Shambler, mins, vector, '-41 -41 -31');
+ ATTRIB(Shambler, maxs, vector, '41 41 65');
#ifndef MENUQC
- this.monster_func = M_Shambler;
- this.monster_func(MR_PRECACHE);
+ ATTRIB(Shambler, m_model, Model, MDL_MON_SHAMBLER);
+#endif
+ ATTRIB(Shambler, netname, string, "shambler");
+ ATTRIB(Shambler, monster_name, string, _("Shambler"));
+ENDCLASS(Shambler)
+
+REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) {
+#ifndef MENUQC
+ this.mr_precache(this);
#endif
}
+#endif
+
+#ifdef IMPLEMENTATION
+
#ifdef SVQC
float autocvar_g_monster_shambler_health;
float autocvar_g_monster_shambler_damageforcescale = 0.1;
CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
}
-float M_Shambler_Attack(float attack_type)
+float M_Shambler_Attack(float attack_type, entity targ)
{SELFPARAM();
switch(attack_type)
{
return false;
}
- void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER.monsterid); }
+ spawnfunc(monster_shambler) { Monster_Spawn(MON_SHAMBLER.monsterid); }
#endif // SVQC
-bool M_Shambler(int req)
-{SELFPARAM();
- switch(req)
- {
#ifdef SVQC
- case MR_THINK:
+ METHOD(Shambler, mr_think, bool(Shambler thismon))
{
return true;
}
- case MR_PAIN:
+ METHOD(Shambler, mr_pain, bool(Shambler thismon))
{
+ SELFPARAM();
self.pain_finished = time + 0.5;
setanim(self, self.anim_pain1, true, true, false);
return true;
}
- case MR_DEATH:
+ METHOD(Shambler, mr_death, bool(Shambler thismon))
{
+ SELFPARAM();
setanim(self, self.anim_die1, false, true, true);
return true;
}
#endif
#ifndef MENUQC
- case MR_ANIM:
+ METHOD(Shambler, mr_anim, bool(Shambler thismon))
{
+ SELFPARAM();
vector none = '0 0 0';
self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
self.anim_walk = animfixfps(self, '1 1 1', none);
}
#endif
#ifdef SVQC
- case MR_SETUP:
+ METHOD(Shambler, mr_setup, bool(Shambler thismon))
{
+ SELFPARAM();
if(!self.health) self.health = (autocvar_g_monster_shambler_health);
if(!self.attack_range) self.attack_range = 150;
if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
return true;
}
- case MR_PRECACHE:
+ METHOD(Shambler, mr_precache, bool(Shambler thismon))
{
return true;
}
#endif
- }
- return true;
-}
+#endif
+#ifndef SPIDER_H
+#define SPIDER_H
+
#ifndef MENUQC
-bool M_Spider(int);
+MODEL(MON_SPIDER, "models/monsters/spider.dpm");
#endif
-REGISTER_MONSTER_SIMPLE(
-/* MON_##id */ SPIDER,
-/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED | MON_FLAG_RIDE,
-/* mins,maxs */ '-18 -18 -25', '18 18 30',
-/* model */ "spider.dpm",
-/* netname */ "spider",
-/* fullname */ _("Spider")
-) {
+
+CLASS(Spider, Monster)
+ ATTRIB(Spider, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RANGED | MON_FLAG_RIDE);
+ ATTRIB(Spider, mins, vector, '-18 -18 -25');
+ ATTRIB(Spider, maxs, vector, '18 18 30');
+#ifndef MENUQC
+ ATTRIB(Spider, m_model, Model, MDL_MON_SPIDER);
+#endif
+ ATTRIB(Spider, netname, string, "spider");
+ ATTRIB(Spider, monster_name, string, _("Spider"));
+ENDCLASS(Spider)
+
+REGISTER_MONSTER(SPIDER, NEW(Spider)) {
#ifndef MENUQC
- this.monster_func = M_Spider;
- this.monster_func(MR_PRECACHE);
+ this.mr_precache(this);
#endif
}
+#include "../../weapons/all.qh"
+
+CLASS(SpiderAttack, PortoLaunch)
+/* flags */ ATTRIB(SpiderAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
+/* impulse */ ATTRIB(SpiderAttack, impulse, int, 9);
+/* refname */ ATTRIB(SpiderAttack, netname, string, "spider");
+/* wepname */ ATTRIB(SpiderAttack, message, string, _("Spider attack"));
+ENDCLASS(SpiderAttack)
+REGISTER_WEAPON(SPIDER_ATTACK, NEW(SpiderAttack));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
#ifdef SVQC
-float autocvar_g_monster_spider_health;
-float autocvar_g_monster_spider_damageforcescale = 0.6;
-float autocvar_g_monster_spider_attack_bite_damage;
-float autocvar_g_monster_spider_attack_bite_delay;
+
+.float spider_web_delay;
+
float autocvar_g_monster_spider_attack_web_damagetime;
float autocvar_g_monster_spider_attack_web_speed;
float autocvar_g_monster_spider_attack_web_speed_up;
float autocvar_g_monster_spider_attack_web_delay;
+
+float autocvar_g_monster_spider_attack_bite_damage;
+float autocvar_g_monster_spider_attack_bite_delay;
+
+void M_Spider_Attack_Web();
+
+METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, bool fire1, bool fire2)) {
+ bool isPlayer = IS_PLAYER(actor);
+ if (fire1)
+ if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(actor, false, autocvar_g_monster_spider_attack_web_delay)) {
+ if (!isPlayer) {
+ actor.spider_web_delay = time + 3;
+ setanim(actor, actor.anim_shoot, true, true, true);
+ actor.attack_finished_single = time + (autocvar_g_monster_spider_attack_web_delay);
+ actor.anim_finished = time + 1;
+ }
+ if (isPlayer) actor.enemy = Monster_FindTarget(actor);
+ W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
+ if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
+ M_Spider_Attack_Web();
+ weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready);
+ return;
+ }
+ if (fire2)
+ if (!isPlayer || weapon_prepareattack(actor, true, 0.5)) {
+ if (isPlayer) {
+ actor.enemy = Monster_FindTarget(actor);
+ actor.attack_range = 60;
+ }
+ Monster_Attack_Melee(actor.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? self.anim_melee : self.anim_shoot), self.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER, true);
+ weapon_thinkf(actor, WFRAME_FIRE2, 0, w_ready);
+ }
+}
+
+float autocvar_g_monster_spider_health;
+float autocvar_g_monster_spider_damageforcescale = 0.6;
float autocvar_g_monster_spider_speed_stop;
float autocvar_g_monster_spider_speed_run;
float autocvar_g_monster_spider_speed_walk;
const float spider_anim_attack2 = 3;
*/
-.float spider_web_delay;
-
void M_Spider_Attack_Web_Explode()
{SELFPARAM();
entity e;
CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
}
-bool M_Spider_Attack(int attack_type)
+bool M_Spider_Attack(int attack_type, entity targ)
{SELFPARAM();
switch(attack_type)
{
+ Weapon wep = WEP_SPIDER_ATTACK;
case MONSTER_ATTACK_MELEE:
{
- return Monster_Attack_Melee(self.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? self.anim_melee : self.anim_shoot), self.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER, true);
+ wep.wr_think(wep, self, false, true);
+ return true;
}
case MONSTER_ATTACK_RANGED:
{
- if(time >= self.spider_web_delay)
- {
- setanim(self, self.anim_shoot, true, true, true);
- self.attack_finished_single = time + (autocvar_g_monster_spider_attack_web_delay);
- self.anim_finished = time + 1;
- M_Spider_Attack_Web();
- self.spider_web_delay = time + 3;
- return true;
- }
-
- return false;
+ wep.wr_think(wep, self, true, false);
+ return true;
}
}
return false;
}
- void spawnfunc_monster_spider() { Monster_Spawn(MON_SPIDER.monsterid); }
+ spawnfunc(monster_spider) { Monster_Spawn(MON_SPIDER.monsterid); }
#endif // SVQC
-bool M_Spider(int req)
-{SELFPARAM();
- switch(req)
- {
#ifdef SVQC
- case MR_THINK:
+ METHOD(Spider, mr_think, bool(Spider thismon))
{
return true;
}
- case MR_PAIN:
+ METHOD(Spider, mr_pain, bool(Spider thismon))
{
return true;
}
- case MR_DEATH:
+ METHOD(Spider, mr_death, bool(Spider thismon))
{
+ SELFPARAM();
setanim(self, self.anim_melee, false, true, true);
self.angles_x = 180;
return true;
}
#endif
#ifndef MENUQC
- case MR_ANIM:
+ METHOD(Spider, mr_anim, bool(Spider thismon))
{
+ SELFPARAM();
vector none = '0 0 0';
self.anim_walk = animfixfps(self, '1 1 1', none);
self.anim_idle = animfixfps(self, '0 1 1', none);
}
#endif
#ifdef SVQC
- case MR_SETUP:
+ METHOD(Spider, mr_setup, bool(Spider thismon))
{
+ SELFPARAM();
if(!self.health) self.health = (autocvar_g_monster_spider_health);
if(!self.speed) { self.speed = (autocvar_g_monster_spider_speed_walk); }
if(!self.speed2) { self.speed2 = (autocvar_g_monster_spider_speed_run); }
return true;
}
- case MR_PRECACHE:
+ METHOD(Spider, mr_precache, bool(Spider thismon))
{
return true;
}
#endif
- }
- return true;
-}
+#endif
+#ifndef WYVERN_H
+#define WYVERN_H
+
#ifndef MENUQC
-bool M_Wyvern(int);
+MODEL(MON_WYVERN, "models/monsters/wizard.mdl");
#endif
-REGISTER_MONSTER_SIMPLE(
-/* MON_##id */ WYVERN,
-/* spawnflags */ MONSTER_TYPE_FLY | MONSTER_SIZE_BROKEN | MON_FLAG_RANGED | MON_FLAG_RIDE,
-/* mins,maxs */ '-20 -20 -58', '20 20 20',
-/* model */ "wizard.mdl",
-/* netname */ "wyvern",
-/* fullname */ _("Wyvern")
-) {
+
+CLASS(Wyvern, Monster)
+ ATTRIB(Wyvern, spawnflags, int, MONSTER_TYPE_FLY | MONSTER_SIZE_BROKEN | MON_FLAG_RANGED | MON_FLAG_RIDE);
+ ATTRIB(Wyvern, mins, vector, '-20 -20 -58');
+ ATTRIB(Wyvern, maxs, vector, '20 20 20');
+#ifndef MENUQC
+ ATTRIB(Wyvern, m_model, Model, MDL_MON_WYVERN);
+#endif
+ ATTRIB(Wyvern, netname, string, "wyvern");
+ ATTRIB(Wyvern, monster_name, string, _("Wyvern"));
+ENDCLASS(Wyvern)
+
+REGISTER_MONSTER(WYVERN, NEW(Wyvern)) {
#ifndef MENUQC
- this.monster_func = M_Wyvern;
- this.monster_func(MR_PRECACHE);
+ this.mr_precache(this);
#endif
}
+#include "../../weapons/all.qh"
+
+CLASS(WyvernAttack, PortoLaunch)
+/* flags */ ATTRIB(WyvernAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
+/* impulse */ ATTRIB(WyvernAttack, impulse, int, 9);
+/* refname */ ATTRIB(WyvernAttack, netname, string, "wyvern");
+/* wepname */ ATTRIB(WyvernAttack, message, string, _("Wyvern attack"));
+ENDCLASS(WyvernAttack)
+REGISTER_WEAPON(WYVERN_ATTACK, NEW(WyvernAttack));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
#ifdef SVQC
-float autocvar_g_monster_wyvern_health;
-float autocvar_g_monster_wyvern_damageforcescale = 0.6;
+
float autocvar_g_monster_wyvern_attack_fireball_damage;
float autocvar_g_monster_wyvern_attack_fireball_edgedamage;
float autocvar_g_monster_wyvern_attack_fireball_damagetime;
float autocvar_g_monster_wyvern_attack_fireball_force;
float autocvar_g_monster_wyvern_attack_fireball_radius;
float autocvar_g_monster_wyvern_attack_fireball_speed;
+
+void M_Wyvern_Attack_Fireball_Explode();
+void M_Wyvern_Attack_Fireball_Touch();
+
+METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, bool fire1, bool fire2)) {
+ if (fire1)
+ if (time > actor.attack_finished_single || weapon_prepareattack(actor, false, 1.2)) {
+ if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
+ if (IS_MONSTER(actor)) {
+ actor.attack_finished_single = time + 1.2;
+ actor.anim_finished = time + 1.2;
+ monster_makevectors(actor.enemy);
+ }
+
+ entity missile = spawn();
+ missile.owner = missile.realowner = actor;
+ missile.solid = SOLID_TRIGGER;
+ missile.movetype = MOVETYPE_FLYMISSILE;
+ missile.projectiledeathtype = DEATH_MONSTER_WYVERN;
+ setsize(missile, '-6 -6 -6', '6 6 6');
+ setorigin(missile, actor.origin + actor.view_ofs + v_forward * 14);
+ missile.flags = FL_PROJECTILE;
+ missile.velocity = w_shotdir * (autocvar_g_monster_wyvern_attack_fireball_speed);
+ missile.avelocity = '300 300 300';
+ missile.nextthink = time + 5;
+ missile.think = M_Wyvern_Attack_Fireball_Explode;
+ missile.touch = M_Wyvern_Attack_Fireball_Touch;
+ CSQCProjectile(missile, true, PROJECTILE_FIREMINE, true);
+
+ weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready);
+ }
+}
+
+METHOD(WyvernAttack, wr_checkammo1, bool(WyvernAttack thiswep)) {
+ return true;
+}
+
+float autocvar_g_monster_wyvern_health;
+float autocvar_g_monster_wyvern_damageforcescale = 0.6;
float autocvar_g_monster_wyvern_speed_stop;
float autocvar_g_monster_wyvern_speed_run;
float autocvar_g_monster_wyvern_speed_walk;
*/
void M_Wyvern_Attack_Fireball_Explode()
-{SELFPARAM();
- entity e;
- if(self)
- {
- Send_Effect(EFFECT_FIREBALL_EXPLODE, self.origin, '0 0 0', 1);
+{
+ SELFPARAM();
+ Send_Effect(EFFECT_FIREBALL_EXPLODE, self.origin, '0 0 0', 1);
- RadiusDamage(self, self.realowner, (autocvar_g_monster_wyvern_attack_fireball_damage), (autocvar_g_monster_wyvern_attack_fireball_edgedamage), (autocvar_g_monster_wyvern_attack_fireball_force), world, world, (autocvar_g_monster_wyvern_attack_fireball_radius), self.projectiledeathtype, world);
+ entity owner = self.realowner;
- for(e = world; (e = findfloat(e, takedamage, DAMAGE_AIM)); ) if(vlen(e.origin - self.origin) <= (autocvar_g_monster_wyvern_attack_fireball_radius))
- Fire_AddDamage(e, self, 5 * MONSTER_SKILLMOD(self), (autocvar_g_monster_wyvern_attack_fireball_damagetime), self.projectiledeathtype);
+ RadiusDamage(self, owner, autocvar_g_monster_wyvern_attack_fireball_damage, autocvar_g_monster_wyvern_attack_fireball_edgedamage, autocvar_g_monster_wyvern_attack_fireball_force, world, world, autocvar_g_monster_wyvern_attack_fireball_radius, self.projectiledeathtype, world);
- remove(self);
- }
+ for (entity e = world; (e = findfloat(e, takedamage, DAMAGE_AIM)); )
+ if (vlen(e.origin - self.origin) <= (autocvar_g_monster_wyvern_attack_fireball_radius))
+ Fire_AddDamage(e, owner, 5 * MONSTER_SKILLMOD(owner), (autocvar_g_monster_wyvern_attack_fireball_damagetime), self.projectiledeathtype);
+
+ remove(self);
}
void M_Wyvern_Attack_Fireball_Touch()
M_Wyvern_Attack_Fireball_Explode();
}
-void M_Wyvern_Attack_Fireball()
-{SELFPARAM();
- entity missile = spawn();
- vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
-
- monster_makevectors(self.enemy);
-
- missile.owner = missile.realowner = self;
- missile.solid = SOLID_TRIGGER;
- missile.movetype = MOVETYPE_FLYMISSILE;
- missile.projectiledeathtype = DEATH_MONSTER_WYVERN;
- setsize(missile, '-6 -6 -6', '6 6 6');
- setorigin(missile, self.origin + self.view_ofs + v_forward * 14);
- missile.flags = FL_PROJECTILE;
- missile.velocity = dir * (autocvar_g_monster_wyvern_attack_fireball_speed);
- missile.avelocity = '300 300 300';
- missile.nextthink = time + 5;
- missile.think = M_Wyvern_Attack_Fireball_Explode;
- missile.enemy = self.enemy;
- missile.touch = M_Wyvern_Attack_Fireball_Touch;
- CSQCProjectile(missile, true, PROJECTILE_FIREMINE, true);
-}
-
-float M_Wyvern_Attack(float attack_type)
-{SELFPARAM();
+float M_Wyvern_Attack(float attack_type, entity targ)
+{
+ SELFPARAM();
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
case MONSTER_ATTACK_RANGED:
{
- self.attack_finished_single = time + 1.2;
- self.anim_finished = time + 1.2;
-
- M_Wyvern_Attack_Fireball();
-
+ w_shotdir = normalize((self.enemy.origin + '0 0 10') - self.origin);
+ Weapon wep = WEP_WYVERN_ATTACK;
+ wep.wr_think(wep, self, true, false);
return true;
}
}
return false;
}
- void spawnfunc_monster_wyvern() { Monster_Spawn(MON_WYVERN.monsterid); }
+ spawnfunc(monster_wyvern) { Monster_Spawn(MON_WYVERN.monsterid); }
#endif // SVQC
-bool M_Wyvern(int req)
-{SELFPARAM();
- switch(req)
- {
#ifdef SVQC
- case MR_THINK:
+ METHOD(Wyvern, mr_think, bool(Wyvern thismon))
{
return true;
}
- case MR_PAIN:
+ METHOD(Wyvern, mr_pain, bool(Wyvern thismon))
{
+ SELFPARAM();
self.pain_finished = time + 0.5;
setanim(self, self.anim_pain1, true, true, false);
return true;
}
- case MR_DEATH:
+ METHOD(Wyvern, mr_death, bool(Wyvern thismon))
{
+ SELFPARAM();
setanim(self, self.anim_die1, false, true, true);
self.velocity_x = -200 + 400 * random();
self.velocity_y = -200 + 400 * random();
}
#endif
#ifndef MENUQC
- case MR_ANIM:
+ METHOD(Wyvern, mr_anim, bool(Wyvern thismon))
{
+ SELFPARAM();
vector none = '0 0 0';
self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
self.anim_walk = animfixfps(self, '1 1 1', none);
}
#endif
#ifdef SVQC
- case MR_SETUP:
+ METHOD(Wyvern, mr_setup, bool(Wyvern thismon))
{
+ SELFPARAM();
if(!self.health) self.health = (autocvar_g_monster_wyvern_health);
if(!self.speed) { self.speed = (autocvar_g_monster_wyvern_speed_walk); }
if(!self.speed2) { self.speed2 = (autocvar_g_monster_wyvern_speed_run); }
return true;
}
- case MR_PRECACHE:
+ METHOD(Wyvern, mr_precache, bool(Wyvern thismon))
{
return true;
}
#endif
- }
- return true;
-}
+#endif
+#ifndef ZOMBIE_H
+#define ZOMBIE_H
+
#ifndef MENUQC
-bool M_Zombie(int);
+MODEL(MON_ZOMBIE, "models/monsters/zombie.dpm");
#endif
-REGISTER_MONSTER_SIMPLE(
-/* MON_##id */ ZOMBIE,
-/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RIDE,
-/* mins,maxs */ '-18 -18 -25', '18 18 47',
-/* model */ "zombie.dpm",
-/* netname */ "zombie",
-/* fullname */ _("Zombie")
-) {
+
+CLASS(Zombie, Monster)
+ ATTRIB(Zombie, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RIDE);
+ ATTRIB(Zombie, mins, vector, '-18 -18 -25');
+ ATTRIB(Zombie, maxs, vector, '18 18 47');
#ifndef MENUQC
- this.monster_func = M_Zombie;
- this.monster_func(MR_PRECACHE);
+ ATTRIB(Zombie, m_model, Model, MDL_MON_ZOMBIE);
+#endif
+ ATTRIB(Zombie, netname, string, "zombie");
+ ATTRIB(Zombie, monster_name, string, _("Zombie"));
+ENDCLASS(Zombie)
+
+REGISTER_MONSTER(ZOMBIE, NEW(Zombie)) {
+#ifndef MENUQC
+ this.mr_precache(this);
#endif
}
+#endif
+
+#ifdef IMPLEMENTATION
+
#ifdef SVQC
float autocvar_g_monster_zombie_health;
float autocvar_g_monster_zombie_damageforcescale = 0.55;
return true;
}
-float M_Zombie_Attack(float attack_type)
+float M_Zombie_Attack(float attack_type, entity targ)
{SELFPARAM();
switch(attack_type)
{
return false;
}
- void spawnfunc_monster_zombie() { Monster_Spawn(MON_ZOMBIE.monsterid); }
+ spawnfunc(monster_zombie) { Monster_Spawn(MON_ZOMBIE.monsterid); }
#endif // SVQC
-bool M_Zombie(int req)
-{SELFPARAM();
- switch(req)
- {
#ifdef SVQC
- case MR_THINK:
+ METHOD(Zombie, mr_think, bool(Zombie thismon))
{
+ SELFPARAM();
if(time >= self.spawn_time)
self.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
return true;
}
- case MR_PAIN:
+ METHOD(Zombie, mr_pain, bool(Zombie thismon))
{
+ SELFPARAM();
self.pain_finished = time + 0.34;
setanim(self, ((random() > 0.5) ? self.anim_pain1 : self.anim_pain2), true, true, false);
return true;
}
- case MR_DEATH:
+ METHOD(Zombie, mr_death, bool(Zombie thismon))
{
+ SELFPARAM();
self.armorvalue = autocvar_g_monsters_armor_blockpercent;
setanim(self, ((random() > 0.5) ? self.anim_die1 : self.anim_die2), false, true, true);
}
#endif
#ifndef MENUQC
- case MR_ANIM:
+ METHOD(Zombie, mr_anim, bool(Zombie thismon))
{
+ SELFPARAM();
vector none = '0 0 0';
self.anim_die1 = animfixfps(self, '9 1 0.5', none); // 2 seconds
self.anim_die2 = animfixfps(self, '12 1 0.5', none); // 2 seconds
}
#endif
#ifdef SVQC
- case MR_SETUP:
+ METHOD(Zombie, mr_setup, bool(Zombie thismon))
{
if(!self.health) self.health = (autocvar_g_monster_zombie_health);
if(!self.speed) { self.speed = (autocvar_g_monster_zombie_speed_walk); }
return true;
}
- case MR_PRECACHE:
+ METHOD(Zombie, mr_precache, bool(Zombie thismon))
{
return true;
}
#endif
- }
- return true;
-}
+#endif
{
setself(e);
e.noalign = true;
- e.monster_loot();
+ e.monster_loot(e);
e.gravity = 1;
e.movetype = MOVETYPE_TOSS;
e.reset = SUB_Remove;
makevectors (mon.angles);
dot = normalize (player.origin - mon.origin) * v_forward;
- if(dot <= 0.3) { return false; }
+ if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
}
return true; // this target is valid!
void Monster_Sounds_Precache()
{SELFPARAM();
- string m = (get_monsterinfo(self.monsterid)).model;
+ string m = (get_monsterinfo(self.monsterid)).m_model.model_str();
float globhandle, n, i;
string f;
if(targ_vlen <= e.attack_range)
{
- float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE);
+ float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ);
if(attack_success == 1)
Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
else if(attack_success > 0)
if(targ_vlen > e.attack_range)
{
- float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED);
+ float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ);
if(attack_success == 1)
Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
else if(attack_success > 0)
self.anim_die2 = animfixfps(self, '9 1 0.01', '0 0 0');*/
// then get the real values
- MON_ACTION(self.monsterid, MR_ANIM);
+ Monster mon = get_monsterinfo(self.monsterid);
+ mon.mr_anim(mon);
}
void Monster_Touch()
CSQCModel_UnlinkEntity();
- MON_ACTION(self.monsterid, MR_DEATH);
+ Monster mon = get_monsterinfo(self.monsterid);
+ mon.mr_death(mon);
if(self.candrop && self.weapon)
W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{SELFPARAM();
- if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL)
+ if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL && !ITEM_DAMAGE_NEEDKILL(deathtype))
return;
if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
damage_take = take;
frag_attacker = attacker;
frag_deathtype = deathtype;
- MON_ACTION(self.monsterid, MR_PAIN);
+ Monster mon = get_monsterinfo(self.monsterid);
+ mon.mr_pain(mon);
take = damage_take;
if(take)
return;
}
- if(MON_ACTION(self.monsterid, MR_THINK))
+ Monster mon = get_monsterinfo(self.monsterid);
+ if(mon.mr_think(mon))
Monster_Move(self.speed2, self.speed, self.stopspeed);
Monster_Anim();
float Monster_Spawn_Setup()
{SELFPARAM();
- MON_ACTION(self.monsterid, MR_SETUP);
+ Monster mon = get_monsterinfo(self.monsterid);
+ mon.mr_setup(mon);
// ensure some basic needs are met
if(!self.health) { self.health = 100; }
if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
- self.mdl = mon.model;
if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
if(!self.monster_skill)
if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
monsters_total += 1;
- _setmodel(self, self.mdl);
+ setmodel(self, mon.m_model);
self.flags = FL_MONSTER;
self.classname = "monster";
self.takedamage = DAMAGE_AIM;
{
for (entity head = world; (head = nextent(head)); )
{
- if (clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.classname == "weapon_info")
+ if (clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.instanceOfWeapon)
continue;
if (e == head)
continue;
HUD_Panel_DrawProgressBar(p_pos, p_size, autocvar_hud_panel_itemstime_progressbar_name, t/autocvar_hud_panel_itemstime_progressbar_maxtime, 0, autocvar_hud_panel_itemstime_iconalign, color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
- if (t > 0 && autocvar_hud_panel_itemstime_text)
- drawstring_aspect(numpos, ftos(t), eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
- else
- picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
+ if(autocvar_hud_panel_itemstime_text)
+ {
+ if(t > 0)
+ drawstring_aspect(numpos, ftos(t), eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
+ else if(precache_pic("gfx/hud/default/checkmark")) // COMPAT: check if this image exists, as 0.8.1 clients lack it
+ drawpic_aspect_skin(numpos, "checkmark", eX * (ar - 1) * mySize_y + eY * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
+ else // legacy code, if the image is missing just center the icon
+ picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
+ }
if (item_availableTime)
drawpic_aspect_skin_expanding(picpos, item.m_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL, item_availableTime);
drawpic_aspect_skin(picpos, item.m_icon, '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
--- /dev/null
- void spawnfunc_turret_ewheel() { SELFPARAM(); if(!turret_initialize(TUR_EWHEEL)) remove(self); }
+#ifndef TURRET_EWHEEL_H
+#define TURRET_EWHEEL_H
+
+//#define EWHEEL_FANCYPATH
+
+#include "ewheel_weapon.qc"
+
+CLASS(EWheel, Turret)
+/* spawnflags */ ATTRIB(EWheel, spawnflags, int, TUR_FLAG_PLAYER | TUR_FLAG_MOVE | TUR_FLAG_ROAM);
+/* mins */ ATTRIB(EWheel, mins, vector, '-32 -32 0');
+/* maxs */ ATTRIB(EWheel, maxs, vector, '32 32 48');
+/* modelname */ ATTRIB(EWheel, mdl, string, "ewheel-base2.md3");
+/* model */ ATTRIB(EWheel, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(EWheel, head_model, string, strzone(strcat("models/turrets/", "ewheel-gun1.md3")));
+/* netname */ ATTRIB(EWheel, netname, string, "ewheel");
+/* fullname */ ATTRIB(EWheel, turret_name, string, _("eWheel Turret"));
+ ATTRIB(EWheel, m_weapon, Weapon, WEP_EWHEEL);
+ENDCLASS(EWheel)
+REGISTER_TURRET(EWHEEL, NEW(EWheel));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "ewheel_weapon.qc"
+
+#ifdef SVQC
+
+float autocvar_g_turrets_unit_ewheel_speed_fast;
+float autocvar_g_turrets_unit_ewheel_speed_slow;
+float autocvar_g_turrets_unit_ewheel_speed_slower;
+float autocvar_g_turrets_unit_ewheel_speed_stop;
+float autocvar_g_turrets_unit_ewheel_turnrate;
+
+const float ewheel_anim_stop = 0;
+const float ewheel_anim_fwd_slow = 1;
+const float ewheel_anim_fwd_fast = 2;
+const float ewheel_anim_bck_slow = 3;
+const float ewheel_anim_bck_fast = 4;
+
+void ewheel_move_path()
+{SELFPARAM();
+#ifdef EWHEEL_FANCYPATH
+ // Are we close enougth to a path node to switch to the next?
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ if (self.pathcurrent.path_next == world)
+ {
+ // Path endpoint reached
+ pathlib_deletepath(self.pathcurrent.owner);
+ self.pathcurrent = world;
+
+ if (self.pathgoal)
+ {
+ if (self.pathgoal.use)
+ self.pathgoal.use();
+
+ if (self.pathgoal.enemy)
+ {
+ self.pathcurrent = pathlib_astar(self.pathgoal.origin,self.pathgoal.enemy.origin);
+ self.pathgoal = self.pathgoal.enemy;
+ }
+ }
+ else
+ self.pathgoal = world;
+ }
+ else
+ self.pathcurrent = self.pathcurrent.path_next;
+
+#else
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ self.pathcurrent = self.pathcurrent.enemy;
+#endif
+
+ if (self.pathcurrent)
+ {
+
+ self.moveto = self.pathcurrent.origin;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+
+ movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
+ }
+}
+
+void ewheel_move_enemy()
+{SELFPARAM();
+ float newframe;
+
+ self.steerto = steerlib_arrive(self.enemy.origin,self.target_range_optimal);
+
+ self.moveto = self.origin + self.steerto * 128;
+
+ if (self.tur_dist_enemy > self.target_range_optimal)
+ {
+ if ( self.tur_head.spawnshieldtime < 1 )
+ {
+ newframe = ewheel_anim_fwd_fast;
+ movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
+ }
+ else if (self.tur_head.spawnshieldtime < 2)
+ {
+
+ newframe = ewheel_anim_fwd_slow;
+ movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
+ }
+ else
+ {
+ newframe = ewheel_anim_fwd_slow;
+ movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_slower), 0.4);
+ }
+ }
+ else if (self.tur_dist_enemy < self.target_range_optimal * 0.5)
+ {
+ newframe = ewheel_anim_bck_slow;
+ movelib_move_simple(v_forward * -1, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
+ }
+ else
+ {
+ newframe = ewheel_anim_stop;
+ movelib_beak_simple((autocvar_g_turrets_unit_ewheel_speed_stop));
+ }
+
+ turrets_setframe(newframe, false);
+}
+
+void ewheel_move_idle()
+{SELFPARAM();
+ if(self.frame != 0)
+ {
+ self.SendFlags |= TNSF_ANIM;
+ self.anim_start_time = time;
+ }
+
+ self.frame = 0;
+ if (vlen(self.velocity))
+ movelib_beak_simple((autocvar_g_turrets_unit_ewheel_speed_stop));
+}
+
++spawnfunc(turret_ewheel) { if(!turret_initialize(TUR_EWHEEL)) remove(self); }
+
+ METHOD(EWheel, tr_think, void(EWheel thistur))
+ {
+ SELFPARAM();
+ float vz;
+ vector wish_angle, real_angle;
+
+ vz = self.velocity_z;
+
+ self.angles_x = anglemods(self.angles_x);
+ self.angles_y = anglemods(self.angles_y);
+
+ fixedmakevectors(self.angles);
+
+ wish_angle = normalize(self.steerto);
+ wish_angle = vectoangles(wish_angle);
+ real_angle = wish_angle - self.angles;
+ real_angle = shortangle_vxy(real_angle, self.tur_head.angles);
+
+ self.tur_head.spawnshieldtime = fabs(real_angle_y);
+ real_angle_y = bound(-self.tur_head.aim_speed, real_angle_y, self.tur_head.aim_speed);
+ self.angles_y = (self.angles_y + real_angle_y);
+
+ if(self.enemy)
+ ewheel_move_enemy();
+ else if(self.pathcurrent)
+ ewheel_move_path();
+ else
+ ewheel_move_idle();
+
+ self.velocity_z = vz;
+
+ if(vlen(self.velocity))
+ self.SendFlags |= TNSF_MOVE;
+ }
+ METHOD(EWheel, tr_death, void(EWheel this, entity it))
+ {
+ it.velocity = '0 0 0';
+
+#ifdef EWHEEL_FANCYPATH
+ if (self.pathcurrent)
+ pathlib_deletepath(it.pathcurrent.owner);
+#endif
+ it.pathcurrent = NULL;
+ }
+ METHOD(EWheel, tr_setup, void(EWheel this, entity it))
+ {
+ entity e;
+
+ if(it.movetype == MOVETYPE_WALK)
+ {
+ it.velocity = '0 0 0';
+ it.enemy = world;
+
+ setorigin(it, it.pos1);
+
+ if (it.target != "")
+ {
+ e = find(world, targetname, it.target);
+ if (!e)
+ {
+ LOG_TRACE("Initital waypoint for ewheel does NOT exsist, fix your map!\n");
+ it.target = "";
+ }
+
+ if (e.classname != "turret_checkpoint")
+ LOG_TRACE("Warning: not a turrret path\n");
+ else
+ {
+
+#ifdef EWHEEL_FANCYPATH
+ it.pathcurrent = WALKER_PATH(it.origin,e.origin);
+ it.pathgoal = e;
+#else
+ it.pathcurrent = e;
+#endif
+ }
+ }
+ }
+
+ it.iscreature = true;
+ it.teleportable = TELEPORT_NORMAL;
+ it.damagedbycontents = true;
+ it.movetype = MOVETYPE_WALK;
+ it.solid = SOLID_SLIDEBOX;
+ it.takedamage = DAMAGE_AIM;
+ it.idle_aim = '0 0 0';
+ it.pos1 = it.origin;
+ it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ it.frame = it.tur_head.frame = 1;
+ it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+
+ // Convert from dgr / sec to dgr / tic
+ it.tur_head.aim_speed = (autocvar_g_turrets_unit_ewheel_turnrate);
+ it.tur_head.aim_speed = it.tur_head.aim_speed / (1 / it.ticrate);
+ }
+
+#endif // SVQC
+#ifdef CSQC
+
+void ewheel_draw()
+{SELFPARAM();
+ float dt;
+
+ dt = time - self.move_time;
+ self.move_time = time;
+ if(dt <= 0)
+ return;
+
+ fixedmakevectors(self.angles);
+ setorigin(self, self.origin + self.velocity * dt);
+ self.tur_head.angles += dt * self.tur_head.move_avelocity;
+ self.angles_y = self.move_angles_y;
+
+ if (self.health < 127)
+ if(random() < 0.05)
+ te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
+}
+
+ METHOD(EWheel, tr_setup, void(EWheel this, entity it))
+ {
+ it.gravity = 1;
+ it.movetype = MOVETYPE_BOUNCE;
+ it.move_movetype = MOVETYPE_BOUNCE;
+ it.move_origin = it.origin;
+ it.move_time = time;
+ it.draw = ewheel_draw;
+ }
+
+#endif // CSQC
+#endif
--- /dev/null
- void spawnfunc_turret_flac() { SELFPARAM(); if (!turret_initialize(TUR_FLAC)) remove(self); }
+#ifndef TURRET_FLAC_H
+#define TURRET_FLAC_H
+
+#include "flac_weapon.qc"
+
+CLASS(Flac, Turret)
+/* spawnflags */ ATTRIB(Flac, spawnflags, int, TUR_FLAG_SPLASH | TUR_FLAG_FASTPROJ | TUR_FLAG_MISSILE);
+/* mins */ ATTRIB(Flac, mins, vector, '-32 -32 0');
+/* maxs */ ATTRIB(Flac, maxs, vector, '32 32 64');
+/* modelname */ ATTRIB(Flac, mdl, string, "base.md3");
+/* model */ ATTRIB(Flac, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(Flac, head_model, string, strzone(strcat("models/turrets/", "flac.md3")));
+/* netname */ ATTRIB(Flac, netname, string, "flac");
+/* fullname */ ATTRIB(Flac, turret_name, string, _("FLAC Cannon"));
+ ATTRIB(Flac, m_weapon, Weapon, WEP_FLAC);
+ENDCLASS(Flac)
+REGISTER_TURRET(FLAC, NEW(Flac));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "flac_weapon.qc"
+
+#ifdef SVQC
+
++spawnfunc(turret_flac) { if (!turret_initialize(TUR_FLAC)) remove(self); }
+
+METHOD(Flac, tr_setup, void(Flac this, entity it))
+{
+ it.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
+ it.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
+ it.damage_flags |= TFL_DMG_HEADSHAKE;
+ it.target_select_flags |= TFL_TARGETSELECT_NOTURRETS | TFL_TARGETSELECT_MISSILESONLY;
+}
+
+#endif
+
+#endif
--- /dev/null
- void spawnfunc_turret_fusionreactor() { SELFPARAM(); if (!turret_initialize(TUR_FUSIONREACTOR)) remove(self); }
+#ifndef TURRET_FUSIONREACTOR_H
+#define TURRET_FUSIONREACTOR_H
+
+CLASS(FusionReactor, Turret)
+/* spawnflags */ ATTRIB(FusionReactor, spawnflags, int, TUR_FLAG_SUPPORT | TUR_FLAG_AMMOSOURCE);
+/* mins */ ATTRIB(FusionReactor, mins, vector, '-34 -34 0');
+/* maxs */ ATTRIB(FusionReactor, maxs, vector, '34 34 90');
+/* modelname */ ATTRIB(FusionReactor, mdl, string, "base.md3");
+/* model */ ATTRIB(FusionReactor, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(FusionReactor, head_model, string, strzone(strcat("models/turrets/", "reactor.md3")));
+/* netname */ ATTRIB(FusionReactor, netname, string, "fusionreactor");
+/* fullname */ ATTRIB(FusionReactor, turret_name, string, _("Fusion Reactor"));
+ENDCLASS(FusionReactor)
+REGISTER_TURRET(FUSIONREACTOR, NEW(FusionReactor));
+
+#endif
+
+#ifdef IMPLEMENTATION
+#ifdef SVQC
+bool turret_fusionreactor_firecheck()
+{SELFPARAM();
+ if (self.attack_finished_single > time)
+ return false;
+
+ if (self.enemy.deadflag != DEAD_NO)
+ return false;
+
+ if (self.enemy == world)
+ return false;
+
+ if (self.ammo < self.shot_dmg)
+ return false;
+
+ if (self.enemy.ammo >= self.enemy.ammo_max)
+ return false;
+
+ if (vlen(self.enemy.origin - self.origin) > self.target_range)
+ return false;
+
+ if(self.team != self.enemy.team)
+ return false;
+
+ if(!(self.enemy.ammo_flags & TFL_AMMO_ENERGY))
+ return false;
+
+ return true;
+}
+
++spawnfunc(turret_fusionreactor) { if (!turret_initialize(TUR_FUSIONREACTOR)) remove(self); }
+
+METHOD(FusionReactor, tr_attack, void(FusionReactor this))
+{
+ self.enemy.ammo = min(self.enemy.ammo + self.shot_dmg,self.enemy.ammo_max);
+ vector fl_org = 0.5 * (self.enemy.absmin + self.enemy.absmax);
+ te_smallflash(fl_org);
+}
+METHOD(FusionReactor, tr_think, void(FusionReactor thistur))
+{
+ self.tur_head.avelocity = '0 250 0' * (self.ammo / self.ammo_max);
+}
+METHOD(FusionReactor, tr_setup, void(FusionReactor this, entity it))
+{
+ it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
+ it.target_select_flags = TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_OWNTEAM | TFL_TARGETSELECT_RANGELIMITS;
+ it.firecheck_flags = TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_AMMO_OTHER | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_DEAD;
+ it.shoot_flags = TFL_SHOOT_HITALLVALID;
+ it.aim_flags = TFL_AIM_NO;
+ it.track_flags = TFL_TRACK_NO;
+
+ it.tur_head.scale = 0.75;
+ it.tur_head.avelocity = '0 50 0';
+
+ it.turret_firecheckfunc = turret_fusionreactor_firecheck;
+}
+
+#endif
+#endif
--- /dev/null
- void spawnfunc_turret_hellion() { SELFPARAM(); if (!turret_initialize(TUR_HELLION)) remove(self); }
+#ifndef TURRET_HELLION_H
+#define TURRET_HELLION_H
+
+#include "hellion_weapon.qc"
+
+CLASS(Hellion, Turret)
+/* spawnflags */ ATTRIB(Hellion, spawnflags, int, TUR_FLAG_SPLASH | TUR_FLAG_FASTPROJ | TUR_FLAG_PLAYER | TUR_FLAG_MISSILE);
+/* mins */ ATTRIB(Hellion, mins, vector, '-32 -32 0');
+/* maxs */ ATTRIB(Hellion, maxs, vector, '32 32 64');
+/* modelname */ ATTRIB(Hellion, mdl, string, "base.md3");
+/* model */ ATTRIB(Hellion, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(Hellion, head_model, string, strzone(strcat("models/turrets/", "hellion.md3")));
+/* netname */ ATTRIB(Hellion, netname, string, "hellion");
+/* fullname */ ATTRIB(Hellion, turret_name, string, _("Hellion Missile Turret"));
+ ATTRIB(Hellion, m_weapon, Weapon, WEP_HELLION);
+ENDCLASS(Hellion)
+REGISTER_TURRET(HELLION, NEW(Hellion));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "hellion_weapon.qc"
+
+#ifdef SVQC
+
++spawnfunc(turret_hellion) { if (!turret_initialize(TUR_HELLION)) remove(self); }
+
+METHOD(Hellion, tr_think, void(Hellion thistur))
+{
+ if (self.tur_head.frame != 0)
+ self.tur_head.frame += 1;
+
+ if (self.tur_head.frame >= 7)
+ self.tur_head.frame = 0;
+}
+METHOD(Hellion, tr_setup, void(Hellion this, entity it))
+{
+ it.aim_flags = TFL_AIM_SIMPLE;
+ it.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK ;
+ it.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF | TFL_FIRECHECK_AMMO_OWN;
+ it.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
+}
+
+#endif
+#endif
--- /dev/null
- void spawnfunc_turret_hk() { SELFPARAM(); if(!turret_initialize(TUR_HK)) remove(self); }
+#ifndef TURRET_HK_H
+#define TURRET_HK_H
+
+//#define TURRET_DEBUG_HK
+
+#include "hk_weapon.qc"
+
+CLASS(HunterKiller, Turret)
+/* spawnflags */ ATTRIB(HunterKiller, spawnflags, int, TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER | TUR_FLAG_RECIEVETARGETS);
+/* mins */ ATTRIB(HunterKiller, mins, vector, '-32 -32 0');
+/* maxs */ ATTRIB(HunterKiller, maxs, vector, '32 32 64');
+/* modelname */ ATTRIB(HunterKiller, mdl, string, "base.md3");
+/* model */ ATTRIB(HunterKiller, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(HunterKiller, head_model, string, strzone(strcat("models/turrets/", "hk.md3")));
+/* netname */ ATTRIB(HunterKiller, netname, string, "hk");
+/* fullname */ ATTRIB(HunterKiller, turret_name, string, _("Hunter-Killer Turret"));
+ ATTRIB(HunterKiller, m_weapon, Weapon, WEP_HK);
+ENDCLASS(HunterKiller)
+REGISTER_TURRET(HK, NEW(HunterKiller));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "hk_weapon.qc"
+
+#ifdef SVQC
+
+#ifdef TURRET_DEBUG_HK
+.float atime;
+#endif
+
++spawnfunc(turret_hk) { if(!turret_initialize(TUR_HK)) remove(self); }
+
+METHOD(HunterKiller, tr_think, void(HunterKiller thistur))
+{
+ if (self.tur_head.frame != 0)
+ self.tur_head.frame = self.tur_head.frame + 1;
+
+ if (self.tur_head.frame > 5)
+ self.tur_head.frame = 0;
+}
+
+float turret_hk_addtarget(entity e_target,entity e_sender);
+METHOD(HunterKiller, tr_setup, void(HunterKiller this, entity it))
+{
+ it.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
+ it.aim_flags = TFL_AIM_SIMPLE;
+ it.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
+ it.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;
+ it.shoot_flags = TFL_SHOOT_CLEARTARGET;
+ it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;
+
+ it.turret_addtarget = turret_hk_addtarget;
+}
+
+float turret_hk_addtarget(entity e_target,entity e_sender)
+{SELFPARAM();
+ if (e_target)
+ {
+ if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)
+ {
+ self.enemy = e_target;
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+#endif // SVQC
+#endif
--- /dev/null
- void spawnfunc_turret_machinegun() { SELFPARAM(); if (!turret_initialize(TUR_MACHINEGUN)) remove(self); }
+#ifndef TURRET_MACHINEGUN_H
+#define TURRET_MACHINEGUN_H
+
+#include "machinegun_weapon.qc"
+
+CLASS(MachineGunTurret, Turret)
+/* spawnflags */ ATTRIB(MachineGunTurret, spawnflags, int, TUR_FLAG_PLAYER);
+/* mins */ ATTRIB(MachineGunTurret, mins, vector, '-32 -32 0');
+/* maxs */ ATTRIB(MachineGunTurret, maxs, vector, '32 32 64');
+/* modelname */ ATTRIB(MachineGunTurret, mdl, string, "base.md3");
+/* model */ ATTRIB(MachineGunTurret, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(MachineGunTurret, head_model, string, strzone(strcat("models/turrets/", "machinegun.md3")));
+/* netname */ ATTRIB(MachineGunTurret, netname, string, "machinegun");
+/* fullname */ ATTRIB(MachineGunTurret, turret_name, string, _("Machinegun Turret"));
+ ATTRIB(MachineGunTurret, m_weapon, Weapon, WEP_TUR_MACHINEGUN);
+ENDCLASS(MachineGunTurret)
+REGISTER_TURRET(MACHINEGUN, NEW(MachineGunTurret));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "machinegun_weapon.qc"
+
+#ifdef SVQC
+
++spawnfunc(turret_machinegun) { if (!turret_initialize(TUR_MACHINEGUN)) remove(self); }
+
+METHOD(MachineGunTurret, tr_setup, void(MachineGunTurret this, entity it))
+{
+ it.damage_flags |= TFL_DMG_HEADSHAKE;
+ it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
+ it.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ it.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
+ it.turret_flags |= TUR_FLAG_HITSCAN;
+}
+
+#endif // SVQC
+#endif
--- /dev/null
- void spawnfunc_turret_mlrs() { SELFPARAM(); if (!turret_initialize(TUR_MLRS)) remove(self); }
+#ifndef TURRET_MLRS_H
+#define TURRET_MLRS_H
+
+#include "mlrs_weapon.qc"
+
+CLASS(MLRSTurret, Turret)
+/* spawnflags */ ATTRIB(MLRSTurret, spawnflags, int, TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER);
+/* mins */ ATTRIB(MLRSTurret, mins, vector, '-32 -32 0');
+/* maxs */ ATTRIB(MLRSTurret, maxs, vector, '32 32 64');
+/* modelname */ ATTRIB(MLRSTurret, mdl, string, "base.md3");
+/* model */ ATTRIB(MLRSTurret, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(MLRSTurret, head_model, string, strzone(strcat("models/turrets/", "mlrs.md3")));
+/* netname */ ATTRIB(MLRSTurret, netname, string, "mlrs");
+/* fullname */ ATTRIB(MLRSTurret, turret_name, string, _("MLRS Turret"));
+ ATTRIB(MLRSTurret, m_weapon, Weapon, WEP_TUR_MLRS);
+ENDCLASS(MLRSTurret)
+REGISTER_TURRET(MLRS, NEW(MLRSTurret));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "mlrs_weapon.qc"
+
+#ifdef SVQC
+
++spawnfunc(turret_mlrs) { if (!turret_initialize(TUR_MLRS)) remove(self); }
+
+METHOD(MLRSTurret, tr_think, void(MLRSTurret thistur))
+{
+ // 0 = full, 6 = empty
+ self.tur_head.frame = bound(0, 6 - floor(0.1 + self.ammo / self.shot_dmg), 6);
+ if(self.tur_head.frame < 0)
+ {
+ LOG_TRACE("ammo:",ftos(self.ammo),"\n");
+ LOG_TRACE("shot_dmg:",ftos(self.shot_dmg),"\n");
+ }
+}
+METHOD(MLRSTurret, tr_setup, void(MLRSTurret this, entity it))
+{
+ it.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
+ it.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
+
+ it.damage_flags |= TFL_DMG_HEADSHAKE;
+ it.shoot_flags |= TFL_SHOOT_VOLLYALWAYS;
+ it.volly_counter = it.shot_volly;
+}
+
+#endif // SVQC
+#endif
--- /dev/null
- void spawnfunc_turret_phaser() { SELFPARAM(); if (!turret_initialize(TUR_PHASER)) remove(self); }
+#ifndef TURRET_PHASER_H
+#define TURRET_PHASER_H
+
+#include "phaser_weapon.qc"
+
+CLASS(PhaserTurret, Turret)
+/* spawnflags */ ATTRIB(PhaserTurret, spawnflags, int, TUR_FLAG_SNIPER | TUR_FLAG_HITSCAN | TUR_FLAG_PLAYER);
+/* mins */ ATTRIB(PhaserTurret, mins, vector, '-32 -32 0');
+/* maxs */ ATTRIB(PhaserTurret, maxs, vector, '32 32 64');
+/* modelname */ ATTRIB(PhaserTurret, mdl, string, "base.md3");
+/* model */ ATTRIB(PhaserTurret, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(PhaserTurret, head_model, string, strzone(strcat("models/turrets/", "phaser.md3")));
+/* netname */ ATTRIB(PhaserTurret, netname, string, "phaser");
+/* fullname */ ATTRIB(PhaserTurret, turret_name, string, _("Phaser Cannon"));
+ ATTRIB(PhaserTurret, m_weapon, Weapon, WEP_PHASER);
+ENDCLASS(PhaserTurret)
+REGISTER_TURRET(PHASER, NEW(PhaserTurret));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "phaser_weapon.qc"
+
+#ifdef SVQC
+
++spawnfunc(turret_phaser) { if (!turret_initialize(TUR_PHASER)) remove(self); }
+
+METHOD(PhaserTurret, tr_think, void(PhaserTurret thistur))
+{
+ if (self.tur_head.frame != 0)
+ {
+ if (self.fireflag == 1)
+ {
+ if (self.tur_head.frame == 10)
+ self.tur_head.frame = 1;
+ else
+ self.tur_head.frame = self.tur_head.frame +1;
+ }
+ else if (self.fireflag == 2 )
+ {
+ self.tur_head.frame = self.tur_head.frame +1;
+ if (self.tur_head.frame == 15)
+ {
+ self.tur_head.frame = 0;
+ self.fireflag = 0;
+ }
+ }
+ }
+}
+float turret_phaser_firecheck();
+METHOD(PhaserTurret, tr_setup, void(PhaserTurret this, entity it))
+{
+ it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ it.aim_flags = TFL_AIM_LEAD;
+
+ it.turret_firecheckfunc = turret_phaser_firecheck;
+}
+float turret_phaser_firecheck()
+{
+ SELFPARAM();
+ if (self.fireflag != 0) return 0;
+ return turret_firecheck();
+}
+
+#endif
+#endif
--- /dev/null
- void spawnfunc_turret_plasma() { SELFPARAM(); if (!turret_initialize(TUR_PLASMA)) remove(self); }
+#ifndef TURRET_PLASMA_H
+#define TURRET_PLASMA_H
+
+#include "plasma_weapon.qc"
+
+CLASS(PlasmaTurret, Turret)
+/* spawnflags */ ATTRIB(PlasmaTurret, spawnflags, int, TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER);
+/* mins */ ATTRIB(PlasmaTurret, mins, vector, '-32 -32 0');
+/* maxs */ ATTRIB(PlasmaTurret, maxs, vector, '32 32 64');
+/* modelname */ ATTRIB(PlasmaTurret, mdl, string, "base.md3");
+/* model */ ATTRIB(PlasmaTurret, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(PlasmaTurret, head_model, string, strzone(strcat("models/turrets/", "plasma.md3")));
+/* netname */ ATTRIB(PlasmaTurret, netname, string, "plasma");
+/* fullname */ ATTRIB(PlasmaTurret, turret_name, string, _("Plasma Cannon"));
+ ATTRIB(PlasmaTurret, m_weapon, Weapon, WEP_PLASMA);
+ENDCLASS(PlasmaTurret)
+REGISTER_TURRET(PLASMA, NEW(PlasmaTurret));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "plasma_weapon.qc"
+
+#ifdef SVQC
+
++spawnfunc(turret_plasma) { if (!turret_initialize(TUR_PLASMA)) remove(self); }
+
+METHOD(PlasmaTurret, tr_attack, void(PlasmaTurret this))
+{
+ if(g_instagib)
+ {
+ FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
+ 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA);
+
+ Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+
+ // teamcolor / hit beam effect
+ vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ WarpZone_TrailParticles(world, particleeffectnum(EFFECT_VAPORIZER(self.team)), self.tur_shotorg, v);
+ }
+ else
+ {
+ super.tr_attack(this);
+ }
+ if (self.tur_head.frame == 0)
+ self.tur_head.frame = 1;
+}
+METHOD(PlasmaTurret, tr_think, void(PlasmaTurret thistur))
+{
+ if (self.tur_head.frame != 0)
+ self.tur_head.frame = self.tur_head.frame + 1;
+
+ if (self.tur_head.frame > 5)
+ self.tur_head.frame = 0;
+}
+METHOD(PlasmaTurret, tr_setup, void(PlasmaTurret this, entity it))
+{
+ it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ it.damage_flags |= TFL_DMG_HEADSHAKE;
+ it.firecheck_flags |= TFL_FIRECHECK_AFF;
+ it.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_SPLASH;
+
+ turret_do_updates(it);
+}
+
+#endif
+#endif
--- /dev/null
- void spawnfunc_turret_plasma_dual() { SELFPARAM(); if (!turret_initialize(TUR_PLASMA_DUAL)) remove(self); }
+#ifndef TURRET_PLASMA_DUAL_H
+#define TURRET_PLASMA_DUAL_H
+
+CLASS(PlasmaDualAttack, PlasmaAttack)
+/* refname */ ATTRIB(PlasmaDualAttack, netname, string, "turret_plasma_dual");
+/* wepname */ ATTRIB(PlasmaDualAttack, message, string, _("Dual plasma"));
+ENDCLASS(PlasmaDualAttack)
+REGISTER_WEAPON(PLASMA_DUAL, NEW(PlasmaDualAttack));
+
+CLASS(DualPlasmaTurret, PlasmaTurret)
+/* spawnflags */ ATTRIB(DualPlasmaTurret, spawnflags, int, TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER);
+/* mins */ ATTRIB(DualPlasmaTurret, mins, vector, '-32 -32 0');
+/* maxs */ ATTRIB(DualPlasmaTurret, maxs, vector, '32 32 64');
+/* modelname */ ATTRIB(DualPlasmaTurret, mdl, string, "base.md3");
+/* model */ ATTRIB(DualPlasmaTurret, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(DualPlasmaTurret, head_model, string, strzone(strcat("models/turrets/", "plasmad.md3")));
+/* netname */ ATTRIB(DualPlasmaTurret, netname, string, "plasma_dual");
+/* fullname */ ATTRIB(DualPlasmaTurret, turret_name, string, _("Dual Plasma Cannon"));
+ ATTRIB(DualPlasmaTurret, m_weapon, Weapon, WEP_PLASMA_DUAL);
+ENDCLASS(DualPlasmaTurret)
+REGISTER_TURRET(PLASMA_DUAL, NEW(DualPlasmaTurret));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#ifdef SVQC
+
++spawnfunc(turret_plasma_dual) { if (!turret_initialize(TUR_PLASMA_DUAL)) remove(self); }
+
+METHOD(DualPlasmaTurret, tr_attack, void(DualPlasmaTurret this))
+{
+ if (g_instagib) {
+ FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
+ 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA);
+
+
+ Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+
+ // teamcolor / hit beam effect
+ vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ WarpZone_TrailParticles(world, particleeffectnum(EFFECT_VAPORIZER(self.team)), self.tur_shotorg, v);
+ } else {
+ super.vtblbase.tr_attack(this);
+ }
+ self.tur_head.frame += 1;
+}
+METHOD(DualPlasmaTurret, tr_think, void(DualPlasmaTurret thistur))
+{
+ if ((self.tur_head.frame != 0) && (self.tur_head.frame != 3))
+ self.tur_head.frame = self.tur_head.frame + 1;
+
+ if (self.tur_head.frame > 6)
+ self.tur_head.frame = 0;
+}
+
+#endif
+#endif
--- /dev/null
- void spawnfunc_turret_tesla() { SELFPARAM(); if (!turret_initialize(TUR_TESLA)) remove(self); }
+#ifndef TURRET_TESLA_H
+#define TURRET_TESLA_H
+
+#include "tesla_weapon.qc"
+
+CLASS(TeslaCoil, Turret)
+/* spawnflags */ ATTRIB(TeslaCoil, spawnflags, int, TUR_FLAG_HITSCAN | TUR_FLAG_PLAYER | TUR_FLAG_MISSILE);
+/* mins */ ATTRIB(TeslaCoil, mins, vector, '-60 -60 0');
+/* maxs */ ATTRIB(TeslaCoil, maxs, vector, '60 60 128');
+/* modelname */ ATTRIB(TeslaCoil, mdl, string, "tesla_base.md3");
+/* model */ ATTRIB(TeslaCoil, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(TeslaCoil, head_model, string, strzone(strcat("models/turrets/", "tesla_head.md3")));
+/* netname */ ATTRIB(TeslaCoil, netname, string, "tesla");
+/* fullname */ ATTRIB(TeslaCoil, turret_name, string, _("Tesla Coil"));
+ ATTRIB(TeslaCoil, m_weapon, Weapon, WEP_TESLA);
+ENDCLASS(TeslaCoil)
+REGISTER_TURRET(TESLA, NEW(TeslaCoil));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "tesla_weapon.qc"
+
+#ifdef SVQC
+
++spawnfunc(turret_tesla) { if (!turret_initialize(TUR_TESLA)) remove(self); }
+
+METHOD(TeslaCoil, tr_think, void(TeslaCoil thistur))
+{
+ if(!self.active)
+ {
+ self.tur_head.avelocity = '0 0 0';
+ return;
+ }
+
+ if(self.ammo < self.shot_dmg)
+ {
+ self.tur_head.avelocity = '0 45 0' * (self.ammo / self.shot_dmg);
+ }
+ else
+ {
+ self.tur_head.avelocity = '0 180 0' * (self.ammo / self.shot_dmg);
+
+ if(self.attack_finished_single > time)
+ return;
+
+ float f;
+ f = (self.ammo / self.ammo_max);
+ f = f * f;
+ if(f > random())
+ if(random() < 0.1)
+ te_csqc_lightningarc(self.tur_shotorg,self.tur_shotorg + (randomvec() * 350));
+ }
+}
+
+float turret_tesla_firecheck();
+METHOD(TeslaCoil, tr_setup, void(TeslaCoil this, entity it))
+{
+ it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
+ TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
+
+ it.turret_firecheckfunc = turret_tesla_firecheck;
+ it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
+ TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
+
+ it.firecheck_flags = TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AMMO_OWN;
+ it.shoot_flags = TFL_SHOOT_CUSTOM;
+ it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ it.aim_flags = TFL_AIM_NO;
+ it.track_flags = TFL_TRACK_NO;
+}
+
+float turret_tesla_firecheck()
+{SELFPARAM();
+ // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
+ float do_target_scan = 0;
+
+ if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
+ do_target_scan = 1;
+
+ // Old target (if any) invalid?
+ if(self.target_validate_time < time)
+ if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
+ {
+ self.enemy = world;
+ self.target_validate_time = time + 0.5;
+ do_target_scan = 1;
+ }
+
+ // But never more often then g_turrets_targetscan_mindelay!
+ if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
+ do_target_scan = 0;
+
+ if(do_target_scan)
+ {
+ self.enemy = turret_select_target();
+ self.target_select_time = time;
+ }
+
+ if(!turret_firecheck())
+ return 0;
+
+ if(self.enemy)
+ return 1;
+
+ return 0;
+}
+
+#endif
+#endif
--- /dev/null
- void spawnfunc_turret_walker() { SELFPARAM(); if(!turret_initialize(TUR_WALKER)) remove(self); }
+#ifndef TURRET_WALKER_H
+#define TURRET_WALKER_H
+
+//#define WALKER_FANCYPATHING
+
+#include "walker_weapon.qc"
+
+CLASS(WalkerTurret, Turret)
+/* spawnflags */ ATTRIB(WalkerTurret, spawnflags, int, TUR_FLAG_PLAYER | TUR_FLAG_MOVE);
+/* mins */ ATTRIB(WalkerTurret, mins, vector, '-70 -70 0');
+/* maxs */ ATTRIB(WalkerTurret, maxs, vector, '70 70 95');
+/* modelname */ ATTRIB(WalkerTurret, mdl, string, "walker_body.md3");
+/* model */ ATTRIB(WalkerTurret, model, string, strzone(strcat("models/turrets/", this.mdl)));
+/* head_model */ ATTRIB(WalkerTurret, head_model, string, strzone(strcat("models/turrets/", "walker_head_minigun.md3")));
+/* netname */ ATTRIB(WalkerTurret, netname, string, "walker");
+/* fullname */ ATTRIB(WalkerTurret, turret_name, string, _("Walker Turret"));
+ ATTRIB(WalkerTurret, m_weapon, Weapon, WEP_WALKER);
+ENDCLASS(WalkerTurret)
+REGISTER_TURRET(WALKER, NEW(WalkerTurret));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "walker_weapon.qc"
+
+#ifdef SVQC
+
+float autocvar_g_turrets_unit_walker_melee_damage;
+float autocvar_g_turrets_unit_walker_melee_force;
+float autocvar_g_turrets_unit_walker_melee_range;
+float autocvar_g_turrets_unit_walker_rocket_damage;
+float autocvar_g_turrets_unit_walker_rocket_radius;
+float autocvar_g_turrets_unit_walker_rocket_force;
+float autocvar_g_turrets_unit_walker_rocket_speed;
+float autocvar_g_turrets_unit_walker_rocket_range;
+float autocvar_g_turrets_unit_walker_rocket_range_min;
+float autocvar_g_turrets_unit_walker_rocket_refire;
+float autocvar_g_turrets_unit_walker_rocket_turnrate;
+float autocvar_g_turrets_unit_walker_speed_stop;
+float autocvar_g_turrets_unit_walker_speed_walk;
+float autocvar_g_turrets_unit_walker_speed_run;
+float autocvar_g_turrets_unit_walker_speed_jump;
+float autocvar_g_turrets_unit_walker_speed_swim;
+float autocvar_g_turrets_unit_walker_speed_roam;
+float autocvar_g_turrets_unit_walker_turn;
+float autocvar_g_turrets_unit_walker_turn_walk;
+float autocvar_g_turrets_unit_walker_turn_strafe;
+float autocvar_g_turrets_unit_walker_turn_swim;
+float autocvar_g_turrets_unit_walker_turn_run;
+
+const int ANIM_NO = 0;
+const int ANIM_TURN = 1;
+const int ANIM_WALK = 2;
+const int ANIM_RUN = 3;
+const int ANIM_STRAFE_L = 4;
+const int ANIM_STRAFE_R = 5;
+const int ANIM_JUMP = 6;
+const int ANIM_LAND = 7;
+const int ANIM_PAIN = 8;
+const int ANIM_MELEE = 9;
+const int ANIM_SWIM = 10;
+const int ANIM_ROAM = 11;
+
+.float animflag;
+.float idletime;
+
+#define WALKER_PATH(s,e) pathlib_astar(s,e)
+
+float walker_firecheck()
+{SELFPARAM();
+ if (self.animflag == ANIM_MELEE)
+ return 0;
+
+ return turret_firecheck();
+}
+
+void walker_melee_do_dmg()
+{SELFPARAM();
+ vector where;
+ entity e;
+
+ makevectors(self.angles);
+ where = self.origin + v_forward * 128;
+
+ e = findradius(where,32);
+ while (e)
+ {
+ if (turret_validate_target(self, e, self.target_validate_flags))
+ if (e != self && e.owner != self)
+ Damage(e, self, self, (autocvar_g_turrets_unit_walker_melee_damage), DEATH_TURRET_WALK_MELEE, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
+
+ e = e.chain;
+ }
+}
+
+void walker_setnoanim()
+{SELFPARAM();
+ turrets_setframe(ANIM_NO, false);
+ self.animflag = self.frame;
+}
+void walker_rocket_explode()
+{SELFPARAM();
+ RadiusDamage (self, self.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), self, world, (autocvar_g_turrets_unit_walker_rocket_force), DEATH_TURRET_WALK_ROCKET, world);
+ remove (self);
+}
+
+void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+{SELFPARAM();
+ self.health = self.health - damage;
+ self.velocity = self.velocity + vforce;
+
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
+}
+
+#define WALKER_ROCKET_MOVE movelib_move_simple(newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
+void walker_rocket_loop();
+void walker_rocket_think()
+{SELFPARAM();
+ vector newdir;
+ float edist;
+ float itime;
+ float m_speed;
+
+ self.nextthink = time;
+
+ edist = vlen(self.enemy.origin - self.origin);
+
+ // Simulate crude guidance
+ if (self.cnt < time)
+ {
+ if (edist < 1000)
+ self.tur_shotorg = randomvec() * min(edist, 64);
+ else
+ self.tur_shotorg = randomvec() * min(edist, 256);
+
+ self.cnt = time + 0.5;
+ }
+
+ if (edist < 128)
+ self.tur_shotorg = '0 0 0';
+
+ if (self.max_health < time)
+ {
+ self.think = walker_rocket_explode;
+ self.nextthink = time;
+ return;
+ }
+
+ if (self.shot_dmg != 1337 && random() < 0.01)
+ {
+ walker_rocket_loop();
+ return;
+ }
+
+ m_speed = vlen(self.velocity);
+
+ // Enemy dead? just keep on the current heading then.
+ if (self.enemy == world || self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ if (self.enemy)
+ {
+ itime = max(edist / m_speed, 1);
+ newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg);
+ }
+ else
+ newdir = normalize(self.velocity);
+
+ WALKER_ROCKET_MOVE;
+}
+
+void walker_rocket_loop3()
+{SELFPARAM();
+ vector newdir;
+ self.nextthink = time;
+
+ if (self.max_health < time)
+ {
+ self.think = walker_rocket_explode;
+ return;
+ }
+
+ if (vlen(self.origin - self.tur_shotorg) < 100 )
+ {
+ self.think = walker_rocket_think;
+ return;
+ }
+
+ newdir = steerlib_pull(self.tur_shotorg);
+ WALKER_ROCKET_MOVE;
+
+ self.angles = vectoangles(self.velocity);
+}
+
+void walker_rocket_loop2()
+{SELFPARAM();
+ vector newdir;
+
+ self.nextthink = time;
+
+ if (self.max_health < time)
+ {
+ self.think = walker_rocket_explode;
+ return;
+ }
+
+ if (vlen(self.origin - self.tur_shotorg) < 100 )
+ {
+ self.tur_shotorg = self.origin - '0 0 200';
+ self.think = walker_rocket_loop3;
+ return;
+ }
+
+ newdir = steerlib_pull(self.tur_shotorg);
+ WALKER_ROCKET_MOVE;
+}
+
+void walker_rocket_loop()
+{SELFPARAM();
+ self.nextthink = time;
+ self.tur_shotorg = self.origin + '0 0 300';
+ self.think = walker_rocket_loop2;
+ self.shot_dmg = 1337;
+}
+
+void walker_fire_rocket(vector org)
+{SELFPARAM();
+ entity rocket;
+
+ fixedmakevectors(self.angles);
+
+ te_explosion (org);
+
+ rocket = spawn ();
+ setorigin(rocket, org);
+
+ sound (self, CH_WEAPON_A, SND_HAGAR_FIRE, VOL_BASE, ATTEN_NORM);
+ setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+
+ rocket.classname = "walker_rocket";
+ rocket.owner = self;
+ rocket.bot_dodge = true;
+ rocket.bot_dodgerating = 50;
+ rocket.takedamage = DAMAGE_YES;
+ rocket.damageforcescale = 2;
+ rocket.health = 25;
+ rocket.tur_shotorg = randomvec() * 512;
+ rocket.cnt = time + 1;
+ rocket.enemy = self.enemy;
+
+ if (random() < 0.01)
+ rocket.think = walker_rocket_loop;
+ else
+ rocket.think = walker_rocket_think;
+
+ rocket.event_damage = walker_rocket_damage;
+
+ rocket.nextthink = time;
+ rocket.movetype = MOVETYPE_FLY;
+ rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed);
+ rocket.angles = vectoangles(rocket.velocity);
+ rocket.touch = walker_rocket_explode;
+ rocket.flags = FL_PROJECTILE;
+ rocket.solid = SOLID_BBOX;
+ rocket.max_health = time + 9;
+ rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
+
+ CSQCProjectile(rocket, false, PROJECTILE_ROCKET, false); // no culling, has fly sound
+}
+
+.vector enemy_last_loc;
+.float enemy_last_time;
+void walker_move_to(vector _target, float _dist)
+{SELFPARAM();
+ switch (self.waterlevel)
+ {
+ case WATERLEVEL_NONE:
+ if (_dist > 500)
+ self.animflag = ANIM_RUN;
+ else
+ self.animflag = ANIM_WALK;
+ case WATERLEVEL_WETFEET:
+ case WATERLEVEL_SWIMMING:
+ if (self.animflag != ANIM_SWIM)
+ self.animflag = ANIM_WALK;
+ else
+ self.animflag = ANIM_SWIM;
+ break;
+ case WATERLEVEL_SUBMERGED:
+ self.animflag = ANIM_SWIM;
+ }
+
+ self.moveto = _target;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+
+ if(self.enemy)
+ {
+ self.enemy_last_loc = _target;
+ self.enemy_last_time = time;
+ }
+}
+
+void walker_move_path()
+{SELFPARAM();
+#ifdef WALKER_FANCYPATHING
+ // Are we close enougth to a path node to switch to the next?
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ if (self.pathcurrent.path_next == world)
+ {
+ // Path endpoint reached
+ pathlib_deletepath(self.pathcurrent.owner);
+ self.pathcurrent = world;
+
+ if (self.pathgoal)
+ {
+ if (self.pathgoal.use)
+ self.pathgoal.use();
+
+ if (self.pathgoal.enemy)
+ {
+ self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
+ self.pathgoal = self.pathgoal.enemy;
+ }
+ }
+ else
+ self.pathgoal = world;
+ }
+ else
+ self.pathcurrent = self.pathcurrent.path_next;
+
+ self.moveto = self.pathcurrent.origin;
+ self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
+ walker_move_to(self.moveto, 0);
+
+#else
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ self.pathcurrent = self.pathcurrent.enemy;
+
+ if(!self.pathcurrent)
+ return;
+
+ self.moveto = self.pathcurrent.origin;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+ walker_move_to(self.moveto, 0);
+#endif
+}
+
++spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
+
+ METHOD(WalkerTurret, tr_think, void(WalkerTurret thistur))
+ {
+ fixedmakevectors(self.angles);
+
+ if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
+ walker_move_path();
+ else if (self.enemy == world)
+ {
+ if(self.pathcurrent)
+ walker_move_path();
+ else
+ {
+ if(self.enemy_last_time != 0)
+ {
+ if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
+ self.enemy_last_time = 0;
+ else
+ walker_move_to(self.enemy_last_loc, 0);
+ }
+ else
+ {
+ if(self.animflag != ANIM_NO)
+ {
+ traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
+
+ if(trace_fraction != 1.0)
+ self.tur_head.idletime = -1337;
+ else
+ {
+ traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
+ if(trace_fraction == 1.0)
+ self.tur_head.idletime = -1337;
+ }
+
+ if(self.tur_head.idletime == -1337)
+ {
+ self.moveto = self.origin + randomvec() * 256;
+ self.tur_head.idletime = 0;
+ }
+
+ self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
+ self.moveto_z = self.origin_z + 64;
+ walker_move_to(self.moveto, 0);
+ }
+
+ if(self.idletime < time)
+ {
+ if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
+ {
+ self.idletime = time + 1 + random() * 5;
+ self.moveto = self.origin;
+ self.animflag = ANIM_NO;
+ }
+ else
+ {
+ self.animflag = ANIM_WALK;
+ self.idletime = time + 4 + random() * 2;
+ self.moveto = self.origin + randomvec() * 256;
+ self.tur_head.moveto = self.moveto;
+ self.tur_head.idletime = 0;
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && self.animflag != ANIM_MELEE)
+ {
+ vector wish_angle;
+
+ wish_angle = angleofs(self, self.enemy);
+ if (self.animflag != ANIM_SWIM)
+ if (fabs(wish_angle_y) < 15)
+ {
+ self.moveto = self.enemy.origin;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+ self.animflag = ANIM_MELEE;
+ }
+ }
+ else if (self.tur_head.attack_finished_single < time)
+ {
+ if(self.tur_head.shot_volly)
+ {
+ self.animflag = ANIM_NO;
+
+ self.tur_head.shot_volly = self.tur_head.shot_volly -1;
+ if(self.tur_head.shot_volly == 0)
+ self.tur_head.attack_finished_single = time + (autocvar_g_turrets_unit_walker_rocket_refire);
+ else
+ self.tur_head.attack_finished_single = time + 0.2;
+
+ if(self.tur_head.shot_volly > 1)
+ walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
+ else
+ walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
+ }
+ else
+ {
+ if (self.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
+ if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
+ self.tur_head.shot_volly = 4;
+ }
+ }
+ else
+ {
+ if (self.animflag != ANIM_MELEE)
+ walker_move_to(self.enemy.origin, self.tur_dist_enemy);
+ }
+ }
+
+ {
+ vector real_angle;
+ float turny = 0, turnx = 0;
+ float vz;
+
+ real_angle = vectoangles(self.steerto) - self.angles;
+ vz = self.velocity_z;
+
+ switch (self.animflag)
+ {
+ case ANIM_NO:
+ movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
+ break;
+
+ case ANIM_TURN:
+ turny = (autocvar_g_turrets_unit_walker_turn);
+ movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
+ break;
+
+ case ANIM_WALK:
+ turny = (autocvar_g_turrets_unit_walker_turn_walk);
+ movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
+ break;
+
+ case ANIM_RUN:
+ turny = (autocvar_g_turrets_unit_walker_turn_run);
+ movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
+ break;
+
+ case ANIM_STRAFE_L:
+ turny = (autocvar_g_turrets_unit_walker_turn_strafe);
+ movelib_move_simple(v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
+ break;
+
+ case ANIM_STRAFE_R:
+ turny = (autocvar_g_turrets_unit_walker_turn_strafe);
+ movelib_move_simple(v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
+ break;
+
+ case ANIM_JUMP:
+ self.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
+ break;
+
+ case ANIM_LAND:
+ break;
+
+ case ANIM_PAIN:
+ if(self.frame != ANIM_PAIN)
+ defer(0.25, walker_setnoanim);
+
+ break;
+
+ case ANIM_MELEE:
+ if(self.frame != ANIM_MELEE)
+ {
+ defer(0.41, walker_setnoanim);
+ defer(0.21, walker_melee_do_dmg);
+ }
+
+ movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
+ break;
+
+ case ANIM_SWIM:
+ turny = (autocvar_g_turrets_unit_walker_turn_swim);
+ turnx = (autocvar_g_turrets_unit_walker_turn_swim);
+
+ self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
+ movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
+ vz = self.velocity_z + sin(time * 4) * 8;
+ break;
+
+ case ANIM_ROAM:
+ turny = (autocvar_g_turrets_unit_walker_turn_walk);
+ movelib_move_simple(v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
+ break;
+ }
+
+ if(turny)
+ {
+ turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
+ self.angles_y += turny;
+ }
+
+ if(turnx)
+ {
+ turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
+ self.angles_x += turnx;
+ }
+
+ self.velocity_z = vz;
+ }
+
+
+ if(self.origin != self.oldorigin)
+ self.SendFlags |= TNSF_MOVE;
+
+ self.oldorigin = self.origin;
+ turrets_setframe(self.animflag, false);
+ }
+ METHOD(WalkerTurret, tr_death, void(WalkerTurret this, entity it))
+ {
+#ifdef WALKER_FANCYPATHING
+ if (it.pathcurrent)
+ pathlib_deletepath(it.pathcurrent.owner);
+#endif
+ it.pathcurrent = NULL;
+ }
+ METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
+ {
+ it.ticrate = 0.05;
+
+ entity e;
+
+ // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
+ if(it.movetype == MOVETYPE_WALK)
+ {
+ if(it.pos1)
+ setorigin(it, it.pos1);
+ if(it.pos2)
+ it.angles = it.pos2;
+ }
+
+ it.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ it.aim_flags = TFL_AIM_LEAD;
+ it.turret_flags |= TUR_FLAG_HITSCAN;
+
+ it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ it.iscreature = true;
+ it.teleportable = TELEPORT_NORMAL;
+ it.damagedbycontents = true;
+ it.solid = SOLID_SLIDEBOX;
+ it.takedamage = DAMAGE_AIM;
+ if(it.movetype != MOVETYPE_WALK)
+ {
+ setorigin(it, it.origin);
+ tracebox(it.origin + '0 0 128', it.mins, it.maxs, it.origin - '0 0 10000', MOVE_NORMAL, it);
+ setorigin(it, trace_endpos + '0 0 4');
+ it.pos1 = it.origin;
+ it.pos2 = it.angles;
+ }
+ it.movetype = MOVETYPE_WALK;
+ it.idle_aim = '0 0 0';
+ it.turret_firecheckfunc = walker_firecheck;
+
+ if (it.target != "")
+ {
+ e = find(world, targetname, it.target);
+ if (!e)
+ {
+ LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!\n");
+ it.target = "";
+ }
+
+ if (e.classname != "turret_checkpoint")
+ LOG_TRACE("Warning: not a turrret path\n");
+ else
+ {
+#ifdef WALKER_FANCYPATHING
+ it.pathcurrent = WALKER_PATH(it.origin, e.origin);
+ it.pathgoal = e;
+#else
+ it.pathcurrent = e;
+#endif
+ }
+ }
+ }
+
+#endif // SVQC
+#ifdef CSQC
+
+#include "../../../client/movelib.qh"
+
+void walker_draw()
+{SELFPARAM();
+ float dt;
+
+ dt = time - self.move_time;
+ self.move_time = time;
+ if(dt <= 0)
+ return;
+
+ fixedmakevectors(self.angles);
+ movelib_groundalign4point(300, 100, 0.25, 45);
+ setorigin(self, self.origin + self.velocity * dt);
+ self.tur_head.angles += dt * self.tur_head.move_avelocity;
+ self.angles_y = self.move_angles_y;
+
+ if (self.health < 127)
+ if(random() < 0.15)
+ te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
+}
+
+ METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
+ {
+ it.gravity = 1;
+ it.movetype = MOVETYPE_BOUNCE;
+ it.move_movetype = MOVETYPE_BOUNCE;
+ it.move_origin = it.origin;
+ it.move_time = time;
+ it.draw = walker_draw;
+ }
+
+#endif // CSQC
+#endif
--- /dev/null
- void spawnfunc_vehicle_bumblebee()
- {SELFPARAM();
+#ifndef VEHICLE_BUMBLEBEE
+#define VEHICLE_BUMBLEBEE
+#include "bumblebee.qh"
+
+#include "bumblebee_weapons.qc"
+
+CLASS(Bumblebee, Vehicle)
+/* spawnflags */ ATTRIB(Bumblebee, spawnflags, int, VHF_DMGSHAKE);
+/* mins */ ATTRIB(Bumblebee, mins, vector, '-245 -130 -130');
+/* maxs */ ATTRIB(Bumblebee, maxs, vector, '230 130 130');
+/* model */ ATTRIB(Bumblebee, mdl, string, "models/vehicles/bumblebee_body.dpm");
+/* model */ ATTRIB(Bumblebee, model, string, "models/vehicles/bumblebee_body.dpm");
+/* head_model */ ATTRIB(Bumblebee, head_model, string, "");
+/* hud_model */ ATTRIB(Bumblebee, hud_model, string, "models/vehicles/spiderbot_cockpit.dpm");
+/* tags */ ATTRIB(Bumblebee, tag_head, string, "");
+/* tags */ ATTRIB(Bumblebee, tag_hud, string, "");
+/* tags */ ATTRIB(Bumblebee, tag_view, string, "tag_viewport");
+/* netname */ ATTRIB(Bumblebee, netname, string, "bumblebee");
+/* fullname */ ATTRIB(Bumblebee, vehicle_name, string, _("Bumblebee"));
+/* icon */ ATTRIB(Bumblebee, m_icon, string, "vehicle_bumble");
+ENDCLASS(Bumblebee)
+REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+const float BRG_SETUP = 2;
+const float BRG_START = 4;
+const float BRG_END = 8;
+
+#include "bumblebee_weapons.qc"
+
+#ifdef SVQC
+float autocvar_g_vehicle_bumblebee_speed_forward;
+float autocvar_g_vehicle_bumblebee_speed_strafe;
+float autocvar_g_vehicle_bumblebee_speed_up;
+float autocvar_g_vehicle_bumblebee_speed_down;
+float autocvar_g_vehicle_bumblebee_turnspeed;
+float autocvar_g_vehicle_bumblebee_pitchspeed;
+float autocvar_g_vehicle_bumblebee_pitchlimit;
+float autocvar_g_vehicle_bumblebee_friction;
+
+float autocvar_g_vehicle_bumblebee_energy;
+float autocvar_g_vehicle_bumblebee_energy_regen;
+float autocvar_g_vehicle_bumblebee_energy_regen_pause;
+
+float autocvar_g_vehicle_bumblebee_health;
+float autocvar_g_vehicle_bumblebee_health_regen;
+float autocvar_g_vehicle_bumblebee_health_regen_pause;
+
+float autocvar_g_vehicle_bumblebee_shield;
+float autocvar_g_vehicle_bumblebee_shield_regen;
+float autocvar_g_vehicle_bumblebee_shield_regen_pause;
+
+float autocvar_g_vehicle_bumblebee_cannon_ammo;
+float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
+float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
+
+float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
+
+float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
+float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
+float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
+float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
+float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
+
+
+float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
+float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
+float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
+float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
+
+float autocvar_g_vehicle_bumblebee_raygun_range;
+float autocvar_g_vehicle_bumblebee_raygun_dps;
+float autocvar_g_vehicle_bumblebee_raygun_aps;
+float autocvar_g_vehicle_bumblebee_raygun_fps;
+
+float autocvar_g_vehicle_bumblebee_raygun;
+float autocvar_g_vehicle_bumblebee_healgun_hps;
+float autocvar_g_vehicle_bumblebee_healgun_hmax;
+float autocvar_g_vehicle_bumblebee_healgun_aps;
+float autocvar_g_vehicle_bumblebee_healgun_amax;
+float autocvar_g_vehicle_bumblebee_healgun_sps;
+float autocvar_g_vehicle_bumblebee_healgun_locktime;
+
+float autocvar_g_vehicle_bumblebee_respawntime;
+
+float autocvar_g_vehicle_bumblebee_blowup_radius;
+float autocvar_g_vehicle_bumblebee_blowup_coredamage;
+float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
+float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
+vector autocvar_g_vehicle_bumblebee_bouncepain;
+
+bool autocvar_g_vehicle_bumblebee = 0;
+
+float bumblebee_gunner_frame()
+{SELFPARAM();
+ entity vehic = self.vehicle.owner;
+ entity gun = self.vehicle;
+ entity gunner = self;
+ setself(vehic);
+
+ vehic.solid = SOLID_NOT;
+ //setorigin(gunner, vehic.origin);
+ gunner.velocity = vehic.velocity;
+
+ float _in, _out;
+ vehic.angles_x *= -1;
+ makevectors(vehic.angles);
+ vehic.angles_x *= -1;
+ if(gun == vehic.gun1)
+ {
+ _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
+ _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
+ setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
+ }
+ else
+ {
+ _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
+ _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
+ setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
+ }
+
+ crosshair_trace(gunner);
+ vector _ct = trace_endpos;
+ vector ad;
+
+ if(autocvar_g_vehicle_bumblebee_cannon_lock)
+ {
+ if(gun.lock_time < time)
+ gun.enemy = world;
+
+ if(trace_ent)
+ if(trace_ent.movetype)
+ if(trace_ent.takedamage)
+ if(!trace_ent.deadflag)
+ {
+ if(DIFF_TEAM(trace_ent, gunner))
+ {
+ gun.enemy = trace_ent;
+ gun.lock_time = time + 5;
+ }
+ }
+ }
+
+ if(gun.enemy)
+ {
+ float distance, impact_time;
+
+ vector vf = real_origin(gun.enemy);
+ vector _vel = gun.enemy.velocity;
+ if(gun.enemy.movetype == MOVETYPE_WALK)
+ _vel.z *= 0.1;
+
+
+ ad = vf;
+ distance = vlen(ad - gunner.origin);
+ impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
+ ad = vf + _vel * impact_time;
+ trace_endpos = ad;
+
+
+ UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
+ vehicle_aimturret(vehic, trace_endpos, gun, "fire",
+ autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
+ _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
+
+ }
+ else
+ vehicle_aimturret(vehic, _ct, gun, "fire",
+ autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
+ _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
+
+ if(!forbidWeaponUse(gunner))
+ if(gunner.BUTTON_ATCK)
+ if(time > gun.attack_finished_single)
+ if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
+ {
+ gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
+ bumblebee_fire_cannon(gun, "fire", gunner);
+ gun.delay = time;
+ gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
+ }
+
+ VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
+
+ if(vehic.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
+
+ ad = gettaginfo(gun, gettagindex(gun, "fire"));
+ traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
+
+ UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
+
+ if(vehic.owner)
+ UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
+
+ vehic.solid = SOLID_BBOX;
+ gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
+ gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
+
+ setself(gunner);
+ return 1;
+}
+
+vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
+{
+ //vector exitspot;
+ float mysize;
+
+ tracebox(gunner.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, player);
+ if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+ return prefer_spot;
+
+ mysize = 1.5 * vlen(PL_MAX - PL_MIN); // can't use gunner's size, as they don't have a size
+ float i;
+ vector v, v2;
+ v2 = 0.5 * (gunner.absmin + gunner.absmax);
+ for(i = 0; i < 100; ++i)
+ {
+ v = randomvec();
+ v_z = 0;
+ v = v2 + normalize(v) * mysize;
+ tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, player);
+ if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+ return v;
+ }
+
+ return prefer_spot; // this should be considered a fallback?!
+}
+
+void bumblebee_gunner_exit(int _exitflag)
+{SELFPARAM();
+ entity player = self;
+ entity gunner = player.vehicle;
+ entity vehic = gunner.owner;
+
+ if(IS_REAL_CLIENT(player))
+ {
+ msg_entity = player;
+ WriteByte(MSG_ONE, SVC_SETVIEWPORT);
+ WriteEntity(MSG_ONE, player);
+
+ WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
+ WriteAngle(MSG_ONE, 0);
+ WriteAngle(MSG_ONE, vehic.angles.y);
+ WriteAngle(MSG_ONE, 0);
+ }
+
+ CSQCVehicleSetup(player, HUD_NORMAL);
+ setsize(player, PL_MIN, PL_MAX);
+
+ player.takedamage = DAMAGE_AIM;
+ player.solid = SOLID_SLIDEBOX;
+ player.movetype = MOVETYPE_WALK;
+ player.effects &= ~EF_NODRAW;
+ player.alpha = 1;
+ player.PlayerPhysplug = func_null;
+ player.view_ofs = PL_VIEW_OFS;
+ player.event_damage = PlayerDamage;
+ player.hud = HUD_NORMAL;
+ player.teleportable = TELEPORT_NORMAL;
+ player.switchweapon = gunner.switchweapon;
+ player.vehicle_enter_delay = time + 2;
+
+ fixedmakevectors(vehic.angles);
+
+ if(player == vehic.gunner1) { vehic.gunner1 = world; }
+ if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
+
+ vector spot = real_origin(gunner);
+ spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
+ spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
+
+ // TODO: figure a way to move player out of the gunner
+
+ player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
+ player.velocity_z += 10;
+
+ gunner.phase = time + 5;
+ gunner.vehicle_hudmodel.viewmodelforclient = gunner;
+
+ MUTATOR_CALLHOOK(VehicleExit, player, gunner);
+
+ player.vehicle = world;
+}
+
+bool bumblebee_gunner_enter()
+{SELFPARAM();
+ entity vehic = self;
+ entity player = other;
+ entity gunner = world;
+
+ if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
+ {
+ // we can have some fun
+ if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
+ {
+ gunner = vehic.gun2;
+ vehic.gunner2 = player;
+ }
+ else
+ {
+ gunner = vehic.gun1;
+ vehic.gunner1 = player;
+ }
+ }
+ else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
+ else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
+ else { LOG_TRACE("Vehicle is full, fail\n"); return false; }
+
+ player.vehicle = gunner;
+ player.angles = vehic.angles;
+ player.takedamage = DAMAGE_NO;
+ player.solid = SOLID_NOT;
+ player.alpha = -1;
+ player.movetype = MOVETYPE_NOCLIP;
+ player.event_damage = func_null;
+ player.view_ofs = '0 0 0';
+ player.hud = gunner.hud;
+ player.teleportable = false;
+ player.PlayerPhysplug = gunner.PlayerPhysplug;
+ player.vehicle_ammo1 = vehic.vehicle_ammo1;
+ player.vehicle_ammo2 = vehic.vehicle_ammo2;
+ player.vehicle_reload1 = vehic.vehicle_reload1;
+ player.vehicle_reload2 = vehic.vehicle_reload2;
+ player.vehicle_energy = vehic.vehicle_energy;
+ player.flags &= ~FL_ONGROUND;
+
+ RemoveGrapplingHook(player);
+
+ gunner.switchweapon = player.switchweapon;
+ gunner.vehicle_exit = bumblebee_gunner_exit;
+ gunner.vehicle_hudmodel.viewmodelforclient = player;
+
+ if(IS_REAL_CLIENT(player))
+ {
+ msg_entity = player;
+ WriteByte(MSG_ONE, SVC_SETVIEWPORT);
+ WriteEntity(MSG_ONE, gunner.vehicle_viewport);
+
+ WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
+ WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
+ WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
+ WriteAngle(MSG_ONE, 0); // roll
+ }
+
+ CSQCVehicleSetup(player, player.hud);
+
+ MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
+
+ return true;
+}
+
+bool vehicles_valid_pilot()
+{SELFPARAM();
+ if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
+ return false;
+
+ if((!IS_PLAYER(other))
+ || (other.deadflag != DEAD_NO)
+ || (other.vehicle)
+ || (DIFF_TEAM(other, self))
+ ) { return false; }
+
+ return true;
+}
+
+void bumblebee_touch()
+{SELFPARAM();
+ if(autocvar_g_vehicles_enter) { return; }
+
+ if(self.gunner1 != world && self.gunner2 != world)
+ {
+ vehicles_touch();
+ return;
+ }
+
+ if(vehicles_valid_pilot())
+ {
+ float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
+
+ if(time >= other.vehicle_enter_delay && phase_time)
+ if(bumblebee_gunner_enter())
+ return;
+ }
+
+ vehicles_touch();
+}
+
+void bumblebee_regen()
+{SELFPARAM();
+ if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
+ self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
+ self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
+
+ if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
+ self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
+ self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
+
+ if(self.vehicle_flags & VHF_SHIELDREGEN)
+ vehicles_regen(self.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, true);
+
+ if(self.vehicle_flags & VHF_HEALTHREGEN)
+ vehicles_regen(self.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, false);
+
+ if(self.vehicle_flags & VHF_ENERGYREGEN)
+ vehicles_regen(self.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, false);
+
+}
+
+float bumblebee_pilot_frame()
+{SELFPARAM();
+ entity pilot, vehic;
+ vector newvel;
+
+ if(intermission_running)
+ {
+ self.vehicle.velocity = '0 0 0';
+ self.vehicle.avelocity = '0 0 0';
+ return 1;
+ }
+
+ pilot = self;
+ vehic = self.vehicle;
+ setself(vehic);
+
+ if(vehic.deadflag != DEAD_NO)
+ {
+ setself(pilot);
+ pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
+ return 1;
+ }
+
+ bumblebee_regen();
+
+ crosshair_trace(pilot);
+
+ vector vang;
+ float ftmp;
+
+ vang = vehic.angles;
+ newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
+ vang.x *= -1;
+ newvel.x *= -1;
+ if(newvel.x > 180) newvel.x -= 360;
+ if(newvel.x < -180) newvel.x += 360;
+ if(newvel.y > 180) newvel.y -= 360;
+ if(newvel.y < -180) newvel.y += 360;
+
+ ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
+ if(ftmp > 180) ftmp -= 360;
+ if(ftmp < -180) ftmp += 360;
+ vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
+
+ // Pitch
+ ftmp = 0;
+ if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
+ ftmp = 4;
+ else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
+ ftmp = -8;
+
+ newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
+ ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
+ vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
+
+ vehic.angles_x = anglemods(vehic.angles.x);
+ vehic.angles_y = anglemods(vehic.angles.y);
+ vehic.angles_z = anglemods(vehic.angles.z);
+
+ makevectors('0 1 0' * vehic.angles.y);
+ newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
+
+ if(pilot.movement.x != 0)
+ {
+ if(pilot.movement.x > 0)
+ newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
+ else if(pilot.movement.x < 0)
+ newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
+ }
+
+ if(pilot.movement.y != 0)
+ {
+ if(pilot.movement.y < 0)
+ newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
+ else if(pilot.movement.y > 0)
+ newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
+ ftmp = newvel * v_right;
+ ftmp *= frametime * 0.1;
+ vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
+ }
+ else
+ {
+ vehic.angles_z *= 0.95;
+ if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
+ vehic.angles_z = 0;
+ }
+
+ if(pilot.BUTTON_CROUCH)
+ newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
+ else if(pilot.BUTTON_JUMP)
+ newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
+
+ vehic.velocity += newvel * frametime;
+ pilot.velocity = pilot.movement = vehic.velocity;
+
+
+ if(autocvar_g_vehicle_bumblebee_healgun_locktime)
+ {
+ if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
+ vehic.tur_head.enemy = world;
+
+ if(trace_ent)
+ if(trace_ent.movetype)
+ if(trace_ent.takedamage)
+ if(!trace_ent.deadflag)
+ {
+ if(teamplay)
+ {
+ if(trace_ent.team == pilot.team)
+ {
+ vehic.tur_head.enemy = trace_ent;
+ vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
+ }
+ }
+ else
+ {
+ vehic.tur_head.enemy = trace_ent;
+ vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
+ }
+ }
+
+ if(vehic.tur_head.enemy)
+ {
+ trace_endpos = real_origin(vehic.tur_head.enemy);
+ UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
+ }
+ }
+
+ vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
+ autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
+ autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
+
+ if(!forbidWeaponUse(pilot))
+ if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
+ {
+ vehic.gun3.enemy.realowner = pilot;
+ vehic.gun3.enemy.effects &= ~EF_NODRAW;
+
+ vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
+ vehic.gun3.enemy.SendFlags |= BRG_START;
+
+ traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
+
+ if(trace_ent)
+ {
+ if(autocvar_g_vehicle_bumblebee_raygun)
+ {
+ Damage(trace_ent, vehic, pilot, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
+ vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
+ }
+ else
+ {
+ if(trace_ent.deadflag == DEAD_NO)
+ if((teamplay && trace_ent.team == pilot.team) || !teamplay)
+ {
+
+ if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
+ {
+ if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
+ trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
+
+ if(autocvar_g_vehicle_bumblebee_healgun_hps)
+ trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
+ }
+ else if(IS_CLIENT(trace_ent))
+ {
+ if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
+ trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
+
+ if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
+ trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
+
+ trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
+ }
+ else if(IS_TURRET(trace_ent))
+ {
+ if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
+ trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
+ //else ..hmmm what? ammo?
+
+ trace_ent.SendFlags |= TNSF_STATUS;
+ }
+ }
+ }
+ }
+
+ vehic.gun3.enemy.hook_end = trace_endpos;
+ setorigin(vehic.gun3.enemy, trace_endpos);
+ vehic.gun3.enemy.SendFlags |= BRG_END;
+
+ vehic.wait = time + 1;
+ }
+ else
+ vehic.gun3.enemy.effects |= EF_NODRAW;
+ /*{
+ if(vehic.gun3.enemy)
+ remove(vehic.gun3.enemy);
+
+ vehic.gun3.enemy = world;
+ }
+ */
+
+ VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
+ VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
+
+ pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
+ pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
+
+ if(vehic.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
+
+ vehic.angles_x *= -1;
+ makevectors(vehic.angles);
+ vehic.angles_x *= -1;
+ setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
+
+ pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
+ setself(pilot);
+
+ return 1;
+}
+
+void bumblebee_land()
+{SELFPARAM();
+ float hgt;
+
+ hgt = raptor_altitude(512);
+ self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
+ self.angles_x *= 0.95;
+ self.angles_z *= 0.95;
+
+ if(hgt < 16)
+ self.think = vehicles_think;
+
+ self.nextthink = time;
+
+ CSQCMODEL_AUTOUPDATE(self);
+}
+
+void bumblebee_exit(float eject)
+{SELFPARAM();
+ if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
+ {
+ bumblebee_gunner_exit(eject);
+ return;
+ }
+
+ self.touch = vehicles_touch;
+
+ if(self.deadflag == DEAD_NO)
+ {
+ self.think = bumblebee_land;
+ self.nextthink = time;
+ }
+
+ self.movetype = MOVETYPE_TOSS;
+
+ if(!self.owner)
+ return;
+
+ fixedmakevectors(self.angles);
+ vector spot;
+ if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
+ spot = self.origin + v_up * 128 + v_forward * 300;
+ else
+ spot = self.origin + v_up * 128 - v_forward * 300;
+
+ spot = vehicles_findgoodexit(spot);
+
+ // Hide beam
+ if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
+ self.gun3.enemy.effects |= EF_NODRAW;
+ }
+
+ self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
+ self.owner.velocity_z += 10;
+ setorigin(self.owner, spot);
+
+ antilag_clear(self.owner);
+ self.owner = world;
+}
+
+void bumblebee_blowup()
+{SELFPARAM();
+ RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
+ autocvar_g_vehicle_bumblebee_blowup_edgedamage,
+ autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
+ autocvar_g_vehicle_bumblebee_blowup_forceintensity,
+ DEATH_VH_BUMB_DEATH, world);
+
+ sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_BIG, (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
+
+ if(self.owner.deadflag == DEAD_DYING)
+ self.owner.deadflag = DEAD_DEAD;
+
+ remove(self);
+}
+
+void bumblebee_diethink()
+{SELFPARAM();
+ if(time >= self.wait)
+ self.think = bumblebee_blowup;
+
+ if(random() < 0.1)
+ {
+ sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ }
+
+ self.nextthink = time + 0.1;
+}
+
++spawnfunc(vehicle_bumblebee)
++{
+ if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
+ if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
+}
+
+ METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh))
+ {
+ if(autocvar_g_vehicle_bumblebee_bouncepain)
+ vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
+ }
+ METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh))
+ {
+ SELFPARAM();
+ self.touch = bumblebee_touch;
+ self.nextthink = 0;
+ self.movetype = MOVETYPE_BOUNCEMISSILE;
+ }
+ METHOD(Bumblebee, vr_think, void(Bumblebee thisveh))
+ {
+ SELFPARAM();
+ self.angles_z *= 0.8;
+ self.angles_x *= 0.8;
+
+ self.nextthink = time;
+
+ if(!self.owner)
+ {
+ entity oldself = self;
+ if(self.gunner1)
+ {
+ setself(self.gunner1);
+ oldself.gun1.vehicle_exit(VHEF_EJECT);
+ entity oldother = other;
+ other = self;
+ setself(oldself);
+ self.phase = 0;
+ self.touch();
+ other = oldother;
+ return;
+ }
+
+ if(self.gunner2)
+ {
+ setself(self.gunner2);
+ oldself.gun2.vehicle_exit(VHEF_EJECT);
+ entity oldother = other;
+ other = self;
+ setself(oldself);
+ self.phase = 0;
+ self.touch();
+ other = oldother;
+ return;
+ }
+ }
+ }
+ METHOD(Bumblebee, vr_death, void(Bumblebee thisveh))
+ {
+ SELFPARAM();
+ entity oldself = self;
+
+ CSQCModel_UnlinkEntity();
+
+ // Hide beam
+ if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
+ self.gun3.enemy.effects |= EF_NODRAW;
+
+ if(self.gunner1)
+ {
+ setself(self.gunner1);
+ oldself.gun1.vehicle_exit(VHEF_EJECT);
+ setself(oldself);
+ }
+
+ if(self.gunner2)
+ {
+ setself(self.gunner2);
+ oldself.gun2.vehicle_exit(VHEF_EJECT);
+ setself(oldself);
+ }
+
+ self.vehicle_exit(VHEF_EJECT);
+
+ fixedmakevectors(self.angles);
+ vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
+ vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
+ vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
+
+ entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
+
+ if(random() > 0.5)
+ _body.touch = bumblebee_blowup;
+ else
+ _body.touch = func_null;
+
+ _body.think = bumblebee_diethink;
+ _body.nextthink = time;
+ _body.wait = time + 2 + (random() * 8);
+ _body.owner = self;
+ _body.enemy = self.enemy;
+ _body.scale = 1.5;
+ _body.angles = self.angles;
+
+ Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
+
+ self.health = 0;
+ self.event_damage = func_null;
+ self.solid = SOLID_NOT;
+ self.takedamage = DAMAGE_NO;
+ self.deadflag = DEAD_DYING;
+ self.movetype = MOVETYPE_NONE;
+ self.effects = EF_NODRAW;
+ self.colormod = '0 0 0';
+ self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
+ self.touch = func_null;
+ self.nextthink = 0;
+
+ setorigin(self, self.pos1);
+ }
+ METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh))
+ {
+ SELFPARAM();
+ if(!self.gun1)
+ {
+ // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
+ self.vehicle_shieldent = spawn();
+ self.vehicle_shieldent.effects = EF_LOWPRECISION;
+ setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
+ setattachment(self.vehicle_shieldent, self, "");
+ setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
+ self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
+ self.vehicle_shieldent.think = shieldhit_think;
+ self.vehicle_shieldent.alpha = -1;
+ self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
+
+ self.gun1 = spawn();
+ self.gun2 = spawn();
+ self.gun3 = spawn();
+
+ self.vehicle_flags |= VHF_MULTISLOT;
+
+ self.gun1.owner = self;
+ self.gun2.owner = self;
+ self.gun3.owner = self;
+
+ self.gun1.classname = self.gun2.classname = "vehicle_playerslot";
+
+ setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
+ setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
+ setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
+
+ setattachment(self.gun1, self, "cannon_right");
+ setattachment(self.gun2, self, "cannon_left");
+
+ // Angled bones are no fun, messes up gun-aim; so work arround it.
+ self.gun3.pos1 = self.angles;
+ self.angles = '0 0 0';
+ vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
+ ofs -= self.origin;
+ setattachment(self.gun3, self, "");
+ setorigin(self.gun3, ofs);
+ self.angles = self.gun3.pos1;
+
+ vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+ vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+
+ setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
+ setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
+
+ //fixme-model-bones
+ setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
+ setorigin(self.gun1.vehicle_viewport, '-85 0 50');
+ //fixme-model-bones
+ setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
+ setorigin(self.gun2.vehicle_viewport, '-85 0 50');
+
+ self.scale = 1.5;
+
+ // Raygun beam
+ if(self.gun3.enemy == world)
+ {
+ self.gun3.enemy = spawn();
+ Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
+ self.gun3.enemy.SendFlags = BRG_SETUP;
+ self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
+ self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
+ }
+ }
+
+ self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+ self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+ self.solid = SOLID_BBOX;
+ self.movetype = MOVETYPE_TOSS;
+ self.damageforcescale = 0.025;
+
+ self.PlayerPhysplug = bumblebee_pilot_frame;
+
+ setorigin(self, self.origin + '0 0 25');
+ }
+ METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh))
+ {
+ SELFPARAM();
+ if(autocvar_g_vehicle_bumblebee_energy)
+ if(autocvar_g_vehicle_bumblebee_energy_regen)
+ self.vehicle_flags |= VHF_ENERGYREGEN;
+
+ if(autocvar_g_vehicle_bumblebee_shield)
+ self.vehicle_flags |= VHF_HASSHIELD;
+
+ if(autocvar_g_vehicle_bumblebee_shield_regen)
+ self.vehicle_flags |= VHF_SHIELDREGEN;
+
+ if(autocvar_g_vehicle_bumblebee_health_regen)
+ self.vehicle_flags |= VHF_HEALTHREGEN;
+
+ self.vehicle_exit = bumblebee_exit;
+ self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
+ self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+ self.max_health = self.vehicle_health;
+ self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+ }
+
+#endif // SVQC
+#ifdef CSQC
+
+void CSQC_BUMBLE_GUN_HUD()
+{
+ Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ string_null, '0 0 0',
+ string_null);
+}
+
+ METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
+ {
+ Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ vCROSS_HEAL);
+ }
+ METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh))
+ {
+ AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
+ AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
+ AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
+ }
+
+#endif
+#endif
--- /dev/null
- void spawnfunc_vehicle_racer()
- {SELFPARAM();
+#ifndef VEHICLE_RACER
+#define VEHICLE_RACER
+
+#include "racer_weapon.qc"
+
+CLASS(Racer, Vehicle)
+/* spawnflags */ ATTRIB(Racer, spawnflags, int, VHF_DMGSHAKE | VHF_DMGROLL);
+/* mins */ ATTRIB(Racer, mins, vector, '-120 -120 -40' * 0.5);
+/* maxs */ ATTRIB(Racer, maxs, vector, '120 120 40' * 0.5);
+/* model */ ATTRIB(Racer, mdl, string, "models/vehicles/wakizashi.dpm");
+/* model */ ATTRIB(Racer, model, string, "models/vehicles/wakizashi.dpm");
+/* head_model */ ATTRIB(Racer, head_model, string, "null");
+/* hud_model */ ATTRIB(Racer, hud_model, string, "models/vehicles/wakizashi_cockpit.dpm");
+/* tags */ ATTRIB(Racer, tag_head, string, "");
+/* tags */ ATTRIB(Racer, tag_hud, string, "");
+/* tags */ ATTRIB(Racer, tag_view, string, "tag_viewport");
+/* netname */ ATTRIB(Racer, netname, string, "racer");
+/* fullname */ ATTRIB(Racer, vehicle_name, string, _("Racer"));
+/* icon */ ATTRIB(Racer, m_icon, string, "vehicle_racer");
+ENDCLASS(Racer)
+REGISTER_VEHICLE(RACER, NEW(Racer));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "racer_weapon.qc"
+
+#ifdef SVQC
+#include "../../effects/effects.qh"
+#include "../../triggers/trigger/impulse.qh"
+
+bool autocvar_g_vehicle_racer;
+
+float autocvar_g_vehicle_racer_speed_afterburn;
+float autocvar_g_vehicle_racer_afterburn_cost;
+
+float autocvar_g_vehicle_racer_waterburn_cost;
+float autocvar_g_vehicle_racer_waterburn_speed;
+
+float autocvar_g_vehicle_racer_water_speed_forward;
+float autocvar_g_vehicle_racer_water_speed_strafe;
+
+float autocvar_g_vehicle_racer_pitchlimit = 30;
+
+float autocvar_g_vehicle_racer_water_downforce = 0.03;
+float autocvar_g_vehicle_racer_water_upforcedamper = 15;
+
+float autocvar_g_vehicle_racer_anglestabilizer;
+float autocvar_g_vehicle_racer_downforce;
+
+float autocvar_g_vehicle_racer_speed_forward;
+float autocvar_g_vehicle_racer_speed_strafe;
+float autocvar_g_vehicle_racer_springlength;
+float autocvar_g_vehicle_racer_upforcedamper;
+float autocvar_g_vehicle_racer_friction;
+
+float autocvar_g_vehicle_racer_water_time = 5;
+
+float autocvar_g_vehicle_racer_hovertype;
+float autocvar_g_vehicle_racer_hoverpower;
+
+float autocvar_g_vehicle_racer_turnroll;
+float autocvar_g_vehicle_racer_turnspeed;
+float autocvar_g_vehicle_racer_pitchspeed;
+
+float autocvar_g_vehicle_racer_energy;
+float autocvar_g_vehicle_racer_energy_regen;
+float autocvar_g_vehicle_racer_energy_regen_pause;
+
+float autocvar_g_vehicle_racer_health;
+float autocvar_g_vehicle_racer_health_regen;
+float autocvar_g_vehicle_racer_health_regen_pause;
+
+float autocvar_g_vehicle_racer_shield;
+float autocvar_g_vehicle_racer_shield_regen;
+float autocvar_g_vehicle_racer_shield_regen_pause;
+
+float autocvar_g_vehicle_racer_rocket_locktarget;
+float autocvar_g_vehicle_racer_rocket_locking_time;
+float autocvar_g_vehicle_racer_rocket_locking_releasetime;
+float autocvar_g_vehicle_racer_rocket_locked_time;
+
+float autocvar_g_vehicle_racer_respawntime;
+
+float autocvar_g_vehicle_racer_blowup_radius;
+float autocvar_g_vehicle_racer_blowup_coredamage;
+float autocvar_g_vehicle_racer_blowup_edgedamage;
+float autocvar_g_vehicle_racer_blowup_forceintensity;
+
+float autocvar_g_vehicle_racer_bouncefactor;
+float autocvar_g_vehicle_racer_bouncestop;
+vector autocvar_g_vehicle_racer_bouncepain;
+
+.float racer_watertime;
+
+var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
+
+void racer_align4point(float _delta)
+{SELFPARAM();
+ vector push_vector;
+ float fl_push, fr_push, bl_push, br_push;
+
+ push_vector = racer_force_from_tag("tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
+ fr_push = force_fromtag_normpower;
+ //vehicles_sweap_collision(force_fromtag_origin, self.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
+
+ push_vector += racer_force_from_tag("tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
+ fl_push = force_fromtag_normpower;
+ //vehicles_sweap_collision(force_fromtag_origin, self.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
+
+ push_vector += racer_force_from_tag("tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
+ br_push = force_fromtag_normpower;
+ //vehicles_sweap_collision(force_fromtag_origin, self.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
+
+ push_vector += racer_force_from_tag("tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
+ bl_push = force_fromtag_normpower;
+ //vehicles_sweap_collision(force_fromtag_origin, self.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
+
+ self.velocity += push_vector * _delta;
+
+ float uforce = autocvar_g_vehicle_racer_upforcedamper;
+
+ int cont = pointcontents(self.origin - '0 0 64');
+ if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
+ {
+ uforce = autocvar_g_vehicle_racer_water_upforcedamper;
+
+ if(self.owner.BUTTON_CROUCH && time < self.air_finished)
+ self.velocity_z += 30;
+ else
+ self.velocity_z += 200;
+ }
+
+
+ // Anti ocilation
+ if(self.velocity_z > 0)
+ self.velocity_z *= 1 - uforce * _delta;
+
+ push_vector_x = (fl_push - bl_push);
+ push_vector_x += (fr_push - br_push);
+ push_vector_x *= 360;
+
+ push_vector_z = (fr_push - fl_push);
+ push_vector_z += (br_push - bl_push);
+ push_vector_z *= 360;
+
+ // Apply angle diffrance
+ self.angles_z += push_vector_z * _delta;
+ self.angles_x += push_vector_x * _delta;
+
+ // Apply stabilizer
+ self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
+ self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
+}
+
+void racer_fire_rocket_aim(string tagname, entity trg)
+{
+ SELFPARAM();
+ vector v = gettaginfo(self, gettagindex(self, tagname));
+ racer_fire_rocket(v, v_forward, trg);
+}
+
+float racer_frame()
+{SELFPARAM();
+ entity player, racer;
+ vector df;
+ float ftmp;
+
+ if(intermission_running)
+ {
+ self.vehicle.velocity = '0 0 0';
+ self.vehicle.avelocity = '0 0 0';
+ return 1;
+ }
+
+ player = self;
+ racer = self.vehicle;
+ setself(racer);
+
+ vehicles_painframe();
+
+ if(pointcontents(racer.origin) != CONTENT_WATER)
+ racer.air_finished = time + autocvar_g_vehicle_racer_water_time;
+
+ if(racer.deadflag != DEAD_NO)
+ {
+ setself(player);
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
+ return 1;
+ }
+
+ racer_align4point(PHYS_INPUT_TIMELENGTH);
+
+ player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0;
+
+ crosshair_trace(player);
+
+ racer.angles_x *= -1;
+
+ // Yaw
+ ftmp = autocvar_g_vehicle_racer_turnspeed * PHYS_INPUT_TIMELENGTH;
+ ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
+ racer.angles_y = anglemods(racer.angles_y + ftmp);
+
+ // Roll
+ racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * PHYS_INPUT_TIMELENGTH;
+
+ // Pitch
+ ftmp = autocvar_g_vehicle_racer_pitchspeed * PHYS_INPUT_TIMELENGTH;
+ ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
+ racer.angles_x = bound(-autocvar_g_vehicle_racer_pitchlimit, anglemods(racer.angles_x + ftmp), autocvar_g_vehicle_racer_pitchlimit);
+
+ makevectors(racer.angles);
+ racer.angles_x *= -1;
+
+ //ftmp = racer.velocity_z;
+ df = racer.velocity * -autocvar_g_vehicle_racer_friction;
+ //racer.velocity_z = ftmp;
+
+ int cont = pointcontents(racer.origin);
+ if(vlen(player.movement) != 0)
+ {
+ if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
+ {
+ if(player.movement_x) { df += v_forward * ((player.movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
+ if(player.movement_y) { df += v_right * ((player.movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
+ }
+ else
+ {
+ if(player.movement_x) { df += v_forward * ((player.movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
+ if(player.movement_y) { df += v_right * ((player.movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
+ }
+
+#ifdef SVQC
+ if(self.sound_nexttime < time || self.sounds != 1)
+ {
+ self.sounds = 1;
+ self.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
+ sound (self, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM);
+ }
+#endif
+ }
+#ifdef SVQC
+ else
+ {
+ if(self.sound_nexttime < time || self.sounds != 0)
+ {
+ self.sounds = 0;
+ self.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
+ sound (self, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
+ }
+ }
+#endif
+
+ // Afterburn
+ if (PHYS_INPUT_BUTTON_JUMP(player) && racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * PHYS_INPUT_TIMELENGTH))
+ {
+#ifdef SVQC
+ if(time - racer.wait > 0.2)
+ pointparticles(particleeffectnum(EFFECT_RACER_BOOSTER), self.origin - v_forward * 32, v_forward * vlen(self.velocity), 1);
+#endif
+
+ racer.wait = time;
+
+ if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
+ {
+ racer.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * PHYS_INPUT_TIMELENGTH;
+ df += (v_forward * autocvar_g_vehicle_racer_waterburn_speed);
+ }
+ else
+ {
+ racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * PHYS_INPUT_TIMELENGTH;
+ df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
+ }
+
+#ifdef SVQC
+ if(racer.invincible_finished < time)
+ {
+ traceline(racer.origin, racer.origin - '0 0 256', MOVE_NORMAL, self);
+ if(trace_fraction != 1.0)
+ pointparticles(particleeffectnum(EFFECT_SMOKE_SMALL), trace_endpos, '0 0 0', 1);
+
+ racer.invincible_finished = time + 0.1 + (random() * 0.1);
+ }
+
+ if(racer.strength_finished < time)
+ {
+ racer.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
+ sound (racer.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM);
+ }
+#endif
+ }
+ else
+ {
+ racer.strength_finished = 0;
+ sound (racer.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
+ }
+
+ if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
+ racer.racer_watertime = time;
+
+ float dforce = autocvar_g_vehicle_racer_downforce;
+ if(time - racer.racer_watertime <= 3)
+ dforce = autocvar_g_vehicle_racer_water_downforce;
+
+ df -= v_up * (vlen(racer.velocity) * dforce);
+ player.movement = racer.velocity += df * PHYS_INPUT_TIMELENGTH;
+
+#ifdef SVQC
+ Weapon wep1 = WEP_RACER;
+ if (!forbidWeaponUse(player))
+ if (player.BUTTON_ATCK)
+ if (wep1.wr_checkammo1(wep1))
+ {
+ string tagname = (racer.cnt)
+ ? (racer.cnt = 0, "tag_fire1")
+ : (racer.cnt = 1, "tag_fire2");
+ vector org = gettaginfo(self, gettagindex(self, tagname));
+ w_shotorg = org;
+ w_shotdir = v_forward;
+ // Fix z-aim (for chase mode)
+ crosshair_trace(player);
+ w_shotdir.z = normalize(trace_endpos - org).z * 0.5;
+ wep1.wr_think(wep1, self, true, false);
+ }
+
+ if(autocvar_g_vehicle_racer_rocket_locktarget)
+ {
+ vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
+ (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
+ autocvar_g_vehicle_racer_rocket_locked_time);
+
+ if(self.lock_target)
+ {
+ if(racer.lock_strength == 1)
+ UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
+ else if(self.lock_strength > 0.5)
+ UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
+ else if(self.lock_strength < 0.5)
+ UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
+ }
+ }
+
+ if(!forbidWeaponUse(player))
+ if(time > racer.delay)
+ if(player.BUTTON_ATCK2)
+ {
+ racer.misc_bulletcounter += 1;
+ racer.delay = time + 0.3;
+
+ if(racer.misc_bulletcounter == 1)
+ {
+ racer_fire_rocket_aim("tag_rocket_r", (racer.lock_strength == 1 && racer.lock_target) ? racer.lock_target : world);
+ player.vehicle_ammo2 = 50;
+ }
+ else if(racer.misc_bulletcounter == 2)
+ {
+ racer_fire_rocket_aim("tag_rocket_l", (racer.lock_strength == 1 && racer.lock_target) ? racer.lock_target : world);
+ racer.lock_strength = 0;
+ racer.lock_target = world;
+ racer.misc_bulletcounter = 0;
+ racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
+ racer.lip = time;
+ player.vehicle_ammo2 = 0;
+ }
+ }
+ else if(racer.misc_bulletcounter == 0)
+ player.vehicle_ammo2 = 100;
+
+ player.vehicle_reload2 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100);
+
+ if(racer.vehicle_flags & VHF_SHIELDREGEN)
+ vehicles_regen(racer.dmg_time, vehicle_shield, autocvar_g_vehicle_racer_shield, autocvar_g_vehicle_racer_shield_regen_pause, autocvar_g_vehicle_racer_shield_regen, frametime, true);
+
+ if(racer.vehicle_flags & VHF_HEALTHREGEN)
+ vehicles_regen(racer.dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, frametime, false);
+
+ if(racer.vehicle_flags & VHF_ENERGYREGEN)
+ vehicles_regen(racer.wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime, false);
+
+
+ VEHICLE_UPDATE_PLAYER(player, health, racer);
+ VEHICLE_UPDATE_PLAYER(player, energy, racer);
+
+ if(racer.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(player, shield, racer);
+
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
+#endif
+
+ setorigin(player,racer.origin + '0 0 32');
+ player.velocity = racer.velocity;
+
+ setself(player);
+ return 1;
+}
+
+void racer_think()
+{SELFPARAM();
+ self.nextthink = time;
+
+ float pushdeltatime = time - self.lastpushtime;
+ if (pushdeltatime > 0.15) pushdeltatime = 0;
+ self.lastpushtime = time;
+ if(!pushdeltatime) return;
+
+ tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, self);
+
+ vector df = self.velocity * -autocvar_g_vehicle_racer_friction;
+ df_z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * (autocvar_g_vehicle_racer_springlength * 2);
+
+ float forced = autocvar_g_vehicle_racer_upforcedamper;
+
+ int cont = pointcontents(self.origin - '0 0 64');
+ if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
+ {
+ forced = autocvar_g_vehicle_racer_water_upforcedamper;
+ self.velocity_z += 200;
+ }
+
+ self.velocity += df * pushdeltatime;
+ if(self.velocity_z > 0)
+ self.velocity_z *= 1 - forced * pushdeltatime;
+
+ self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * pushdeltatime);
+ self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * pushdeltatime);
+
+ CSQCMODEL_AUTOUPDATE(self);
+}
+
+void racer_exit(float eject)
+{SELFPARAM();
+ vector spot;
+
+ self.think = racer_think;
+ self.nextthink = time;
+ self.movetype = MOVETYPE_BOUNCE;
+ sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
+
+ if(!self.owner)
+ return;
+
+ makevectors(self.angles);
+ if(eject)
+ {
+ spot = self.origin + v_forward * 100 + '0 0 64';
+ spot = vehicles_findgoodexit(spot);
+ setorigin(self.owner , spot);
+ self.owner.velocity = (v_up + v_forward * 0.25) * 750;
+ self.owner.oldvelocity = self.owner.velocity;
+ }
+ else
+ {
+ if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
+ {
+ self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
+ self.owner.velocity_z += 200;
+ spot = self.origin + v_forward * 32 + '0 0 32';
+ spot = vehicles_findgoodexit(spot);
+ }
+ else
+ {
+ self.owner.velocity = self.velocity * 0.5;
+ self.owner.velocity_z += 10;
+ spot = self.origin - v_forward * 200 + '0 0 32';
+ spot = vehicles_findgoodexit(spot);
+ }
+ self.owner.oldvelocity = self.owner.velocity;
+ setorigin(self.owner , spot);
+ }
+ antilag_clear(self.owner);
+ self.owner = world;
+}
+
+void racer_blowup()
+{SELFPARAM();
+ self.deadflag = DEAD_DEAD;
+ self.vehicle_exit(VHEF_NORMAL);
+
+ RadiusDamage (self, self.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
+ autocvar_g_vehicle_racer_blowup_edgedamage,
+ autocvar_g_vehicle_racer_blowup_radius, world, world,
+ autocvar_g_vehicle_racer_blowup_forceintensity,
+ DEATH_VH_WAKI_DEATH, world);
+
+ self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
+ self.think = vehicles_spawn;
+ self.movetype = MOVETYPE_NONE;
+ self.effects = EF_NODRAW;
+
+ self.colormod = '0 0 0';
+ self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
+
+ setorigin(self, self.pos1);
+}
+
+void racer_blowup_think()
+{SELFPARAM();
+ self.nextthink = time;
+
+ if(time >= self.delay)
+ racer_blowup();
+
+ CSQCMODEL_AUTOUPDATE(self);
+}
+
+void racer_deadtouch()
+{SELFPARAM();
+ self.avelocity_x *= 0.7;
+ self.cnt -= 1;
+ if(self.cnt <= 0)
+ racer_blowup();
+}
+
++spawnfunc(vehicle_racer)
++{
+ if(!autocvar_g_vehicle_racer) { remove(self); return; }
+ if(!vehicle_initialize(VEH_RACER, false)) { remove(self); return; }
+}
+
+#endif // SVQC
+
+#ifdef CSQC
+#if 0
+void racer_draw()
+{SELFPARAM();
+ float pushdeltatime = time - self.lastpushtime;
+ if (pushdeltatime > 0.15) pushdeltatime = 0;
+ self.lastpushtime = time;
+ if(!pushdeltatime) return;
+
+ tracebox(self.move_origin, self.mins, self.maxs, self.move_origin - ('0 0 1' * getstatf(STAT_VEH_RACER_SPRINGLENGTH)), MOVE_NOMONSTERS, self);
+
+ vector df = self.move_velocity * -getstatf(STAT_VEH_RACER_FRICTION);
+ df_z += (1 - trace_fraction) * getstatf(STAT_VEH_RACER_HOVERPOWER) + sin(time * 2) * (getstatf(STAT_VEH_RACER_SPRINGLENGTH) * 2);
+
+ float forced = getstatf(STAT_VEH_RACER_UPFORCEDAMPER);
+
+ int cont = pointcontents(self.move_origin - '0 0 64');
+ if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
+ {
+ forced = getstatf(STAT_VEH_RACER_WATER_UPFORCEDAMPER);
+ self.move_velocity_z += 200;
+ }
+
+ self.move_velocity += df * pushdeltatime;
+ if(self.move_velocity_z > 0)
+ self.move_velocity_z *= 1 - forced * pushdeltatime;
+
+ self.move_angles_x *= 1 - (getstatf(STAT_VEH_RACER_ANGLESTABILIZER) * pushdeltatime);
+ self.move_angles_z *= 1 - (getstatf(STAT_VEH_RACER_ANGLESTABILIZER) * pushdeltatime);
+
+ Movetype_Physics_MatchServer(false);
+}
+#endif
+#endif
+
+ METHOD(Racer, vr_impact, void(Racer thisveh))
+ {
+ #ifdef SVQC
+ if(autocvar_g_vehicle_racer_bouncepain)
+ vehicles_impact(autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
+ #endif
+ }
+
+ METHOD(Racer, vr_enter, void(Racer thisveh))
+ {
+ #ifdef SVQC
+ self.movetype = MOVETYPE_BOUNCE;
+ self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health) * 100;
+ self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
+
+ if(self.owner.flagcarried)
+ setorigin(self.owner.flagcarried, '-190 0 96');
+ #elif defined(CSQC)
+
+ self.move_movetype = MOVETYPE_BOUNCE;
+ #endif
+ }
+
+ METHOD(Racer, vr_spawn, void(Racer thisveh))
+ {
+ #ifdef SVQC
+ if(self.scale != 0.5)
+ {
+ if(autocvar_g_vehicle_racer_hovertype != 0)
+ racer_force_from_tag = vehicles_force_fromtag_maglev;
+ else
+ racer_force_from_tag = vehicles_force_fromtag_hover;
+
+ // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
+ self.scale = 0.5;
+ setattachment(self.vehicle_hudmodel, self, "");
+ setattachment(self.vehicle_viewport, self, "tag_viewport");
+
+ self.mass = 900;
+ }
+
+ self.think = racer_think;
+ self.nextthink = time;
+ self.vehicle_health = autocvar_g_vehicle_racer_health;
+ self.vehicle_shield = autocvar_g_vehicle_racer_shield;
+
+ self.movetype = MOVETYPE_TOSS;
+ self.solid = SOLID_SLIDEBOX;
+ self.delay = time;
+ self.scale = 0.5;
+
+ self.PlayerPhysplug = racer_frame;
+
+ self.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
+ self.bouncestop = autocvar_g_vehicle_racer_bouncestop;
+ self.damageforcescale = 0.5;
+ self.vehicle_health = autocvar_g_vehicle_racer_health;
+ self.vehicle_shield = autocvar_g_vehicle_racer_shield;
+ #endif
+ }
+
+ METHOD(Racer, vr_death, void(Racer thisveh))
+ {
+ #ifdef SVQC
+ self.SendEntity = func_null; // stop networking this racer (for now)
+ self.health = 0;
+ self.event_damage = func_null;
+ self.solid = SOLID_CORPSE;
+ self.takedamage = DAMAGE_NO;
+ self.deadflag = DEAD_DYING;
+ self.movetype = MOVETYPE_BOUNCE;
+ self.wait = time;
+ self.delay = 2 + time + random() * 3;
+ self.cnt = 1 + random() * 2;
+ self.touch = racer_deadtouch;
+
+ Send_Effect(EFFECT_EXPLOSION_MEDIUM, self.origin, '0 0 0', 1);
+
+ if(random() < 0.5)
+ self.avelocity_z = 32;
+ else
+ self.avelocity_z = -32;
+
+ self.avelocity_x = -vlen(self.velocity) * 0.2;
+ self.velocity += '0 0 700';
+ self.colormod = '-0.5 -0.5 -0.5';
+
+ self.think = racer_blowup_think;
+ self.nextthink = time;
+ #endif
+ }
+
+#ifdef CSQC
+ METHOD(Racer, vr_hud, void(Racer thisveh))
+ {
+ Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
+ vCROSS_GUIDE);
+ }
+#endif
+ METHOD(Racer, vr_setup, void(Racer thisveh))
+ {
+ #ifdef SVQC
+ self.vehicle_exit = racer_exit;
+ #endif
+
+ #ifdef SVQC
+ // we have no need to network energy
+ if(autocvar_g_vehicle_racer_energy)
+ if(autocvar_g_vehicle_racer_energy_regen)
+ self.vehicle_flags |= VHF_ENERGYREGEN;
+
+ if(autocvar_g_vehicle_racer_shield)
+ self.vehicle_flags |= VHF_HASSHIELD;
+
+ if(autocvar_g_vehicle_racer_shield_regen)
+ self.vehicle_flags |= VHF_SHIELDREGEN;
+
+ if(autocvar_g_vehicle_racer_health_regen)
+ self.vehicle_flags |= VHF_HEALTHREGEN;
+
+ self.respawntime = autocvar_g_vehicle_racer_respawntime;
+ self.vehicle_health = autocvar_g_vehicle_racer_health;
+ self.vehicle_shield = autocvar_g_vehicle_racer_shield;
+ self.max_health = self.vehicle_health;
+ #endif
+
+ #ifdef CSQC
+ AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket
+ #endif
+ }
+
+#endif
--- /dev/null
- void spawnfunc_vehicle_raptor()
- {SELFPARAM();
+#ifndef VEHICLE_RAPTOR
+#define VEHICLE_RAPTOR
+#include "raptor.qh"
+
+#include "raptor_weapons.qc"
+
+CLASS(Raptor, Vehicle)
+/* spawnflags */ ATTRIB(Raptor, spawnflags, int, VHF_DMGSHAKE | VHF_DMGROLL);
+/* mins */ ATTRIB(Raptor, mins, vector, '-80 -80 0');
+/* maxs */ ATTRIB(Raptor, maxs, vector, '80 80 70');
+/* model */ ATTRIB(Raptor, mdl, string, "models/vehicles/raptor.dpm");
+/* model */ ATTRIB(Raptor, model, string, "models/vehicles/raptor.dpm");
+/* head_model */ ATTRIB(Raptor, head_model, string, "");
+/* hud_model */ ATTRIB(Raptor, hud_model, string, "models/vehicles/raptor_cockpit.dpm");
+/* tags */ ATTRIB(Raptor, tag_head, string, "");
+/* tags */ ATTRIB(Raptor, tag_hud, string, "tag_hud");
+/* tags */ ATTRIB(Raptor, tag_view, string, "tag_camera");
+/* netname */ ATTRIB(Raptor, netname, string, "raptor");
+/* fullname */ ATTRIB(Raptor, vehicle_name, string, _("Raptor"));
+/* icon */ ATTRIB(Raptor, m_icon, string, "vehicle_raptor");
+ENDCLASS(Raptor)
+REGISTER_VEHICLE(RAPTOR, NEW(Raptor));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+#include "raptor_weapons.qc"
+
+#ifdef SVQC
+
+bool autocvar_g_vehicle_raptor;
+
+float autocvar_g_vehicle_raptor_respawntime;
+float autocvar_g_vehicle_raptor_takeofftime;
+
+float autocvar_g_vehicle_raptor_movestyle;
+float autocvar_g_vehicle_raptor_turnspeed;
+float autocvar_g_vehicle_raptor_pitchspeed;
+float autocvar_g_vehicle_raptor_pitchlimit;
+
+float autocvar_g_vehicle_raptor_speed_forward;
+float autocvar_g_vehicle_raptor_speed_strafe;
+float autocvar_g_vehicle_raptor_speed_up;
+float autocvar_g_vehicle_raptor_speed_down;
+float autocvar_g_vehicle_raptor_friction;
+
+float autocvar_g_vehicle_raptor_cannon_turnspeed;
+float autocvar_g_vehicle_raptor_cannon_turnlimit;
+float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
+float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
+
+float autocvar_g_vehicle_raptor_cannon_locktarget;
+float autocvar_g_vehicle_raptor_cannon_locking_time;
+float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
+float autocvar_g_vehicle_raptor_cannon_locked_time;
+float autocvar_g_vehicle_raptor_cannon_predicttarget;
+
+float autocvar_g_vehicle_raptor_energy;
+float autocvar_g_vehicle_raptor_energy_regen;
+float autocvar_g_vehicle_raptor_energy_regen_pause;
+
+float autocvar_g_vehicle_raptor_health;
+float autocvar_g_vehicle_raptor_health_regen;
+float autocvar_g_vehicle_raptor_health_regen_pause;
+
+float autocvar_g_vehicle_raptor_shield;
+float autocvar_g_vehicle_raptor_shield_regen;
+float autocvar_g_vehicle_raptor_shield_regen_pause;
+
+float autocvar_g_vehicle_raptor_bouncefactor;
+float autocvar_g_vehicle_raptor_bouncestop;
+vector autocvar_g_vehicle_raptor_bouncepain;
+
+.entity bomb1;
+.entity bomb2;
+
+float raptor_altitude(float amax)
+{SELFPARAM();
+ tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
+ return vlen(self.origin - trace_endpos);
+}
+
+void raptor_land()
+{SELFPARAM();
+ float hgt;
+
+ hgt = raptor_altitude(512);
+ self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
+ self.angles_x *= 0.95;
+ self.angles_z *= 0.95;
+
+ if(hgt < 128)
+ if(hgt > 0)
+ self.frame = (hgt / 128) * 25;
+
+ self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
+ self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
+
+ if(hgt < 16)
+ {
+ self.movetype = MOVETYPE_TOSS;
+ self.think = vehicles_think;
+ self.frame = 0;
+ }
+
+ self.nextthink = time;
+
+ CSQCMODEL_AUTOUPDATE(self);
+}
+
+void raptor_exit(float eject)
+{SELFPARAM();
+ vector spot;
+ self.tur_head.exteriormodeltoclient = world;
+
+ if(self.deadflag == DEAD_NO)
+ {
+ self.think = raptor_land;
+ self.nextthink = time;
+ }
+
+ if(!self.owner)
+ return;
+
+ makevectors(self.angles);
+ if(eject)
+ {
+ spot = self.origin + v_forward * 100 + '0 0 64';
+ spot = vehicles_findgoodexit(spot);
+ setorigin(self.owner , spot);
+ self.owner.velocity = (v_up + v_forward * 0.25) * 750;
+ self.owner.oldvelocity = self.owner.velocity;
+ }
+ else
+ {
+ if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
+ {
+ self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
+ self.owner.velocity_z += 200;
+ spot = self.origin + v_forward * 32 + '0 0 64';
+ spot = vehicles_findgoodexit(spot);
+ }
+ else
+ {
+ self.owner.velocity = self.velocity * 0.5;
+ self.owner.velocity_z += 10;
+ spot = self.origin - v_forward * 200 + '0 0 64';
+ spot = vehicles_findgoodexit(spot);
+ }
+ self.owner.oldvelocity = self.owner.velocity;
+ setorigin(self.owner , spot);
+ }
+
+ antilag_clear(self.owner);
+ self.owner = world;
+}
+
+float raptor_frame()
+{SELFPARAM();
+ entity player, raptor;
+ float ftmp = 0;
+ vector df;
+
+ if(intermission_running)
+ {
+ self.vehicle.velocity = '0 0 0';
+ self.vehicle.avelocity = '0 0 0';
+ return 1;
+ }
+
+ player = self;
+ raptor = self.vehicle;
+ setself(raptor);
+
+ vehicles_painframe();
+ /*
+ ftmp = vlen(self.velocity);
+ if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
+ ftmp = 1;
+ else
+ ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
+ */
+
+ if(self.sound_nexttime < time)
+ {
+ self.sound_nexttime = time + 7.955812;
+ //sound (self.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
+ sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
+ self.wait = ftmp;
+ }
+ /*
+ else if(fabs(ftmp - self.wait) > 0.2)
+ {
+ sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM );
+ sound (self, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
+ self.wait = ftmp;
+ }
+ */
+
+ if(raptor.deadflag != DEAD_NO)
+ {
+ setself(player);
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
+ return 1;
+ }
+ crosshair_trace(player);
+
+ //if(time - self.lastteleporttime < 1)
+ //{
+ if(raptor.angles_z > 50 || raptor.angles_z < -50)
+ {
+ if(player.BUTTON_JUMP)
+ {
+ player.BUTTON_CROUCH = true;
+ player.BUTTON_JUMP = false;
+ }
+ }
+ //}
+
+ vector vang;
+ vang = raptor.angles;
+ df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
+ vang_x *= -1;
+ df_x *= -1;
+ if(df_x > 180) df_x -= 360;
+ if(df_x < -180) df_x += 360;
+ if(df_y > 180) df_y -= 360;
+ if(df_y < -180) df_y += 360;
+
+ ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
+ if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
+ raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
+
+ // Pitch
+ ftmp = 0;
+ if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
+ else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
+
+ df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
+ ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
+ raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
+
+ raptor.angles_x = anglemods(raptor.angles_x);
+ raptor.angles_y = anglemods(raptor.angles_y);
+ raptor.angles_z = anglemods(raptor.angles_z);
+
+ if(autocvar_g_vehicle_raptor_movestyle == 1)
+ makevectors('0 1 0' * raptor.angles_y);
+ else
+ makevectors(player.v_angle);
+
+ df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
+
+ if(player.movement_x != 0)
+ {
+ if(player.movement_x > 0)
+ df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
+ else if(player.movement_x < 0)
+ df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
+ }
+
+ if(player.movement_y != 0)
+ {
+ if(player.movement_y < 0)
+ df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
+ else if(player.movement_y > 0)
+ df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
+
+ raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
+ }
+ else
+ {
+ raptor.angles_z *= 0.95;
+ if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
+ raptor.angles_z = 0;
+ }
+
+ if(player.BUTTON_CROUCH)
+ df -= v_up * autocvar_g_vehicle_raptor_speed_down;
+ else if (player.BUTTON_JUMP)
+ df += v_up * autocvar_g_vehicle_raptor_speed_up;
+
+ raptor.velocity += df * frametime;
+ player.velocity = player.movement = raptor.velocity;
+ setorigin(player, raptor.origin + '0 0 32');
+
+ player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
+
+ vector vf, ad;
+ // Target lock & predict
+ if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
+ {
+ if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
+ raptor.gun1.enemy = world;
+
+ if(trace_ent)
+ if(trace_ent.movetype)
+ if(trace_ent.takedamage)
+ if(!trace_ent.deadflag)
+ {
+ if(teamplay)
+ {
+ if(trace_ent.team != player.team)
+ {
+ raptor.gun1.enemy = trace_ent;
+ raptor.gun1.lock_time = time + 5;
+ }
+ }
+ else
+ {
+ raptor.gun1.enemy = trace_ent;
+ raptor.gun1.lock_time = time + 0.5;
+ }
+ }
+
+ if(raptor.gun1.enemy)
+ {
+ float distance, impact_time;
+
+ vf = real_origin(raptor.gun1.enemy);
+ UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
+ vector _vel = raptor.gun1.enemy.velocity;
+ if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
+ _vel_z *= 0.1;
+
+ if(autocvar_g_vehicle_raptor_cannon_predicttarget)
+ {
+ ad = vf;
+ distance = vlen(ad - player.origin);
+ impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
+ ad = vf + _vel * impact_time;
+ trace_endpos = ad;
+ }
+ else
+ trace_endpos = vf;
+ }
+ }
+ else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
+ {
+
+ vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
+ (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
+ autocvar_g_vehicle_raptor_cannon_locked_time);
+
+ if(self.lock_target != world)
+ if(autocvar_g_vehicle_raptor_cannon_predicttarget)
+ if(self.lock_strength == 1)
+ {
+ float i, distance, impact_time;
+
+ vf = real_origin(raptor.lock_target);
+ ad = vf;
+ for(i = 0; i < 4; ++i)
+ {
+ distance = vlen(ad - raptor.origin);
+ impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
+ ad = vf + raptor.lock_target.velocity * impact_time;
+ }
+ trace_endpos = ad;
+ }
+
+ if(self.lock_target)
+ {
+ if(raptor.lock_strength == 1)
+ UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
+ else if(self.lock_strength > 0.5)
+ UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
+ else if(self.lock_strength < 0.5)
+ UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
+ }
+ }
+
+
+ vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
+ autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
+ autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
+
+ vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
+ autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
+ autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
+
+ /*
+ ad = ad * 0.5;
+ v_forward = vf * 0.5;
+ traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
+ UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
+ */
+
+ Weapon wep1 = WEP_RAPTOR;
+ if(!forbidWeaponUse(player))
+ if(player.BUTTON_ATCK)
+ if (wep1.wr_checkammo1(wep1))
+ {
+ wep1.wr_think(wep1, self, true, false);
+ }
+
+ if(self.vehicle_flags & VHF_SHIELDREGEN)
+ vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
+
+ if(self.vehicle_flags & VHF_HEALTHREGEN)
+ vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
+
+ if(self.vehicle_flags & VHF_ENERGYREGEN)
+ vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
+
+ Weapon wep2a = WEP_RAPTOR_BOMB;
+ if(!forbidWeaponUse(player))
+ if(raptor.vehicle_weapon2mode == RSM_BOMB)
+ {
+ if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
+ if(player.BUTTON_ATCK2)
+ {
+ wep2a.wr_think(wep2a, self, false, true);
+ raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
+ raptor.lip = time;
+ }
+ }
+ else
+ {
+ Weapon wep2b = WEP_RAPTOR_FLARE;
+ if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
+ if(player.BUTTON_ATCK2)
+ {
+ wep2b.wr_think(wep2b, self, false, true);
+ raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
+ raptor.lip = time;
+ }
+ }
+
+ raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
+ player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
+ player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
+
+ if(self.bomb1.cnt < time)
+ {
+ entity _missile = findchainentity(enemy, raptor);
+ float _incomming = 0;
+ while(_missile)
+ {
+ if(_missile.flags & FL_PROJECTILE)
+ if(MISSILE_IS_TRACKING(_missile))
+ if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
+ ++_incomming;
+
+ _missile = _missile.chain;
+ }
+
+ if(_incomming)
+ sound(self, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE);
+
+ self.bomb1.cnt = time + 1;
+ }
+
+
+ VEHICLE_UPDATE_PLAYER(player, health, raptor);
+ VEHICLE_UPDATE_PLAYER(player, energy, raptor);
+ if(self.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(player, shield, raptor);
+
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+
+ setself(player);
+ return 1;
+}
+
+float raptor_takeoff()
+{SELFPARAM();
+ entity player, raptor;
+
+ player = self;
+ raptor = self.vehicle;
+ setself(raptor);
+
+ self.nextthink = time;
+ CSQCMODEL_AUTOUPDATE(self);
+ self.nextthink = 0; // will this work?
+
+ if(self.sound_nexttime < time)
+ {
+ self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
+ sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
+ }
+
+ // Takeoff sequense
+ if(raptor.frame < 25)
+ {
+ raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
+ raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
+ self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
+ self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+
+ setorigin(player, raptor.origin + '0 0 32');
+ }
+ else
+ player.PlayerPhysplug = raptor_frame;
+
+ if(self.vehicle_flags & VHF_SHIELDREGEN)
+ vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
+
+ if(self.vehicle_flags & VHF_HEALTHREGEN)
+ vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
+
+ if(self.vehicle_flags & VHF_ENERGYREGEN)
+ vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
+
+
+ raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
+ player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
+ player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
+
+ VEHICLE_UPDATE_PLAYER(player, health, raptor);
+ VEHICLE_UPDATE_PLAYER(player, energy, raptor);
+ if(self.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(player, shield, raptor);
+
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+ setself(player);
+ return 1;
+}
+
+void raptor_blowup()
+{SELFPARAM();
+ self.deadflag = DEAD_DEAD;
+ self.vehicle_exit(VHEF_NORMAL);
+ RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world);
+
+ self.alpha = -1;
+ self.movetype = MOVETYPE_NONE;
+ self.effects = EF_NODRAW;
+ self.colormod = '0 0 0';
+ self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
+
+ setorigin(self, self.pos1);
+ self.touch = func_null;
+ self.nextthink = 0;
+}
+
+void raptor_diethink()
+{SELFPARAM();
+ if(time >= self.wait)
+ self.think = raptor_blowup;
+
+ if(random() < 0.05)
+ {
+ sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ }
+ self.nextthink = time;
+
+ CSQCMODEL_AUTOUPDATE(self);
+}
+
+// If we dont do this ever now and then, the raptors rotors
+// stop working, presumably due to angle overflow. cute.
+void raptor_rotor_anglefix()
+{SELFPARAM();
+ self.gun1.angles_y = anglemods(self.gun1.angles_y);
+ self.gun2.angles_y = anglemods(self.gun2.angles_y);
+ self.nextthink = time + 15;
+}
+
+float raptor_impulse(float _imp)
+{SELFPARAM();
+ switch(_imp)
+ {
+ case 1:
+ self.vehicle.vehicle_weapon2mode = RSM_BOMB;
+ CSQCVehicleSetup(self, 0);
+ return true;
+ case 2:
+ self.vehicle.vehicle_weapon2mode = RSM_FLARE;
+ CSQCVehicleSetup(self, 0);
+ return true;
+
+ case 10:
+ case 15:
+ case 18:
+ self.vehicle.vehicle_weapon2mode += 1;
+ if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
+ self.vehicle.vehicle_weapon2mode = RSM_FIRST;
+
+ CSQCVehicleSetup(self, 0);
+ return true;
+ case 11:
+ case 12:
+ case 16:
+ case 19:
+ self.vehicle.vehicle_weapon2mode -= 1;
+ if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
+ self.vehicle.vehicle_weapon2mode = RSM_LAST;
+
+ CSQCVehicleSetup(self, 0);
+ return true;
+
+ /*
+ case 17: // toss gun, could be used to exit?
+ break;
+ case 20: // Manual minigun reload?
+ break;
+ */
+ }
+ return false;
+}
+
++spawnfunc(vehicle_raptor)
++{
+ if(!autocvar_g_vehicle_raptor) { remove(self); return; }
+ if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
+}
+
+ METHOD(Raptor, vr_impact, void(Raptor thisveh))
+ {
+ if(autocvar_g_vehicle_raptor_bouncepain)
+ vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
+ }
+ METHOD(Raptor, vr_enter, void(Raptor thisveh))
+ {
+ self.vehicle_weapon2mode = RSM_BOMB;
+ self.owner.PlayerPhysplug = raptor_takeoff;
+ self.movetype = MOVETYPE_BOUNCEMISSILE;
+ self.solid = SOLID_SLIDEBOX;
+ self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
+ self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
+ self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
+ self.tur_head.exteriormodeltoclient = self.owner;
+
+ self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
+ self.lip = time;
+
+ if(self.owner.flagcarried)
+ setorigin(self.owner.flagcarried, '-20 0 96');
+
+ CSQCVehicleSetup(self.owner, 0);
+ }
+ METHOD(Raptor, vr_death, void(Raptor thisveh))
+ {
+ self.health = 0;
+ self.event_damage = func_null;
+ self.solid = SOLID_CORPSE;
+ self.takedamage = DAMAGE_NO;
+ self.deadflag = DEAD_DYING;
+ self.movetype = MOVETYPE_BOUNCE;
+ self.think = raptor_diethink;
+ self.nextthink = time;
+ self.wait = time + 5 + (random() * 5);
+
+ Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (self.origin, 16), '0 0 0', 1);
+
+ self.velocity_z += 600;
+
+ self.avelocity = '0 0.5 1' * (random() * 400);
+ self.avelocity -= '0 0.5 1' * (random() * 400);
+
+ self.colormod = '-0.5 -0.5 -0.5';
+ self.touch = raptor_blowup;
+ }
+ METHOD(Raptor, vr_spawn, void(Raptor thisveh))
+ {
+ if(!self.gun1)
+ {
+ entity spinner;
+ vector ofs;
+
+ //FIXME: Camera is in a bad place in HUD model.
+ //setorigin(self.vehicle_viewport, '25 0 5');
+
+ self.vehicles_impulse = raptor_impulse;
+
+ self.frame = 0;
+
+ self.bomb1 = spawn();
+ self.bomb2 = spawn();
+ self.gun1 = spawn();
+ self.gun2 = spawn();
+
+ setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
+ setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
+ setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
+ setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
+ setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
+
+ setattachment(self.bomb1, self, "bombmount_left");
+ setattachment(self.bomb2, self, "bombmount_right");
+ setattachment(self.tur_head, self,"root");
+
+ // FIXMODEL Guns mounts to angled bones
+ self.bomb1.angles = self.angles;
+ self.angles = '0 0 0';
+ // This messes up gun-aim, so work arround it.
+ //setattachment(self.gun1, self, "gunmount_left");
+ ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
+ ofs -= self.origin;
+ setattachment(self.gun1, self, "");
+ setorigin(self.gun1, ofs);
+
+ //setattachment(self.gun2, self, "gunmount_right");
+ ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
+ ofs -= self.origin;
+ setattachment(self.gun2, self, "");
+ setorigin(self.gun2, ofs);
+
+ self.angles = self.bomb1.angles;
+ self.bomb1.angles = '0 0 0';
+
+ spinner = spawn();
+ spinner.owner = self;
+ setmodel(spinner, MDL_VEH_RAPTOR_PROP);
+ setattachment(spinner, self, "engine_left");
+ spinner.movetype = MOVETYPE_NOCLIP;
+ spinner.avelocity = '0 90 0';
+ self.bomb1.gun1 = spinner;
+
+ spinner = spawn();
+ spinner.owner = self;
+ setmodel(spinner, MDL_VEH_RAPTOR_PROP);
+ setattachment(spinner, self, "engine_right");
+ spinner.movetype = MOVETYPE_NOCLIP;
+ spinner.avelocity = '0 -90 0';
+ self.bomb1.gun2 = spinner;
+
+ // Sigh.
+ self.bomb1.think = raptor_rotor_anglefix;
+ self.bomb1.nextthink = time;
+
+ self.mass = 1 ;
+ }
+
+ self.frame = 0;
+ self.vehicle_health = autocvar_g_vehicle_raptor_health;
+ self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ self.movetype = MOVETYPE_TOSS;
+ self.solid = SOLID_SLIDEBOX;
+ self.vehicle_energy = 1;
+
+ self.PlayerPhysplug = raptor_frame;
+
+ self.bomb1.gun1.avelocity_y = 90;
+ self.bomb1.gun2.avelocity_y = -90;
+
+ self.delay = time;
+
+ self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
+ self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
+ self.damageforcescale = 0.25;
+ self.vehicle_health = autocvar_g_vehicle_raptor_health;
+ self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ }
+ METHOD(Raptor, vr_setup, void(Raptor thisveh))
+ {
+ if(autocvar_g_vehicle_raptor_shield)
+ self.vehicle_flags |= VHF_HASSHIELD;
+
+ if(autocvar_g_vehicle_raptor_shield_regen)
+ self.vehicle_flags |= VHF_SHIELDREGEN;
+
+ if(autocvar_g_vehicle_raptor_health_regen)
+ self.vehicle_flags |= VHF_HEALTHREGEN;
+
+ if(autocvar_g_vehicle_raptor_energy_regen)
+ self.vehicle_flags |= VHF_ENERGYREGEN;
+
+ self.vehicle_exit = raptor_exit;
+ self.respawntime = autocvar_g_vehicle_raptor_respawntime;
+ self.vehicle_health = autocvar_g_vehicle_raptor_health;
+ self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ self.max_health = self.vehicle_health;
+ }
+
+#endif
+#ifdef CSQC
+
+ METHOD(Raptor, vr_hud, void(Raptor thisveh))
+ {
+ string crosshair;
+
+ switch(weapon2mode)
+ {
+ case RSM_FLARE: crosshair = vCROSS_RAIN; break;
+ case RSM_BOMB: crosshair = vCROSS_BURST; break;
+ default: crosshair = vCROSS_BURST;
+ }
+
+ Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
+ crosshair);
+ }
+ METHOD(Raptor, vr_setup, void(Raptor thisveh))
+ {
+ AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
+ }
+
+#endif
+#endif
--- /dev/null
- void spawnfunc_vehicle_spiderbot()
- {SELFPARAM();
+#ifndef VEHICLE_SPIDERBOT
+#define VEHICLE_SPIDERBOT
+
+#include "spiderbot_weapons.qc"
+
+CLASS(Spiderbot, Vehicle)
+/* spawnflags */ ATTRIB(Spiderbot, spawnflags, int, VHF_DMGSHAKE);
+/* mins */ ATTRIB(Spiderbot, mins, vector, '-75 -75 10');
+/* maxs */ ATTRIB(Spiderbot, maxs, vector, '75 75 125');
+/* model */ ATTRIB(Spiderbot, mdl, string, "models/vehicles/spiderbot.dpm");
+/* model */ ATTRIB(Spiderbot, model, string, "models/vehicles/spiderbot.dpm");
+/* head_model */ ATTRIB(Spiderbot, head_model, string, "models/vehicles/spiderbot_top.dpm");
+/* hud_model */ ATTRIB(Spiderbot, hud_model, string, "models/vehicles/spiderbot_cockpit.dpm");
+/* tags */ ATTRIB(Spiderbot, tag_head, string, "tag_head");
+/* tags */ ATTRIB(Spiderbot, tag_hud, string, "tag_hud");
+/* tags */ ATTRIB(Spiderbot, tag_view, string, "");
+/* netname */ ATTRIB(Spiderbot, netname, string, "spiderbot");
+/* fullname */ ATTRIB(Spiderbot, vehicle_name, string, _("Spiderbot"));
+/* icon */ ATTRIB(Spiderbot, m_icon, string, "vehicle_spider");
+ENDCLASS(Spiderbot)
+
+REGISTER_VEHICLE(SPIDERBOT, NEW(Spiderbot));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+const int SBRM_FIRST = 1;
+const int SBRM_VOLLY = 1;
+const int SBRM_GUIDE = 2;
+const int SBRM_ARTILLERY = 3;
+const int SBRM_LAST = 3;
+
+#include "spiderbot_weapons.qc"
+
+#ifdef SVQC
+bool autocvar_g_vehicle_spiderbot;
+
+float autocvar_g_vehicle_spiderbot_respawntime;
+
+float autocvar_g_vehicle_spiderbot_speed_stop;
+float autocvar_g_vehicle_spiderbot_speed_strafe;
+float autocvar_g_vehicle_spiderbot_speed_walk;
+float autocvar_g_vehicle_spiderbot_speed_run = 700;
+float autocvar_g_vehicle_spiderbot_turnspeed;
+float autocvar_g_vehicle_spiderbot_turnspeed_strafe;
+float autocvar_g_vehicle_spiderbot_movement_inertia;
+
+float autocvar_g_vehicle_spiderbot_springlength;
+float autocvar_g_vehicle_spiderbot_springup;
+float autocvar_g_vehicle_spiderbot_springblend;
+float autocvar_g_vehicle_spiderbot_tiltlimit;
+
+float autocvar_g_vehicle_spiderbot_head_pitchlimit_down;
+float autocvar_g_vehicle_spiderbot_head_pitchlimit_up;
+float autocvar_g_vehicle_spiderbot_head_turnlimit;
+float autocvar_g_vehicle_spiderbot_head_turnspeed;
+
+int autocvar_g_vehicle_spiderbot_health;
+float autocvar_g_vehicle_spiderbot_health_regen;
+float autocvar_g_vehicle_spiderbot_health_regen_pause;
+
+int autocvar_g_vehicle_spiderbot_shield;
+float autocvar_g_vehicle_spiderbot_shield_regen;
+float autocvar_g_vehicle_spiderbot_shield_regen_pause;
+
+vector autocvar_g_vehicle_spiderbot_bouncepain;
+
+.float jump_delay;
+float spiderbot_frame()
+{SELFPARAM();
+ vector ad, vf;
+ entity player, spider;
+ float ftmp;
+
+ if(intermission_running)
+ {
+ self.vehicle.velocity = '0 0 0';
+ self.vehicle.avelocity = '0 0 0';
+ return 1;
+ }
+
+ player = self;
+ spider = self.vehicle;
+ setself(spider);
+
+ vehicles_painframe();
+
+ player.BUTTON_ZOOM = 0;
+ player.BUTTON_CROUCH = 0;
+ player.switchweapon = 0;
+ player.vehicle_weapon2mode = spider.vehicle_weapon2mode;
+
+
+#if 1 // 0 to enable per-gun impact aux crosshairs
+ // Avarage gun impact point's -> aux cross
+ ad = gettaginfo(spider.tur_head, gettagindex(spider.tur_head, "tag_hardpoint01"));
+ vf = v_forward;
+ ad += gettaginfo(spider.tur_head, gettagindex(spider.tur_head, "tag_hardpoint02"));
+ vf += v_forward;
+ ad = ad * 0.5;
+ v_forward = vf * 0.5;
+ traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, spider);
+ UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * player.vehicle_reload1) + ('0 1 0' * (1 - player.vehicle_reload1)), 0);
+#else
+ ad = gettaginfo(spider.gun1, gettagindex(spider.gun1, "barrels"));
+ traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, spider);
+ UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * player.vehicle_reload1) + ('0 1 0' * (1 - player.vehicle_reload1)), 0);
+ vf = ad;
+ ad = gettaginfo(spider.gun2, gettagindex(spider.gun2, "barrels"));
+ traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, spider);
+ UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * player.vehicle_reload1) + ('0 1 0' * (1 - player.vehicle_reload1)), 1);
+ ad = 0.5 * (ad + vf);
+#endif
+
+ crosshair_trace(player);
+ ad = vectoangles(normalize(trace_endpos - ad));
+ ad = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(spider.angles), AnglesTransform_FromAngles(ad))) - spider.tur_head.angles;
+ ad = AnglesTransform_Normalize(ad, true);
+ //UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * player.vehicle_reload2) + ('0 1 0' * (1 - player.vehicle_reload2)), 2);
+
+ // Rotate head
+ ftmp = autocvar_g_vehicle_spiderbot_head_turnspeed * sys_frametime;
+ ad_y = bound(-ftmp, ad_y, ftmp);
+ spider.tur_head.angles_y = bound(autocvar_g_vehicle_spiderbot_head_turnlimit * -1, spider.tur_head.angles_y + ad_y, autocvar_g_vehicle_spiderbot_head_turnlimit);
+
+ // Pitch head
+ ad_x = bound(ftmp * -1, ad_x, ftmp);
+ spider.tur_head.angles_x = bound(autocvar_g_vehicle_spiderbot_head_pitchlimit_down, spider.tur_head.angles_x + ad_x, autocvar_g_vehicle_spiderbot_head_pitchlimit_up);
+
+
+ //fixedmakevectors(spider.angles);
+ makevectors(spider.angles + '-2 0 0' * spider.angles_x);
+
+ movelib_groundalign4point(autocvar_g_vehicle_spiderbot_springlength, autocvar_g_vehicle_spiderbot_springup, autocvar_g_vehicle_spiderbot_springblend, autocvar_g_vehicle_spiderbot_tiltlimit);
+
+ if(spider.flags & FL_ONGROUND)
+ spider.jump_delay = time; // reset now so movement can begin
+
+ //if(spider.flags & FL_ONGROUND)
+ {
+ if(spider.flags & FL_ONGROUND)
+ if(spider.frame == 4 && self.tur_head.wait != 0)
+ {
+ sound (self, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_LAND, VOL_VEHICLEENGINE, ATTEN_NORM);
+ spider.frame = 5;
+ }
+
+ if(!player.BUTTON_JUMP)
+ spider.BUTTON_JUMP = 0;
+
+ if((spider.flags & FL_ONGROUND) && player.BUTTON_JUMP && !spider.BUTTON_JUMP && self.tur_head.wait < time)
+ {
+ sound (self, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_JUMP, VOL_VEHICLEENGINE, ATTEN_NORM);
+ //dprint("spiderbot_jump:", ftos(soundlength("vehicles/spiderbot_jump.wav")), "\n");
+ self.delay = 0;
+
+ self.tur_head.wait = time + 2;
+ spider.jump_delay = time + 2;
+ spider.BUTTON_JUMP = 1; // set spider's jump
+ //player.BUTTON_JUMP = 0;
+
+ vector movefix = '0 0 0';
+ if(player.movement_x > 0) movefix_x = 1;
+ if(player.movement_x < 0) movefix_x = -1;
+ if(player.movement_y > 0) movefix_y = 1;
+ if(player.movement_y < 0) movefix_y = -1;
+
+ vector rt = movefix_y * v_right;
+ vector sd = movefix_x * v_forward;
+ if(movefix_y == 0 && movefix_x == 0)
+ sd = v_forward; // always do forward
+
+ spider.flags &= ~FL_ONGROUND;
+
+ spider.velocity = sd * 700 + rt * 600 + v_up * 600;
+ spider.frame = 4;
+ }
+ else if(time >= spider.jump_delay)
+ {
+ if(vlen(player.movement) == 0)
+ {
+ if(spider.flags & FL_ONGROUND)
+ {
+ if(self.sound_nexttime < time || self.delay != 3)
+ {
+ self.delay = 3;
+ self.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_idle.wav");
+ //dprint("spiderbot_idle:", ftos(soundlength("vehicles/spiderbot_idle.wav")), "\n");
+ sound (self, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
+ }
+ movelib_beak_simple(autocvar_g_vehicle_spiderbot_speed_stop);
+ spider.frame = 5;
+ }
+ }
+ else
+ {
+ // Turn Body
+ if(player.movement_x == 0 && player.movement_y != 0)
+ ftmp = autocvar_g_vehicle_spiderbot_turnspeed_strafe * sys_frametime;
+ else
+ ftmp = autocvar_g_vehicle_spiderbot_turnspeed * sys_frametime;
+
+ ftmp = bound(-ftmp, spider.tur_head.angles_y, ftmp);
+ spider.angles_y = anglemods(spider.angles_y + ftmp);
+ spider.tur_head.angles_y -= ftmp;
+
+ if(player.movement_x != 0)
+ {
+ if(player.movement_x > 0)
+ {
+ player.movement_x = 1;
+ if(spider.flags & FL_ONGROUND)
+ spider.frame = 0;
+ }
+ else if(player.movement_x < 0)
+ {
+ player.movement_x = -1;
+ if(spider.flags & FL_ONGROUND)
+ spider.frame = 1;
+ }
+ player.movement_y = 0;
+ float oldvelz = spider.velocity_z;
+ movelib_move_simple(normalize(v_forward * player.movement_x),((player.BUTTON_JUMP) ? autocvar_g_vehicle_spiderbot_speed_run : autocvar_g_vehicle_spiderbot_speed_walk),autocvar_g_vehicle_spiderbot_movement_inertia);
+ spider.velocity_z = oldvelz;
+ float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1);
+ if(spider.velocity_z <= 20) // not while jumping
+ spider.velocity_z -= g * sys_frametime * autocvar_sv_gravity;
+ if(spider.flags & FL_ONGROUND)
+ if(self.sound_nexttime < time || self.delay != 1)
+ {
+ self.delay = 1;
+ self.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_walk.wav");
+ sound (self, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_WALK, VOL_VEHICLEENGINE, ATTEN_NORM);
+ //dprint("spiderbot_walk:", ftos(soundlength("vehicles/spiderbot_walk.wav")), "\n");
+ }
+ }
+ else if(player.movement_y != 0)
+ {
+ if(player.movement_y < 0)
+ {
+ player.movement_y = -1;
+ if(spider.flags & FL_ONGROUND)
+ spider.frame = 2;
+ }
+ else if(player.movement_y > 0)
+ {
+ player.movement_y = 1;
+ if(spider.flags & FL_ONGROUND)
+ spider.frame = 3;
+ }
+
+ float oldvelz = spider.velocity_z;
+ movelib_move_simple(normalize(v_right * player.movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia);
+ spider.velocity_z = oldvelz;
+ float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1);
+ if(spider.velocity_z <= 20) // not while jumping
+ spider.velocity_z -= g * sys_frametime * autocvar_sv_gravity;
+ if(spider.flags & FL_ONGROUND)
+ if(self.sound_nexttime < time || self.delay != 2)
+ {
+ self.delay = 2;
+ self.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_strafe.wav");
+ sound (self, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_STRAFE, VOL_VEHICLEENGINE, ATTEN_NORM);
+ //dprint("spiderbot_strafe:", ftos(soundlength("vehicles/spiderbot_strafe.wav")), "\n");
+ }
+ }
+ }
+ }
+ }
+
+ self.angles_x = bound(-autocvar_g_vehicle_spiderbot_tiltlimit, self.angles_x, autocvar_g_vehicle_spiderbot_tiltlimit);
+ self.angles_z = bound(-autocvar_g_vehicle_spiderbot_tiltlimit, self.angles_z, autocvar_g_vehicle_spiderbot_tiltlimit);
+
+ if(!forbidWeaponUse(player))
+ if(player.BUTTON_ATCK)
+ {
+ spider.cnt = time;
+ if(spider.vehicle_ammo1 >= autocvar_g_vehicle_spiderbot_minigun_ammo_cost && spider.tur_head.attack_finished_single <= time)
+ {
+ entity gun;
+ vector v;
+ spider.misc_bulletcounter += 1;
+
+ setself(player);
+
+ gun = (spider.misc_bulletcounter % 2) ? spider.gun1 : spider.gun2;
+
+ v = gettaginfo(gun, gettagindex(gun, "barrels"));
+ v_forward = normalize(v_forward);
+ v += v_forward * 50;
+
+ fireBullet(v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_solidpenetration,
+ autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN, 0);
+
+ sound (gun, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
+ //trailparticles(self, _particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos);
+ pointparticles(particleeffectnum(EFFECT_SPIDERBOT_MINIGUN_MUZZLEFLASH), v, v_forward * 2500, 1);
+
+ setself(spider);
+
+ spider.vehicle_ammo1 -= autocvar_g_vehicle_spiderbot_minigun_ammo_cost;
+ spider.tur_head.attack_finished_single = time + autocvar_g_vehicle_spiderbot_minigun_refire;
+ player.vehicle_ammo1 = (spider.vehicle_ammo1 / autocvar_g_vehicle_spiderbot_minigun_ammo_max) * 100;
+ spider.gun1.angles_z += 45;
+ spider.gun2.angles_z -= 45;
+ if(spider.gun1.angles_z >= 360)
+ {
+ spider.gun1.angles_z = 0;
+ spider.gun2.angles_z = 0;
+ }
+ }
+ }
+ else
+ vehicles_regen(spider.cnt, vehicle_ammo1, autocvar_g_vehicle_spiderbot_minigun_ammo_max,
+ autocvar_g_vehicle_spiderbot_minigun_ammo_regen_pause,
+ autocvar_g_vehicle_spiderbot_minigun_ammo_regen, frametime, false);
+
+
+ spiderbot_rocket_do();
+
+ if(self.vehicle_flags & VHF_SHIELDREGEN)
+ vehicles_regen(spider.dmg_time, vehicle_shield, autocvar_g_vehicle_spiderbot_shield, autocvar_g_vehicle_spiderbot_shield_regen_pause, autocvar_g_vehicle_spiderbot_shield_regen, frametime, true);
+
+ if(self.vehicle_flags & VHF_HEALTHREGEN)
+ vehicles_regen(spider.dmg_time, vehicle_health, autocvar_g_vehicle_spiderbot_health, autocvar_g_vehicle_spiderbot_health_regen_pause, autocvar_g_vehicle_spiderbot_health_regen, frametime, false);
+
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
+ //player.vehicle_ammo2 = spider.tur_head.frame;
+ player.vehicle_ammo2 = (9 - spider.tur_head.frame) / 8 * 100; // Percentage, like ammo1
+
+ if(spider.gun2.cnt <= time)
+ player.vehicle_reload2 = 100;
+ else
+ player.vehicle_reload2 = 100 - ((spider.gun2.cnt - time) / spider.attack_finished_single) * 100;
+
+ setorigin(player, spider.origin + '0 0 1' * spider.maxs_z);
+ player.velocity = spider.velocity;
+
+ VEHICLE_UPDATE_PLAYER(player, health, spiderbot);
+
+ if(self.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(player, shield, spiderbot);
+
+ setself(player);
+ return 1;
+}
+
+void spiderbot_exit(float eject)
+{SELFPARAM();
+ entity e;
+ vector spot;
+
+ e = findchain(classname,"spiderbot_rocket");
+ while(e)
+ {
+ if(e.owner == self.owner)
+ {
+ e.realowner = self.owner;
+ e.owner = world;
+ }
+ e = e.chain;
+ }
+
+ self.think = vehicles_think;
+ self.nextthink = time;
+ self.frame = 5;
+ self.movetype = MOVETYPE_WALK;
+
+ if(!self.owner)
+ return;
+
+ makevectors(self.angles);
+ if(eject)
+ {
+ spot = self.origin + v_forward * 100 + '0 0 64';
+ spot = vehicles_findgoodexit(spot);
+ setorigin(self.owner , spot);
+ self.owner.velocity = (v_up + v_forward * 0.25) * 750;
+ self.owner.oldvelocity = self.owner.velocity;
+ }
+ else
+ {
+ if(vlen(self.velocity) > autocvar_g_vehicle_spiderbot_speed_strafe)
+ {
+ self.owner.velocity = normalize(self.velocity) * vlen(self.velocity);
+ self.owner.velocity_z += 200;
+ spot = self.origin + v_forward * 128 + '0 0 64';
+ spot = vehicles_findgoodexit(spot);
+ }
+ else
+ {
+ self.owner.velocity = self.velocity * 0.5;
+ self.owner.velocity_z += 10;
+ spot = self.origin + v_forward * 256 + '0 0 64';
+ spot = vehicles_findgoodexit(spot);
+ }
+ self.owner.oldvelocity = self.owner.velocity;
+ setorigin(self.owner , spot);
+ }
+
+ antilag_clear(self.owner);
+ self.owner = world;
+}
+
+void spiderbot_headfade()
+{SELFPARAM();
+ self.think = spiderbot_headfade;
+ self.nextthink = self.fade_time;
+ self.alpha = 1 - (time - self.fade_time) * self.fade_rate;
+
+ if(self.cnt < time || self.alpha < 0.1)
+ {
+ if(self.alpha > 0.1)
+ {
+ sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_BIG, self.origin + '0 0 100', '0 0 0', 1);
+ }
+ remove(self);
+ }
+}
+
+void spiderbot_blowup()
+{SELFPARAM();
+ if(self.cnt > time)
+ {
+ if(random() < 0.1)
+ {
+ sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ }
+ self.nextthink = time + 0.1;
+ return;
+ }
+
+ entity h, g1, g2, b;
+ b = spawn();
+ h = spawn();
+ g1 = spawn();
+ g2 = spawn();
+
+ setmodel(b, MDL_VEH_SPIDERBOT_BODY);
+ setmodel(h, MDL_VEH_SPIDERBOT_TOP);
+ setmodel(g1, MDL_VEH_SPIDERBOT_GUN);
+ setmodel(g2, MDL_VEH_SPIDERBOT_GUN);
+
+ setorigin(b, self.origin);
+ b.frame = 11;
+ b.angles = self.angles;
+ setsize(b, self.mins, self.maxs);
+
+ setorigin(h, gettaginfo(self, gettagindex(self, "tag_head")));
+ h.movetype = MOVETYPE_BOUNCE;
+ h.solid = SOLID_BBOX;
+ h.velocity = v_up * (500 + random() * 500) + randomvec() * 128;
+ h.modelflags = MF_ROCKET;
+ h.effects = EF_FLAME | EF_LOWPRECISION;
+ h.avelocity = randomvec() * 360;
+
+ h.alpha = 1;
+ h.cnt = time + (3.5 * random());
+ h.fade_rate = 1 / min(self.respawntime, 10);
+ h.fade_time = time;
+ h.think = spiderbot_headfade;
+ h.nextthink = time;
+
+ setorigin(g1, gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_hardpoint01")));
+ g1.movetype = MOVETYPE_TOSS;
+ g1.solid = SOLID_CORPSE;
+ g1.velocity = v_forward * 700 + (randomvec() * 32);
+ g1.avelocity = randomvec() * 180;
+
+ setorigin(g2, gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_hardpoint02")));
+ g2.movetype = MOVETYPE_TOSS;
+ g2.solid = SOLID_CORPSE;
+ g2.velocity = v_forward * 700 + (randomvec() * 32);
+ g2.avelocity = randomvec() * 180;
+
+ h.colormod = b.colormod = g1.colormod = g2.colormod = '-2 -2 -2';
+
+ SUB_SetFade(b, time + 5, min(self.respawntime, 1));
+ //SUB_SetFade(h, time, min(self.respawntime, 10));
+ SUB_SetFade(g1, time, min(self.respawntime, 10));
+ SUB_SetFade(g2, time, min(self.respawntime, 10));
+
+ RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_SPID_DEATH, world);
+
+ self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = -1;
+ self.movetype = MOVETYPE_NONE;
+ self.deadflag = DEAD_DEAD;
+ self.solid = SOLID_NOT;
+ self.tur_head.effects &= ~EF_FLAME;
+ self.vehicle_hudmodel.viewmodelforclient = self;
+}
+
+bool spiderbot_impulse(int _imp)
+{SELFPARAM();
+ switch(_imp)
+ {
+ case 1:
+ self.vehicle.vehicle_weapon2mode = SBRM_VOLLY;
+ CSQCVehicleSetup(self, 0);
+ return true;
+ case 2:
+ self.vehicle.vehicle_weapon2mode = SBRM_GUIDE;
+ CSQCVehicleSetup(self, 0);
+ return true;
+ case 3:
+ self.vehicle.vehicle_weapon2mode = SBRM_ARTILLERY;
+ CSQCVehicleSetup(self, 0);
+ return true;
+
+ case 10:
+ case 15:
+ case 18:
+ self.vehicle.vehicle_weapon2mode += 1;
+ if(self.vehicle.vehicle_weapon2mode > SBRM_LAST)
+ self.vehicle.vehicle_weapon2mode = SBRM_FIRST;
+
+ //centerprint(self, strcat("Rocket mode is ", ftos(self.vehicle.vehicle_weapon2mode)));
+ CSQCVehicleSetup(self, 0);
+ return true;
+ case 11:
+ case 12:
+ case 16:
+ case 19:
+ self.vehicle.vehicle_weapon2mode -= 1;
+ if(self.vehicle.vehicle_weapon2mode < SBRM_FIRST)
+ self.vehicle.vehicle_weapon2mode = SBRM_LAST;
+
+ //centerprint(self, strcat("Rocket mode is ", ftos(self.vehicle.vehicle_weapon2mode)));
+ CSQCVehicleSetup(self, 0);
+ return true;
+
+ /*
+ case 17: // toss gun, could be used to exit?
+ break;
+ case 20: // Manual minigun reload?
+ break;
+ */
+ }
+ return false;
+}
+
++spawnfunc(vehicle_spiderbot)
++{
+ if(!autocvar_g_vehicle_spiderbot) { remove(self); return; }
+ if(!vehicle_initialize(VEH_SPIDERBOT, false)) { remove(self); return; }
+}
+
+ METHOD(Spiderbot, vr_impact, void(Spiderbot thisveh))
+ {
+ if(autocvar_g_vehicle_spiderbot_bouncepain)
+ vehicles_impact(autocvar_g_vehicle_spiderbot_bouncepain_x, autocvar_g_vehicle_spiderbot_bouncepain_y, autocvar_g_vehicle_spiderbot_bouncepain_z);
+ }
+ METHOD(Spiderbot, vr_enter, void(Spiderbot thisveh))
+ {
+ self.vehicle_weapon2mode = SBRM_GUIDE;
+ self.movetype = MOVETYPE_WALK;
+ CSQCVehicleSetup(self.owner, 0);
+ self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_spiderbot_health) * 100;
+ self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_spiderbot_shield) * 100;
+
+ if(self.owner.flagcarried)
+ {
+ setattachment(self.owner.flagcarried, self.tur_head, "");
+ setorigin(self.owner.flagcarried, '-20 0 120');
+ }
+ }
+ METHOD(Spiderbot, vr_think, void(Spiderbot thisveh))
+ {
+ if(self.flags & FL_ONGROUND)
+ movelib_beak_simple(autocvar_g_vehicle_spiderbot_speed_stop);
+ }
+ METHOD(Spiderbot, vr_death, void(Spiderbot thisveh))
+ {
+ self.health = 0;
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+ self.touch = func_null;
+ self.cnt = 3.4 + time + random() * 2;
+ self.think = spiderbot_blowup;
+ self.nextthink = time;
+ self.deadflag = DEAD_DYING;
+ self.frame = 5;
+ self.tur_head.effects |= EF_FLAME;
+ self.colormod = self.tur_head.colormod = '-1 -1 -1';
+ self.frame = 10;
+ self.movetype = MOVETYPE_TOSS;
+
+ CSQCModel_UnlinkEntity(); // networking the death scene would be a nightmare
+ }
+ METHOD(Spiderbot, vr_spawn, void(Spiderbot thisveh))
+ {
+ if(!self.gun1)
+ {
+ self.vehicles_impulse = spiderbot_impulse;
+ self.gun1 = spawn();
+ self.gun2 = spawn();
+ setmodel(self.gun1, MDL_VEH_SPIDERBOT_GUN);
+ setmodel(self.gun2, MDL_VEH_SPIDERBOT_GUN);
+ setattachment(self.gun1, self.tur_head, "tag_hardpoint01");
+ setattachment(self.gun2, self.tur_head, "tag_hardpoint02");
+ self.gravity = 2;
+ self.mass = 5000;
+ }
+
+ self.frame = 5;
+ self.tur_head.frame = 1;
+ self.movetype = MOVETYPE_WALK;
+ self.solid = SOLID_SLIDEBOX;
+ self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = 1;
+ self.tur_head.angles = '0 0 0';
+ self.vehicle_exit = spiderbot_exit;
+
+ setorigin(self, self.pos1 + '0 0 128');
+ self.angles = self.pos2;
+ self.damageforcescale = 0.03;
+ self.vehicle_health = autocvar_g_vehicle_spiderbot_health;
+ self.vehicle_shield = autocvar_g_vehicle_spiderbot_shield;
+
+ self.PlayerPhysplug = spiderbot_frame;
+ }
+ METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh))
+ {
+ if(autocvar_g_vehicle_spiderbot_shield)
+ self.vehicle_flags |= VHF_HASSHIELD;
+
+ if(autocvar_g_vehicle_spiderbot_shield_regen)
+ self.vehicle_flags |= VHF_SHIELDREGEN;
+
+ if(autocvar_g_vehicle_spiderbot_health_regen)
+ self.vehicle_flags |= VHF_HEALTHREGEN;
+
+ self.respawntime = autocvar_g_vehicle_spiderbot_respawntime;
+ self.vehicle_health = autocvar_g_vehicle_spiderbot_health;
+ self.vehicle_shield = autocvar_g_vehicle_spiderbot_shield;
+ self.max_health = self.vehicle_health;
+ self.pushable = true; // spiderbot can use jumppads
+ }
+
+#endif // SVQC
+#ifdef CSQC
+float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6;
+float autocvar_cl_vehicle_spiderbot_cross_size = 1;
+
+ METHOD(Spiderbot, vr_hud, void(Spiderbot thisveh))
+ {
+ string crosshair;
+
+ switch(weapon2mode)
+ {
+ case SBRM_VOLLY: crosshair = vCROSS_BURST; break;
+ case SBRM_GUIDE: crosshair = vCROSS_GUIDE; break;
+ case SBRM_ARTILLERY: crosshair = vCROSS_RAIN; break;
+ default: crosshair = vCROSS_BURST;
+ }
+
+ Vehicles_drawHUD(VEH_SPIDERBOT.m_icon, "vehicle_spider_weapon1", "vehicle_spider_weapon2",
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
+ crosshair);
+ }
+ METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh))
+ {
+ AuxiliaryXhair[0].axh_image = vCROSS_HINT; // Minigun1
+ AuxiliaryXhair[1].axh_image = vCROSS_HINT; // Minigun2
+ }
+
+#endif
+#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ ARC,
-/* function */ W_Arc,
-/* ammotype */ ammo_cells,
-/* impulse */ 3,
-/* flags */ WEP_FLAG_NORMAL,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '1 1 1',
-/* modelname */ "arc",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.7",
-/* wepimg */ "weaponarc",
-/* refname */ "arc",
-/* wepname */ _("Arc")
-);
+CLASS(Arc, Weapon)
+/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(Arc, impulse, int, 3)
+/* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
+/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
+/* modelname */ ATTRIB(Arc, mdl, string, "arc");
+#ifndef MENUQC
+/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
+#endif
+/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
+/* refname */ ATTRIB(Arc, netname, string, "arc");
+/* wepname */ ATTRIB(Arc, message, string, _("Arc"));
+ENDCLASS(Arc)
+REGISTER_WEAPON(ARC, NEW(Arc));
#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
#define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#ifdef SVQC
ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity arc_beam;
-.float arc_BUTTON_ATCK_prev; // for better animation control
+.bool arc_BUTTON_ATCK_prev; // for better animation control
.float beam_prev;
.float beam_initialized;
.float beam_bursting;
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
+ spawnfunc(weapon_arc) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
float W_Arc_Beam_Send(entity to, int sf)
{SELFPARAM();
if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
setself(self.owner);
- if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
+ Weapon w = WEP_ARC;
+ if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
}
}
-bool W_Arc(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_AIM:
+ METHOD(Arc, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
if(WEP_CVAR(arc, beam_botaimspeed))
{
self.BUTTON_ATCK = bot_aim(
false
);
}
- return true;
}
- case WR_THINK:
+ METHOD(Arc, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- Arc_Player_SetHeat(self);
+ Arc_Player_SetHeat(actor);
Arc_Smoke();
- if ( self.arc_overheat <= time )
- if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting )
+ if (time >= actor.arc_overheat)
+ if (fire1 || fire2 || actor.arc_beam.beam_bursting)
{
- if(self.arc_BUTTON_ATCK_prev)
+ if(actor.arc_BUTTON_ATCK_prev)
{
#if 0
- if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
- weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+ if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
+ weapon_thinkf(actor, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
else
#endif
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
}
- if((!self.arc_beam) || wasfreed(self.arc_beam))
+ if((!actor.arc_beam) || wasfreed(actor.arc_beam))
{
- if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
+ if(weapon_prepareattack(actor, fire2, 0))
{
- W_Arc_Beam(!!self.BUTTON_ATCK2);
+ W_Arc_Beam(fire2);
- if(!self.arc_BUTTON_ATCK_prev)
+ if(!actor.arc_BUTTON_ATCK_prev)
{
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- self.arc_BUTTON_ATCK_prev = 1;
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ actor.arc_BUTTON_ATCK_prev = true;
}
}
}
- return true;
+ return;
}
- if(self.arc_BUTTON_ATCK_prev != 0)
+ if(actor.arc_BUTTON_ATCK_prev)
{
- sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
+ sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ ATTACK_FINISHED(actor) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
}
- self.arc_BUTTON_ATCK_prev = 0;
+ actor.arc_BUTTON_ATCK_prev = false;
#if 0
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
+ if(fire2)
+ if(weapon_prepareattack(actor, true, autocvar_g_balance_arc_secondary_refire))
{
W_Arc_Attack2();
- self.arc_count = autocvar_g_balance_arc_secondary_count;
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
- self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+ actor.arc_count = autocvar_g_balance_arc_secondary_count;
+ weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+ actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
}
#endif
-
- return true;
}
- case WR_INIT:
+ METHOD(Arc, wr_init, void(entity thiswep))
{
if(!arc_shotorigin[0])
{
arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
}
ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Arc, wr_checkammo1, bool(entity thiswep))
{
+ SELFPARAM();
return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
}
- case WR_CHECKAMMO2:
+ METHOD(Arc, wr_checkammo2, bool(entity thiswep))
{
+ SELFPARAM();
return WEP_CVAR(arc, overheat_max) > 0 &&
((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
}
- case WR_CONFIG:
+ METHOD(Arc, wr_config, void(entity thiswep))
{
ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_KILLMESSAGE:
+ METHOD(Arc, wr_killmessage, int(entity thiswep))
{
return WEAPON_ARC_MURDER;
}
- case WR_DROP:
+ METHOD(Arc, wr_drop, void(entity thiswep))
{
weapon_dropevent_item.arc_overheat = self.arc_overheat;
weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
self.arc_overheat = 0;
self.arc_cooldown = 0;
- return true;
}
- case WR_PICKUP:
+ METHOD(Arc, wr_pickup, void(entity thiswep))
{
if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
weapon_dropevent_item.arc_overheat > time )
self.arc_overheat = weapon_dropevent_item.arc_overheat;
self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
}
- return true;
}
- }
- return false;
-}
#endif
#ifdef CSQC
void Draw_ArcBeam_callback(vector start, vector hit, vector end)
}
}
-bool W_Arc(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- // todo
- return true;
- }
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ BLASTER,
-/* function */ W_Blaster,
-/* ammotype */ ammo_none,
-/* impulse */ 1,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ 0,
-/* color */ '1 0.5 0.5',
-/* modelname */ "laser",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairlaser 0.5",
-/* wepimg */ "weaponlaser",
-/* refname */ "blaster",
-/* wepname */ _("Blaster")
-);
+CLASS(Blaster, Weapon)
+/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none)
+/* impulse */ ATTRIB(Blaster, impulse, int, 1)
+/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
+/* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
+/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
+#ifndef MENUQC
+/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
+#endif
+/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
+/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
+/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
+/* refname */ ATTRIB(Blaster, netname, string, "blaster");
+/* wepname */ ATTRIB(Blaster, message, string, _("Blaster"));
+ENDCLASS(Blaster)
+REGISTER_WEAPON(BLASTER, NEW(Blaster));
#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
- void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
+ spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
+ spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
void W_Blaster_Touch(void)
{SELFPARAM();
}
void W_Blaster_Attack(
+ entity actor,
float atk_deathtype,
float atk_shotangle,
float atk_damage,
{SELFPARAM();
vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
- W_SetupShot_Dir(self, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
+ W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity missile = spawn();
- missile.owner = missile.realowner = self;
+ missile.owner = missile.realowner = actor;
missile.classname = "blasterbolt";
missile.bot_dodge = true;
missile.bot_dodgerating = atk_damage;
missile.think = W_Blaster_Think;
missile.nextthink = time + atk_delay;
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
- if(time >= missile.nextthink)
+ if (time >= missile.nextthink)
{
WITH(entity, self, missile, missile.think());
}
}
-bool W_Blaster(int request)
-{SELFPARAM();
- switch(request)
- {
- case WR_AIM:
+
+ METHOD(Blaster, wr_aim, void(entity thiswep))
{
if(WEP_CVAR(blaster, secondary))
{
}
else
{ self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
-
- return true;
}
- case WR_THINK:
+ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, bool fire1, bool fire2))
{
- if(self.BUTTON_ATCK)
+ if(fire1)
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(blaster, refire)))
{
W_Blaster_Attack(
+ actor,
WEP_BLASTER.m_id,
WEP_CVAR_PRI(blaster, shotangle),
WEP_CVAR_PRI(blaster, damage),
WEP_CVAR_PRI(blaster, delay),
WEP_CVAR_PRI(blaster, lifetime)
);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
}
}
- else if(self.BUTTON_ATCK2)
+ else if(fire2)
{
switch(WEP_CVAR(blaster, secondary))
{
case 0: // switch to last used weapon
{
- if(self.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
+ if(actor.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
W_LastWeapon();
break;
}
case 1: // normal projectile secondary
{
- if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(blaster, refire)))
{
W_Blaster_Attack(
+ actor,
WEP_BLASTER.m_id | HITTYPE_SECONDARY,
WEP_CVAR_SEC(blaster, shotangle),
WEP_CVAR_SEC(blaster, damage),
WEP_CVAR_SEC(blaster, delay),
WEP_CVAR_SEC(blaster, lifetime)
);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
}
break;
}
}
}
- return true;
}
- case WR_INIT:
+ METHOD(Blaster, wr_init, void(entity thiswep))
{
BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Blaster, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
- return true;
}
- case WR_CHECKAMMO1:
- case WR_CHECKAMMO2:
+ METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
{
- return true; // laser has infinite ammo
+ return true; // infinite ammo
}
- case WR_CONFIG:
+ METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
+ {
+ return true; // blaster has infinite ammo
+ }
+
+ METHOD(Blaster, wr_config, void(entity thiswep))
{
BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Blaster, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_BLASTER_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(Blaster, wr_killmessage, int(entity thiswep))
{
return WEAPON_BLASTER_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Blaster(int request)
-{SELFPARAM();
- switch(request)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Blaster, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
- return true;
}
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ CRYLINK,
-/* function */ W_Crylink,
-/* ammotype */ ammo_cells,
-/* impulse */ 6,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 0.5 1',
-/* modelname */ "crylink",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshaircrylink 0.5",
-/* wepimg */ "weaponcrylink",
-/* refname */ "crylink",
-/* wepname */ _("Crylink")
-);
+CLASS(Crylink, Weapon)
+/* ammotype */ ATTRIB(Crylink, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(Crylink, impulse, int, 6)
+/* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
+/* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
+#ifndef MENUQC
+/* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
+#endif
+/* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
+/* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
+/* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink");
+/* refname */ ATTRIB(Crylink, netname, string, "crylink");
+/* wepname */ ATTRIB(Crylink, message, string, _("Crylink"));
+ENDCLASS(Crylink)
+REGISTER_WEAPON(CRYLINK, NEW(Crylink));
#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
+ spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
void W_Crylink_CheckLinks(entity e)
{
remove(self);
}
-void W_Crylink_Attack(void)
+void W_Crylink_Attack(Weapon thiswep)
{SELFPARAM();
float counter, shots;
entity proj, prevproj, firstproj;
vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(WEP_CVAR_PRI(crylink, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(crylink, ammo));
maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
}
}
-void W_Crylink_Attack2(void)
+void W_Crylink_Attack2(Weapon thiswep)
{SELFPARAM();
float counter, shots;
entity proj, prevproj, firstproj;
vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(WEP_CVAR_SEC(crylink, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(crylink, ammo));
maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
}
}
-bool W_Crylink(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(Crylink, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
if(random() < 0.10)
self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
-
- return true;
}
- case WR_THINK:
+ METHOD(Crylink, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ }
- if(self.BUTTON_ATCK)
+ if(fire1)
{
- if(self.crylink_waitrelease != 1)
- if(weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
+ if(actor.crylink_waitrelease != 1)
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(crylink, refire)))
{
- W_Crylink_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
+ W_Crylink_Attack(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
}
}
- if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
+ if(fire2 && autocvar_g_balance_crylink_secondary)
{
- if(self.crylink_waitrelease != 2)
- if(weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
+ if(actor.crylink_waitrelease != 2)
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(crylink, refire)))
{
- W_Crylink_Attack2();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
+ W_Crylink_Attack2(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
}
}
- if((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
+ if((actor.crylink_waitrelease == 1 && !fire1) || (actor.crylink_waitrelease == 2 && !fire2))
{
- if(!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
+ if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
{
// fired and released now!
- if(self.crylink_lastgroup)
+ if(actor.crylink_lastgroup)
{
vector pos;
entity linkjoineffect;
- float isprimary = (self.crylink_waitrelease == 1);
+ float isprimary = (actor.crylink_waitrelease == 1);
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
+ pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
linkjoineffect = spawn();
linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
linkjoineffect.classname = "linkjoineffect";
linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
- linkjoineffect.owner = self;
+ linkjoineffect.owner = actor;
setorigin(linkjoineffect, pos);
}
- self.crylink_waitrelease = 0;
- if(!W_Crylink(WR_CHECKAMMO1) && !W_Crylink(WR_CHECKAMMO2))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ actor.crylink_waitrelease = 0;
+ if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
// ran out of ammo!
- self.cnt = WEP_CRYLINK.m_id;
- self.switchweapon = w_getbestweapon(self);
+ actor.cnt = WEP_CRYLINK.m_id;
+ actor.switchweapon = w_getbestweapon(actor);
}
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Crylink, wr_init, void(entity thiswep))
{
CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Crylink, wr_checkammo1, bool(entity thiswep))
{
+ SELFPARAM();
// don't "run out of ammo" and switch weapons while waiting for release
if(self.crylink_lastgroup && self.crylink_waitrelease)
return true;
- ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
+ float ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Crylink, wr_checkammo2, bool(entity thiswep))
{
+ SELFPARAM();
// don't "run out of ammo" and switch weapons while waiting for release
if(self.crylink_lastgroup && self.crylink_waitrelease)
return true;
- ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
+ float ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Crylink, wr_config, void(entity thiswep))
{
CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(Crylink, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Crylink, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_CRYLINK_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(Crylink, wr_killmessage, int(entity thiswep))
{
return WEAPON_CRYLINK_MURDER;
}
- }
- return false;
-}
#endif
#ifdef CSQC
-bool W_Crylink(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+ METHOD(Crylink, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 2;
if(w_deathtype & HITTYPE_SECONDARY)
if(!w_issilent)
sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
}
-
- return true;
- }
- case WR_INIT:
- {
- return true;
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ DEVASTATOR,
-/* function */ W_Devastator,
-/* ammotype */ ammo_rockets,
-/* impulse */ 9,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '1 1 0',
-/* modelname */ "rl",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairrocketlauncher 0.7",
-/* wepimg */ "weaponrocketlauncher",
-/* refname */ "devastator",
-/* wepname */ _("Devastator")
-);
+CLASS(Devastator, Weapon)
+/* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets)
+/* impulse */ ATTRIB(Devastator, impulse, int, 9)
+/* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
+/* modelname */ ATTRIB(Devastator, mdl, string, "rl");
+#ifndef MENUQC
+/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
+#endif
+/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
+/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
+/* refname */ ATTRIB(Devastator, netname, string, "devastator");
+/* wepname */ ATTRIB(Devastator, message, string, _("Devastator"));
+ENDCLASS(Devastator)
+REGISTER_WEAPON(DEVASTATOR, NEW(Devastator));
#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
#define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
- void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
+ spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
+ spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
void W_Devastator_Unregister(void)
{SELFPARAM();
W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
}
-void W_Devastator_Attack(void)
+void W_Devastator_Attack(Weapon thiswep)
{SELFPARAM();
entity missile;
entity flash;
- W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo));
W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
SUB_SetFade(flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
+ W_AttachToShotorg(self, flash, '5 0 0');
// common properties
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-bool W_Devastator(int req)
-{SELFPARAM();
- entity rock;
- float rockfound;
- float ammo_amount;
- switch(req)
- {
#if 0
- case WR_AIM:
+ METHOD(Devastator, wr_aim, void(entity thiswep))
{
// aim and decide to fire if appropriate
self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
}
-
- return true;
}
#else
- case WR_AIM:
+ METHOD(Devastator, wr_aim, void(entity thiswep))
{
// aim and decide to fire if appropriate
self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
// dprint(ftos(desirabledamage),"\n");
if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
}
-
- return true;
}
#endif
- case WR_THINK:
+ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else
- {
- if(self.BUTTON_ATCK)
+ if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else {
+ if(fire1)
{
- if(self.rl_release || WEP_CVAR(devastator, guidestop))
- if(weapon_prepareattack(0, WEP_CVAR(devastator, refire)))
+ if(actor.rl_release || WEP_CVAR(devastator, guidestop))
+ if(weapon_prepareattack(actor, false, WEP_CVAR(devastator, refire)))
{
- W_Devastator_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
- self.rl_release = 0;
+ W_Devastator_Attack(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
+ actor.rl_release = 0;
}
}
else
- self.rl_release = 1;
+ actor.rl_release = 1;
- if(self.BUTTON_ATCK2)
- if(self.switchweapon == WEP_DEVASTATOR.m_id)
+ if(fire2)
+ if(actor.switchweapon == WEP_DEVASTATOR.m_id)
{
- rockfound = 0;
- for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
+ entity rock;
+ bool rockfound = false;
+ for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
{
if(!rock.rl_detonate_later)
{
rock.rl_detonate_later = true;
- rockfound = 1;
+ rockfound = true;
}
}
if(rockfound)
- sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
+ sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Devastator, wr_init, void(entity thiswep))
{
DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Devastator, wr_setup, void(entity thiswep))
{
self.rl_release = 1;
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Devastator, wr_checkammo1, bool(entity thiswep))
{
#if 0
// don't switch while guiding a missile
return ammo_amount;
}
#else
- ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
+ float ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
return ammo_amount;
#endif
}
- case WR_CHECKAMMO2:
+ METHOD(Devastator, wr_checkammo2, bool(entity thiswep))
{
return false;
}
- case WR_CONFIG:
+ METHOD(Devastator, wr_config, void(entity thiswep))
{
DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Devastator, wr_resetplayer, void(entity thiswep))
{
self.rl_release = 0;
- return true;
}
- case WR_RELOAD:
+ METHOD(Devastator, wr_reload, void(entity thiswep))
{
- W_Reload(WEP_CVAR(devastator, ammo), SND(RELOAD));
- return true;
+ W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Devastator, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_DEVASTATOR_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(Devastator, wr_killmessage, int(entity thiswep))
{
if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
return WEAPON_DEVASTATOR_MURDER_SPLASH;
else
return WEAPON_DEVASTATOR_MURDER_DIRECT;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Devastator(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Devastator, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
-
- return true;
}
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ ELECTRO,
-/* function */ W_Electro,
-/* ammotype */ ammo_cells,
-/* impulse */ 5,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0 0.5 1',
-/* modelname */ "electro",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairelectro 0.6",
-/* wepimg */ "weaponelectro",
-/* refname */ "electro",
-/* wepname */ _("Electro")
-);
+CLASS(Electro, Weapon)
+/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(Electro, impulse, int, 5)
+/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
+/* modelname */ ATTRIB(Electro, mdl, string, "electro");
+#ifndef MENUQC
+/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
+#endif
+/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
+/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
+/* refname */ ATTRIB(Electro, netname, string, "electro");
+/* wepname */ ATTRIB(Electro, message, string, _("Electro"));
+ENDCLASS(Electro)
+REGISTER_WEAPON(ELECTRO, NEW(Electro));
#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro)
#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_electro(void) { weapon_defaultspawnfunc(WEP_ELECTRO.m_id); }
+ spawnfunc(weapon_electro) { weapon_defaultspawnfunc(WEP_ELECTRO.m_id); }
void W_Electro_TriggerCombo(vector org, float rad, entity own)
{
else { self.nextthink = self.ltime; }
}
-void W_Electro_Attack_Bolt(void)
+void W_Electro_Attack_Bolt(Weapon thiswep)
{SELFPARAM();
entity proj;
- W_DecreaseAmmo(WEP_CVAR_PRI(electro, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo));
W_SetupShot_ProjectileSize(
self,
}
}
-void W_Electro_Attack_Orb(void)
+void W_Electro_Attack_Orb(Weapon thiswep)
{SELFPARAM();
- W_DecreaseAmmo(WEP_CVAR_SEC(electro, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo));
W_SetupShot_ProjectileSize(
self,
MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
-void W_Electro_CheckAttack(void)
+void W_Electro_CheckAttack(Weapon thiswep, entity actor, bool fire1, bool fire2)
{SELFPARAM();
if(self.electro_count > 1)
if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, -1))
+ if(weapon_prepareattack(actor, true, -1))
{
- W_Electro_Attack_Orb();
+ W_Electro_Attack_Orb(WEP_ELECTRO);
self.electro_count -= 1;
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
// WEAPONTODO: when the player releases the button, cut down the length of refire2?
- w_ready();
+ w_ready(thiswep, actor, fire1, fire2);
}
.float bot_secondary_electromooth;
-bool W_Electro(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+
+ METHOD(Electro, wr_aim, void(entity thiswep))
{
self.BUTTON_ATCK = self.BUTTON_ATCK2 = false;
if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; }
if(random() < 0.03) self.bot_secondary_electromooth = 0;
}
}
-
- return true;
}
- case WR_THINK:
+ METHOD(Electro, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
{
- ammo_amount = 0;
- if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
+ float ammo_amount = 0;
+ if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
ammo_amount = 1;
- if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
+ if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
ammo_amount += 1;
if(!ammo_amount)
{
- WEP_ACTION(self.weapon, WR_RELOAD);
- return false;
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ return;
}
-
- return true;
}
- if(self.BUTTON_ATCK)
+ if(fire1)
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(electro, refire)))
{
- W_Electro_Attack_Bolt();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ W_Electro_Attack_Bolt(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
}
- else if(self.BUTTON_ATCK2)
+ else if(fire2)
{
- if(time >= self.electro_secondarytime)
- if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
+ if(time >= actor.electro_secondarytime)
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(electro, refire)))
{
- W_Electro_Attack_Orb();
- self.electro_count = WEP_CVAR_SEC(electro, count);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
- self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
+ W_Electro_Attack_Orb(thiswep);
+ actor.electro_count = WEP_CVAR_SEC(electro, count);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+ actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Electro, wr_init, void(entity thiswep))
{
ELECTRO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Electro, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_PRI(electro, ammo);
+ float ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_PRI(electro, ammo);
ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Electro, wr_checkammo2, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
{
ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
}
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Electro, wr_config, void(entity thiswep))
{
ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Electro, wr_resetplayer, void(entity thiswep))
{
self.electro_secondarytime = time;
- return true;
}
- case WR_RELOAD:
+ METHOD(Electro, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Electro, wr_suicidemessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_ELECTRO_SUICIDE_ORBS;
else
return WEAPON_ELECTRO_SUICIDE_BOLT;
}
- case WR_KILLMESSAGE:
+ METHOD(Electro, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
{
return WEAPON_ELECTRO_MURDER_BOLT;
}
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Electro(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Electro, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
}
}
-
- return true;
- }
- case WR_INIT:
- {
- return true;
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ FIREBALL,
-/* function */ W_Fireball,
-/* ammotype */ ammo_none,
-/* impulse */ 9,
-/* flags */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 0.5 0',
-/* modelname */ "fireball",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairfireball",
-/* wepimg */ "weaponfireball",
-/* refname */ "fireball",
-/* wepname */ _("Fireball")
-);
+CLASS(Fireball, Weapon)
+/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none)
+/* impulse */ ATTRIB(Fireball, impulse, int, 9)
+/* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
+/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
+#ifndef MENUQC
+/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
+#endif
+/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
+/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
+/* refname */ ATTRIB(Fireball, netname, string, "fireball");
+/* wepname */ ATTRIB(Fireball, message, string, _("Fireball"));
+ENDCLASS(Fireball)
+REGISTER_WEAPON(FIREBALL, NEW(Fireball));
#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
#define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_fireball(void) { weapon_defaultspawnfunc(WEP_FIREBALL.m_id); }
+ spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(WEP_FIREBALL.m_id); }
void W_Fireball_Explode(void)
{SELFPARAM();
Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
}
-void W_Fireball_Attack1_Frame4(void)
+void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, bool fire1, bool fire2)
{
W_Fireball_Attack1();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
}
-void W_Fireball_Attack1_Frame3(void)
+void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, bool fire1, bool fire2)
{
W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
}
-void W_Fireball_Attack1_Frame2(void)
+void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, bool fire1, bool fire2)
{
W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
}
-void W_Fireball_Attack1_Frame1(void)
+void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, bool fire1, bool fire2)
{
W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
}
-void W_Fireball_Attack1_Frame0(void)
+void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, bool fire1, bool fire2)
{SELFPARAM();
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
sound(self, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
}
void W_Fireball_Firemine_Think(void)
MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
-bool W_Fireball(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_AIM:
+ METHOD(Fireball, wr_aim, void(entity thiswep))
{
self.BUTTON_ATCK = false;
self.BUTTON_ATCK2 = false;
if(random() < 0.01) self.bot_primary_fireballmooth = 1;
}
}
-
- return true;
}
- case WR_THINK:
+ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(self.BUTTON_ATCK)
+ if(fire1)
{
- if(time >= self.fireball_primarytime)
- if(weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
+ if(time >= actor.fireball_primarytime)
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(fireball, refire)))
{
- W_Fireball_Attack1_Frame0();
- self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
+ W_Fireball_Attack1_Frame0(thiswep, actor, fire1, fire2);
+ actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
}
}
- else if(self.BUTTON_ATCK2)
+ else if(fire2)
{
- if(weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(fireball, refire)))
{
W_Fireball_Attack2();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Fireball, wr_init, void(entity thiswep))
{
FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Fireball, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
- return true;
}
- case WR_CHECKAMMO1:
- case WR_CHECKAMMO2:
+ METHOD(Fireball, wr_checkammo1, bool(entity thiswep))
+ {
+ return true; // infinite ammo
+ }
+ METHOD(Fireball, wr_checkammo2, bool(entity thiswep))
{
return true; // fireball has infinite ammo
}
- case WR_CONFIG:
+ METHOD(Fireball, wr_config, void(entity thiswep))
{
FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Fireball, wr_resetplayer, void(entity thiswep))
{
self.fireball_primarytime = time;
- return true;
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Fireball, wr_suicidemessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_FIREBALL_SUICIDE_FIREMINE;
else
return WEAPON_FIREBALL_SUICIDE_BLAST;
}
- case WR_KILLMESSAGE:
+ METHOD(Fireball, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_FIREBALL_MURDER_FIREMINE;
else
return WEAPON_FIREBALL_MURDER_BLAST;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Fireball(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Fireball, wr_impacteffect, void(entity thiswep))
{
vector org2;
if(w_deathtype & HITTYPE_SECONDARY)
if(!w_issilent)
sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
}
-
- return true;
- }
- case WR_INIT:
- {
- return true;
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ HAGAR,
-/* function */ W_Hagar,
-/* ammotype */ ammo_rockets,
-/* impulse */ 8,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 1 0.5',
-/* modelname */ "hagar",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhagar 0.8",
-/* wepimg */ "weaponhagar",
-/* refname */ "hagar",
-/* wepname */ _("Hagar")
-);
+CLASS(Hagar, Weapon)
+/* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets)
+/* impulse */ ATTRIB(Hagar, impulse, int, 8)
+/* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
+/* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
+#ifndef MENUQC
+/* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
+#endif
+/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
+/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
+/* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar");
+/* refname */ ATTRIB(Hagar, netname, string, "hagar");
+/* wepname */ ATTRIB(Hagar, message, string, _("Hagar"));
+ENDCLASS(Hagar)
+REGISTER_WEAPON(HAGAR, NEW(Hagar));
#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar)
#define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); }
+ spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); }
// NO bounce protection, as bounces are limited!
}
}
-void W_Hagar_Attack(void)
+void W_Hagar_Attack(Weapon thiswep)
{SELFPARAM();
entity missile;
- W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-void W_Hagar_Attack2(void)
+void W_Hagar_Attack2(Weapon thiswep)
{SELFPARAM();
entity missile;
- W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
if(!self.hagar_load)
return;
- weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
+ weapon_prepareattack_do(self, true, WEP_CVAR_SEC(hagar, refire));
W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
+ weapon_thinkf(self, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
self.hagar_load = 0;
}
-void W_Hagar_Attack2_Load(void)
+void W_Hagar_Attack2_Load(Weapon thiswep)
{SELFPARAM();
// loadable hagar secondary attack, must always run each frame
{
// if we pressed primary fire while loading, unload all rockets and abort
self.weaponentity.state = WS_READY;
- W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
self.hagar_load = 0;
sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
{
if(!self.hagar_loadblock && self.hagar_loadstep < time)
{
- W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
self.weaponentity.state = WS_INUSE;
self.hagar_load += 1;
sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
self.hagar_warning = false;
// we aren't checking ammo during an attack, so we must do it here
- if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+ Weapon w = get_weaponinfo(self.weapon);
+ if(!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
}
}
-bool W_Hagar(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(Hagar, wr_aim, void(entity thiswep))
{
if(random()>0.15)
self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
-
- return true;
}
- case WR_THINK:
+ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
float loadable_secondary;
loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
if(loadable_secondary)
- W_Hagar_Attack2_Load(); // must always run each frame
- if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
+ W_Hagar_Attack2_Load(thiswep); // must always run each frame
+ if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else if(fire1 && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(hagar, refire)))
{
- W_Hagar_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
+ W_Hagar_Attack(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
}
}
- else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
+ else if(fire2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
{
- if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(hagar, refire)))
{
- W_Hagar_Attack2();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+ W_Hagar_Attack2(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
}
}
- return true;
}
- case WR_GONETHINK:
+ METHOD(Hagar, wr_gonethink, void(entity thiswep))
{
// we lost the weapon and want to prepare switching away
if(self.hagar_load)
self.weaponentity.state = WS_READY;
W_Hagar_Attack2_Load_Release();
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Hagar, wr_init, void(entity thiswep))
{
HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Hagar, wr_setup, void(entity thiswep))
{
self.hagar_loadblock = false;
if(self.hagar_load)
{
- W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
self.hagar_load = 0;
}
-
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
+ float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
+ float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Hagar, wr_config, void(entity thiswep))
{
HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Hagar, wr_resetplayer, void(entity thiswep))
{
self.hagar_load = 0;
- return true;
}
- case WR_PLAYERDEATH:
+ METHOD(Hagar, wr_playerdeath, void(entity thiswep))
{
// if we have any rockets loaded when we die, release them
if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
W_Hagar_Attack2_Load_Release();
-
- return true;
}
- case WR_RELOAD:
+ METHOD(Hagar, wr_reload, void(entity thiswep))
{
if(!self.hagar_load) // require releasing loaded rockets first
- W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
-
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Hagar, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_HAGAR_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(Hagar, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_HAGAR_MURDER_BURST;
else
return WEAPON_HAGAR_MURDER_SPRAY;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Hagar(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Hagar, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
else
sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
}
-
- return true;
- }
- case WR_INIT:
- {
- return true;
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ HLAC,
-/* function */ W_HLAC,
-/* ammotype */ ammo_cells,
-/* impulse */ 6,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0 1 0',
-/* modelname */ "hlac",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.6",
-/* wepimg */ "weaponhlac",
-/* refname */ "hlac",
-/* wepname */ _("Heavy Laser Assault Cannon")
-);
+CLASS(HLAC, Weapon)
+/* 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
+/* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
+#endif
+/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac");
+/* refname */ ATTRIB(HLAC, netname, string, "hlac");
+/* wepname */ ATTRIB(HLAC, message, string, _("Heavy Laser Assault Cannon"));
+ENDCLASS(HLAC)
+REGISTER_WEAPON(HLAC, NEW(HLAC));
#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
#define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC.m_id); }
+ spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(WEP_HLAC.m_id); }
void W_HLAC_Touch(void)
{SELFPARAM();
remove(self);
}
-void W_HLAC_Attack(void)
+void W_HLAC_Attack(Weapon thiswep)
{SELFPARAM();
entity missile;
float spread;
- W_DecreaseAmmo(WEP_CVAR_PRI(hlac, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hlac, ammo));
spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
}
// weapon frames
-void W_HLAC_Attack_Frame(void)
-{SELFPARAM();
- if(self.weapon != self.switchweapon) // abort immediately if switching
+void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+ if(actor.weapon != actor.switchweapon) // abort immediately if switching
{
- w_ready();
+ w_ready(thiswep, actor, fire1, fire2);
return;
}
- if(self.BUTTON_ATCK)
+ if(actor.BUTTON_ATCK)
{
- 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;
}
- ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
- W_HLAC_Attack();
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+ ATTACK_FINISHED(actor) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
+ W_HLAC_Attack(WEP_HLAC);
+ actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
else
{
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
}
}
-void W_HLAC_Attack2_Frame(void)
+void W_HLAC_Attack2_Frame(Weapon thiswep)
{SELFPARAM();
float i;
- W_DecreaseAmmo(WEP_CVAR_SEC(hlac, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo));
for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
W_HLAC_Attack2();
}
}
-bool W_HLAC(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(HLAC, wr_aim, void(entity thiswep))
{
self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
- return true;
}
- case WR_THINK:
+ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(self.BUTTON_ATCK)
+ if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else if(fire1)
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(hlac, refire)))
{
- self.misc_bulletcounter = 0;
- W_HLAC_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+ actor.misc_bulletcounter = 0;
+ W_HLAC_Attack(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
}
- else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
+ else if(fire2 && WEP_CVAR(hlac, secondary))
{
- if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(hlac, refire)))
{
- W_HLAC_Attack2_Frame();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
+ W_HLAC_Attack2_Frame(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(HLAC, wr_init, void(entity thiswep))
{
HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
+ float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
+ float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(HLAC, wr_config, void(entity thiswep))
{
HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(HLAC, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(HLAC, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_HLAC_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(HLAC, wr_killmessage, int(entity thiswep))
{
return WEAPON_HLAC_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_HLAC(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(HLAC, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
-
- return true;
}
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#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) \
#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, SND(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))
{
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), SND(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;
sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
else if(w_random < 0.2)
sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
-
- return true;
}
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ HOOK,
-/* function */ W_Hook,
-/* ammotype */ ammo_fuel,
-/* impulse */ 0,
-/* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ 0,
-/* color */ '0 0.5 0',
-/* modelname */ "hookgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhook 0.5",
-/* wepimg */ "weaponhook",
-/* refname */ "hook",
-/* wepname */ _("Grappling Hook")
-);
+CLASS(Hook, Weapon)
+/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel)
+/* impulse */ ATTRIB(Hook, impulse, int, 0)
+/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
+/* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
+/* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
+#ifndef MENUQC
+/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
+#endif
+/* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
+/* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
+/* wepimg */ ATTRIB(Hook, model2, string, "weaponhook");
+/* refname */ ATTRIB(Hook, netname, string, "hook");
+/* wepname */ ATTRIB(Hook, message, string, _("Grappling Hook"));
+ENDCLASS(Hook)
+REGISTER_WEAPON(HOOK, NEW(Hook));
+
+CLASS(OffhandHook, OffhandWeapon)
+ METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity player, bool key_pressed))
+ {
+ Weapon wep = WEP_HOOK;
+ WITH(entity, self, player, wep.wr_think(wep, self, key_pressed, false));
+ }
+ENDCLASS(OffhandHook)
+OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
#define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_hook() { weapon_defaultspawnfunc(WEP_HOOK.m_id); }
-spawnfunc(weapon_hook)
-{
- if(g_grappling_hook) // offhand hook
- {
- startitem_failed = true;
- remove(self);
- return;
- }
- weapon_defaultspawnfunc(WEP_HOOK.m_id);
-}
++spawnfunc(weapon_hook) { weapon_defaultspawnfunc(WEP_HOOK.m_id); }
void W_Hook_ExplodeThink(void)
{SELFPARAM();
self.use();
}
-void W_Hook_Attack2(void)
+void W_Hook_Attack2(Weapon thiswep)
{SELFPARAM();
entity gren;
- //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
+ //W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
W_SetupShot(self, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
gren = spawn();
MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
-bool W_Hook(int req)
-{SELFPARAM();
- float hooked_time_max, hooked_fuel;
-
- switch(req)
- {
- case WR_AIM:
+ METHOD(Hook, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- // no bot AI for hook (yet?)
- return true;
- }
- case WR_THINK:
- {
- if(self.BUTTON_ATCK || self.BUTTON_HOOK)
+ if(fire1 || actor.BUTTON_HOOK)
{
- if(!self.hook)
- if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
- if(!(self.hook_state & HOOK_FIRING))
- if(time > self.hook_refire)
- if(weapon_prepareattack(0, -1))
+ if(!actor.hook)
+ if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
+ if(!(actor.hook_state & HOOK_FIRING))
+ if(time > actor.hook_refire)
+ if(weapon_prepareattack(actor, false, -1))
{
- W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
- self.hook_state |= HOOK_FIRING;
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hook, ammo));
+ actor.hook_state |= HOOK_FIRING;
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
}
}
- if(self.BUTTON_ATCK2)
+ if(fire2)
{
- if(weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(hook, refire)))
{
- W_Hook_Attack2();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
+ W_Hook_Attack2(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
}
}
- if(self.hook)
+ if(actor.hook)
{
// if hooked, no bombs, and increase the timer
- self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
+ actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
// hook also inhibits health regeneration, but only for 1 second
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
}
- if(self.hook && self.hook.state == 1)
+ if(actor.hook && actor.hook.state == 1)
{
- hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
+ float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
if(hooked_time_max > 0)
{
- if( time > self.hook_time_hooked + hooked_time_max )
- self.hook_state |= HOOK_REMOVING;
+ if( time > actor.hook_time_hooked + hooked_time_max )
+ actor.hook_state |= HOOK_REMOVING;
}
- hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
+ float hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
if(hooked_fuel > 0)
{
- if( time > self.hook_time_fueldecrease )
+ if( time > actor.hook_time_fueldecrease )
{
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
+ if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
{
- W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
- self.hook_time_fueldecrease = time;
+ W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
+ actor.hook_time_fueldecrease = time;
// decrease next frame again
}
else
{
- self.ammo_fuel = 0;
- self.hook_state |= HOOK_REMOVING;
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ actor.ammo_fuel = 0;
+ actor.hook_state |= HOOK_REMOVING;
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
}
}
}
}
else
{
- self.hook_time_hooked = time;
- self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
+ actor.hook_time_hooked = time;
+ actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
}
- if(self.BUTTON_CROUCH)
+ if(actor.BUTTON_CROUCH)
{
- self.hook_state &= ~HOOK_PULLING;
- if(self.BUTTON_ATCK || self.BUTTON_HOOK)
- self.hook_state &= ~HOOK_RELEASING;
+ actor.hook_state &= ~HOOK_PULLING;
+ if(fire1 || actor.BUTTON_HOOK)
+ actor.hook_state &= ~HOOK_RELEASING;
else
- self.hook_state |= HOOK_RELEASING;
+ actor.hook_state |= HOOK_RELEASING;
}
else
{
- self.hook_state |= HOOK_PULLING;
- self.hook_state &= ~HOOK_RELEASING;
+ actor.hook_state |= HOOK_PULLING;
+ actor.hook_state &= ~HOOK_RELEASING;
- if(self.BUTTON_ATCK || self.BUTTON_HOOK)
+ if(fire1 || actor.BUTTON_HOOK)
{
// already fired
- if(self.hook)
- self.hook_state |= HOOK_WAITING_FOR_RELEASE;
+ if(actor.hook)
+ actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
}
else
{
- self.hook_state |= HOOK_REMOVING;
- self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+ actor.hook_state |= HOOK_REMOVING;
+ actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
}
- return true;
+ _GrapplingHookFrame();
}
- case WR_INIT:
+ METHOD(Hook, wr_init, void(entity thiswep))
{
HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Hook, wr_setup, void(entity thiswep))
{
self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Hook, wr_checkammo1, bool(entity thiswep))
{
if(self.hook)
return self.ammo_fuel > 0;
else
return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
}
- case WR_CHECKAMMO2:
+ METHOD(Hook, wr_checkammo2, bool(entity thiswep))
{
// infinite ammo for now
return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
}
- case WR_CONFIG:
+ METHOD(Hook, wr_config, void(entity thiswep))
{
HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Hook, wr_resetplayer, void(entity thiswep))
{
self.hook_refire = time;
- return true;
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Hook, wr_suicidemessage, int(entity thiswep))
{
return false;
}
- case WR_KILLMESSAGE:
+ METHOD(Hook, wr_killmessage, int(entity thiswep))
{
return WEAPON_HOOK_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Hook(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Hook, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(particleeffectnum(EFFECT_HOOK_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
-
- return true;
- }
- case WR_INIT:
- {
- return true;
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ MACHINEGUN,
-/* function */ W_MachineGun,
-/* ammotype */ ammo_nails,
-/* impulse */ 3,
-/* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 1 0',
-/* modelname */ "uzi",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairuzi 0.6",
-/* wepimg */ "weaponuzi",
-/* refname */ "machinegun",
-/* wepname */ _("Machine Gun")
-);
+CLASS(MachineGun, Weapon)
+/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails)
+/* impulse */ ATTRIB(MachineGun, impulse, int, 3)
+/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
+/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
+#ifndef MENUQC
+/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
+/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
+/* wepname */ ATTRIB(MachineGun, message, string, _("MachineGun"));
+ENDCLASS(MachineGun)
+REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun));
#define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
#define MACHINEGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_machinegun(void)
- {SELFPARAM();
+ spawnfunc(weapon_machinegun)
+ {
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
}
weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
}
- void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
+ spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
void W_MachineGun_MuzzleFlash_Think(void)
{SELFPARAM();
self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
-void W_MachineGun_Attack(int deathtype)
+void W_MachineGun_Attack(Weapon thiswep, int deathtype)
{SELFPARAM();
W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
if(!autocvar_g_norecoil)
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
- W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+ W_AttachToShotorg(self, self.muzzle_flash, '5 0 0');
// casing code
if(autocvar_g_casings >= 2)
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);
if(self.misc_bulletcounter == 1)
- W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, first_ammo));
else
- W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, sustained_ammo));
}
// weapon frames
-void W_MachineGun_Attack_Frame(void)
-{SELFPARAM();
- if(self.weapon != self.switchweapon) // abort immediately if switching
+void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+ if(actor.weapon != actor.switchweapon) // abort immediately if switching
{
- w_ready();
+ w_ready(thiswep, actor, fire1, fire2);
return;
}
- if(self.BUTTON_ATCK)
+ if(actor.BUTTON_ATCK)
{
- if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ Weapon w = get_weaponinfo(actor.weapon);
+ if(!w.wr_checkammo2(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;
}
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
- W_MachineGun_Attack(WEP_MACHINEGUN.m_id);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
else
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
}
-void W_MachineGun_Attack_Auto(void)
-{SELFPARAM();
+void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
float machinegun_spread;
- if(!self.BUTTON_ATCK)
+ if(!fire1)
{
- 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(machinegun, sustained_ammo));
+ W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
- W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_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;
}
- machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * self.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
+ machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.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(machinegun, first_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
+ ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
}
-void W_MachineGun_Attack_Burst(void)
-{SELFPARAM();
- W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+ W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_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;
}
fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
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);
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
- if(self.misc_bulletcounter == 0)
+ actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+ if(actor.misc_bulletcounter == 0)
{
- ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
+ ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
}
else
{
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
}
}
-bool W_MachineGun(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(MachineGun, 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(MachineGun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(WEP_CVAR(machinegun, reload_ammo) && self.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(WEP_CVAR(machinegun, mode) == 1)
+ if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
+ if(WEP_CVAR(machinegun, mode) == 1)
{
- if(self.BUTTON_ATCK)
- if(weapon_prepareattack(0, 0))
+ if(fire1)
+ if(weapon_prepareattack(actor, false, 0))
{
- self.misc_bulletcounter = 0;
- W_MachineGun_Attack_Auto();
+ actor.misc_bulletcounter = 0;
+ W_MachineGun_Attack_Auto(thiswep, actor, fire1, fire2);
}
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, 0))
+ if(fire2)
+ if(weapon_prepareattack(actor, true, 0))
{
- if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ Weapon w = get_weaponinfo(actor.weapon);
+ if(!w.wr_checkammo2(w))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
- return false;
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, fire1, fire2);
+ return;
}
- W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
- self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
- W_MachineGun_Attack_Burst();
+ actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+ W_MachineGun_Attack_Burst(thiswep, actor, fire1, fire2);
}
}
else
{
- if(self.BUTTON_ATCK)
- if(weapon_prepareattack(0, 0))
+ if(fire1)
+ if(weapon_prepareattack(actor, false, 0))
{
- self.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN.m_id); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ actor.misc_bulletcounter = 1;
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id); // sets attack_finished
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
- if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
- if(weapon_prepareattack(1, 0))
+ if(fire2 && WEP_CVAR(machinegun, first))
+ if(weapon_prepareattack(actor, true, 0))
{
- self.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
+ actor.misc_bulletcounter = 1;
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(MachineGun, wr_init, void(entity thiswep))
{
MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
else
}
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
else
}
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(MachineGun, wr_config, void(entity thiswep))
{
MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(MachineGun, wr_reload, void(entity thiswep))
{
- W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
- return true;
+ W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(MachineGun, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(MachineGun, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_MACHINEGUN_MURDER_SNIPE;
else
return WEAPON_MACHINEGUN_MURDER_SPRAY;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_MachineGun(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
else if(w_random < 0.2)
sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
-
- return true;
- }
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
}
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ MINE_LAYER,
-/* function */ W_MineLayer,
-/* ammotype */ ammo_rockets,
-/* impulse */ 4,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.75 1 0',
-/* modelname */ "minelayer",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairminelayer 0.9",
-/* wepimg */ "weaponminelayer",
-/* refname */ "minelayer",
-/* wepname */ _("Mine Layer")
-);
+CLASS(MineLayer, Weapon)
+/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets)
+/* impulse */ ATTRIB(MineLayer, impulse, int, 4)
+/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
+/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
+#ifndef MENUQC
+/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
+#endif
+/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
+/* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
+/* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
+/* refname */ ATTRIB(MineLayer, netname, string, "minelayer");
+/* wepname */ ATTRIB(MineLayer, message, string, _("Mine Layer"));
+ENDCLASS(MineLayer)
+REGISTER_WEAPON(MINE_LAYER, NEW(MineLayer));
#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
+ spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
void W_MineLayer_Stick(entity to)
{SELFPARAM();
if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
{
setself(self.realowner);
- if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
+ Weapon w = WEP_MINE_LAYER;
+ if(!w.wr_checkammo1(w))
{
self.cnt = WEP_MINE_LAYER.m_id;
ATTACK_FINISHED(self) = time;
if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
{
setself(self.realowner);
- if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
+ Weapon w = WEP_MINE_LAYER;
+ if(!w.wr_checkammo1(w))
{
self.cnt = WEP_MINE_LAYER.m_id;
ATTACK_FINISHED(self) = time;
W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
}
-void W_MineLayer_Attack(void)
+void W_MineLayer_Attack(Weapon thiswep)
{SELFPARAM();
entity mine;
entity flash;
}
}
- W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(minelayer, ammo));
W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
SUB_SetFade(flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
+ W_AttachToShotorg(self, flash, '5 0 0');
// common properties
return minfound;
}
-bool W_MineLayer(int req)
-{SELFPARAM();
- entity mine;
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(MineLayer, wr_aim, void(entity thiswep))
{
// aim and decide to fire if appropriate
if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
teamdamage = 0;
enemydamage = 0;
targetlist = findchainfloat(bot_attack, true);
- mine = find(world, classname, "mine");
+ entity mine = find(world, classname, "mine");
while(mine)
{
if(mine.realowner != self)
// dprint(ftos(desirabledamage),"\n");
if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
}
-
- return true;
}
- case WR_THINK:
+ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
+ if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
{
// not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
- WEP_ACTION(self.weapon, WR_RELOAD);
+ if(!(W_MineLayer_PlacedMines(false) && actor.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) {
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ }
}
- else if(self.BUTTON_ATCK)
+ else if(fire1)
{
- if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR(minelayer, refire)))
{
- W_MineLayer_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
+ W_MineLayer_Attack(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
}
}
- if(self.BUTTON_ATCK2)
+ if(fire2)
{
if(W_MineLayer_PlacedMines(true))
- sound(self, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
+ sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
}
-
- return true;
}
- case WR_INIT:
+ METHOD(MineLayer, wr_init, void(entity thiswep))
{
MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
{
// don't switch while placing a mine
if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER.m_id)
{
- ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
+ float ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
return ammo_amount;
}
return true;
}
- case WR_CHECKAMMO2:
+ METHOD(MineLayer, wr_checkammo2, bool(entity thiswep))
{
if(W_MineLayer_PlacedMines(false))
return true;
else
return false;
}
- case WR_CONFIG:
+ METHOD(MineLayer, wr_config, void(entity thiswep))
{
MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
{
self.minelayer_mines = 0;
- return true;
}
- case WR_RELOAD:
+ METHOD(MineLayer, wr_reload, void(entity thiswep))
{
- W_Reload(WEP_CVAR(minelayer, ammo), SND(RELOAD));
- return true;
+ W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(MineLayer, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_MINELAYER_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(MineLayer, wr_killmessage, int(entity thiswep))
{
return WEAPON_MINELAYER_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_MineLayer(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
-
- return true;
}
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ MORTAR,
-/* function */ W_Mortar,
-/* ammotype */ ammo_rockets,
-/* impulse */ 4,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 0 0',
-/* modelname */ "gl",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
-/* wepimg */ "weapongrenadelauncher",
-/* refname */ "mortar",
-/* wepname */ _("Mortar")
-);
+CLASS(Mortar, Weapon)
+/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets)
+/* impulse */ ATTRIB(Mortar, impulse, int, 4)
+/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
+/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
+#ifndef MENUQC
+/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
+#endif
+/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
+/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
+/* refname */ ATTRIB(Mortar, netname, string, "mortar");
+/* wepname */ ATTRIB(Mortar, message, string, _("Mortar"));
+ENDCLASS(Mortar)
+REGISTER_WEAPON(MORTAR, NEW(Mortar));
#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
- void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
+ spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
+ spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
void W_Mortar_Grenade_Explode(void)
{SELFPARAM();
}
}
-void W_Mortar_Attack(void)
+void W_Mortar_Attack(Weapon thiswep)
{SELFPARAM();
entity gren;
- W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo));
W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
w_shotdir = v_forward; // no TrueAim for grenades please
MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
-void W_Mortar_Attack2(void)
+void W_Mortar_Attack2(Weapon thiswep)
{SELFPARAM();
entity gren;
- W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo));
W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
w_shotdir = v_forward; // no TrueAim for grenades please
}
.float bot_secondary_grenademooth;
-bool W_Mortar(int req)
-{SELFPARAM();
- entity nade;
- float nadefound;
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+
+ METHOD(Mortar, wr_aim, void(entity thiswep))
{
self.BUTTON_ATCK = false;
self.BUTTON_ATCK2 = false;
if(random() < 0.02) self.bot_secondary_grenademooth = 0;
}
}
-
- return true;
}
/*case WR_CALCINFO:
{
wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
wepinfo_ter_dps = 0;
*/
- case WR_THINK:
+ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(self.BUTTON_ATCK)
+ if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else if(fire1)
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(mortar, refire)))
{
- W_Mortar_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
+ W_Mortar_Attack(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
}
}
- else if(self.BUTTON_ATCK2)
+ else if(fire2)
{
if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
{
- nadefound = 0;
- for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
+ bool nadefound = false;
+ entity nade;
+ for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
{
if(!nade.gl_detonate_later)
{
nade.gl_detonate_later = true;
- nadefound = 1;
+ nadefound = true;
}
}
if(nadefound)
- sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
+ sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
}
- else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
+ else if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(mortar, refire)))
{
- W_Mortar_Attack2();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
+ W_Mortar_Attack2(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Mortar, wr_init, void(entity thiswep))
{
MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
+ float ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
+ float ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Mortar, wr_config, void(entity thiswep))
{
MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(Mortar, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Mortar, wr_suicidemessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_MORTAR_SUICIDE_BOUNCE;
else
return WEAPON_MORTAR_SUICIDE_EXPLODE;
}
- case WR_KILLMESSAGE:
+ METHOD(Mortar, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_MORTAR_MURDER_BOUNCE;
else
return WEAPON_MORTAR_MURDER_EXPLODE;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Mortar(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Mortar, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
-
- return true;
- }
- case WR_INIT:
- {
- return true;
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ PORTO,
-/* function */ W_Porto,
-/* ammotype */ ammo_none,
-/* impulse */ 0,
-/* flags */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
-/* rating */ 0,
-/* color */ '0.5 0.5 0.5',
-/* modelname */ "porto",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairporto 0.6",
-/* wepimg */ "weaponporto",
-/* refname */ "porto",
-/* wepname */ _("Port-O-Launch")
-);
+CLASS(PortoLaunch, Weapon)
+/* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none)
+/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0)
+/* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON);
+/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
+/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
+/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
+#ifndef MENUQC
+/* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
+#endif
+/* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
+/* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
+/* refname */ ATTRIB(PortoLaunch, netname, string, "porto");
+/* wepname */ ATTRIB(PortoLaunch, message, string, _("Port-O-Launch"));
+ENDCLASS(PortoLaunch)
+REGISTER_WEAPON(PORTO, NEW(PortoLaunch));
#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
#define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#ifdef SVQC
#include "../../triggers/trigger/jumppads.qh"
- void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
+ spawnfunc(weapon_porto) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
void W_Porto_Success(void)
{SELFPARAM();
self.realowner.porto_current = world;
- if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
+ if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET(PORTO)))
{
setsize(self, '-16 -16 0', '16 16 32');
setorigin(self, self.origin + trace_plane_normal);
MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
-bool w_nexball_weapon(int req); // WEAPONTODO
-bool W_Porto(int req)
-{SELFPARAM();
- //vector v_angle_save;
-
- if(g_nexball) { return w_nexball_weapon(req); }
-
- switch(req)
- {
- case WR_AIM:
+ METHOD(PortoLaunch, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
self.BUTTON_ATCK = false;
self.BUTTON_ATCK2 = false;
if(!WEP_CVAR(porto, secondary))
if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
self.BUTTON_ATCK = true;
-
- return true;
}
- case WR_CONFIG:
+ METHOD(PortoLaunch, wr_config, void(entity this))
{
PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_THINK:
+ METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
if(WEP_CVAR(porto, secondary))
{
- if(self.BUTTON_ATCK)
- if(!self.porto_current)
- if(!self.porto_forbidden)
- if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+ if(fire1)
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(porto, refire)))
{
W_Porto_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
- if(self.BUTTON_ATCK2)
- if(!self.porto_current)
- if(!self.porto_forbidden)
- if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
+ if(fire2)
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(porto, refire)))
{
W_Porto_Attack(1);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
}
}
else
{
- if(self.porto_v_angle_held)
+ if(actor.porto_v_angle_held)
{
- if(!self.BUTTON_ATCK2)
+ if(!fire2)
{
- self.porto_v_angle_held = 0;
+ actor.porto_v_angle_held = 0;
- ClientData_Touch(self);
+ ClientData_Touch(actor);
}
}
else
{
- if(self.BUTTON_ATCK2)
+ if(fire2)
{
- self.porto_v_angle = self.v_angle;
- self.porto_v_angle_held = 1;
+ actor.porto_v_angle = actor.v_angle;
+ actor.porto_v_angle_held = 1;
- ClientData_Touch(self);
+ ClientData_Touch(actor);
}
}
- if(self.porto_v_angle_held)
- makevectors(self.porto_v_angle); // override the previously set angles
+ if(actor.porto_v_angle_held)
+ makevectors(actor.porto_v_angle); // override the previously set angles
- if(self.BUTTON_ATCK)
- if(!self.porto_current)
- if(!self.porto_forbidden)
- if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+ if(fire1)
+ if(!actor.porto_current)
+ if(!actor.porto_forbidden)
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(porto, refire)))
{
W_Porto_Attack(-1);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
}
-
+ }
+ METHOD(PortoLaunch, wr_checkammo1, bool(entity this))
+ {
+ // always allow infinite ammo
return true;
}
- case WR_CHECKAMMO1:
- case WR_CHECKAMMO2:
+ METHOD(PortoLaunch, wr_checkammo2, bool(entity this))
{
// always allow infinite ammo
return true;
}
- case WR_INIT:
+ METHOD(PortoLaunch, wr_init, void(entity this))
{
PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(PortoLaunch, wr_setup, void(entity thiswep))
{
+ SELFPARAM();
self.ammo_field = ammo_none;
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep))
{
+ SELFPARAM();
self.porto_current = world;
- return true;
}
- }
- return false;
-}
#endif
#ifdef CSQC
-bool W_Porto(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- LOG_INFO("Since when does Porto send DamageInfo?\n");
- return true;
+ METHOD(PortoLaunch, wr_impacteffect, void(entity this)) {
+ LOG_WARNING("Since when does Porto send DamageInfo?\n");
}
- case WR_INIT:
- {
- // nothing to do
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ RIFLE,
-/* function */ W_Rifle,
-/* ammotype */ ammo_nails,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0.5 1 0',
-/* modelname */ "campingrifle",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairrifle 0.6",
-/* wepimg */ "weaponrifle",
-/* refname */ "rifle",
-/* wepname */ _("Rifle")
-);
+CLASS(Rifle, Weapon)
+/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails)
+/* impulse */ ATTRIB(Rifle, impulse, int, 7)
+/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
+/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
+#ifndef MENUQC
+/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
+#endif
+/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
+/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
+/* refname */ ATTRIB(Rifle, netname, string, "rifle");
+/* wepname */ ATTRIB(Rifle, message, string, _("Rifle"));
+ENDCLASS(Rifle)
+REGISTER_WEAPON(RIFLE, NEW(Rifle));
#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
#define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); }
- void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); }
- void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); }
+ spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); }
+ spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
+ spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
-void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
+void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
{SELFPARAM();
float i;
- W_DecreaseAmmo(pAmmo);
+ W_DecreaseAmmo(thiswep, self, pAmmo);
W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
void W_Rifle_Attack(void)
{
- W_Rifle_FireBullet(WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND(CAMPINGRIFLE_FIRE));
+ W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND(CAMPINGRIFLE_FIRE));
}
void W_Rifle_Attack2(void)
{
- W_Rifle_FireBullet(WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND(CAMPINGRIFLE_FIRE2));
+ W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND(CAMPINGRIFLE_FIRE2));
}
.void(void) rifle_bullethail_attackfunc;
.float rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue(void)
-{SELFPARAM();
+void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
float r, sw, af;
- sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
- af = ATTACK_FINISHED(self);
- self.switchweapon = self.weapon;
- ATTACK_FINISHED(self) = time;
- LOG_INFO(ftos(self.WEP_AMMO(RIFLE)), "\n");
- r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
- if(self.switchweapon == self.weapon)
- self.switchweapon = sw;
+ sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing
+ af = ATTACK_FINISHED(actor);
+ actor.switchweapon = actor.weapon;
+ ATTACK_FINISHED(actor) = time;
+ LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n");
+ r = weapon_prepareattack(actor, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
+ if(actor.switchweapon == actor.weapon)
+ actor.switchweapon = sw;
if(r)
{
- self.rifle_bullethail_attackfunc();
- weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
+ actor.rifle_bullethail_attackfunc();
+ weapon_thinkf(actor, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
LOG_INFO("thinkf set\n");
}
else
{
- ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
- LOG_INFO("out of ammo... ", ftos(self.weaponentity.state), "\n");
+ ATTACK_FINISHED(actor) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
+ LOG_INFO("out of ammo... ", ftos(actor.weaponentity.state), "\n");
}
}
self.rifle_bullethail_frame = fr;
self.rifle_bullethail_animtime = animtime;
self.rifle_bullethail_refire = refire;
- weapon_thinkf(fr, animtime, W_Rifle_BulletHail_Continue);
+ weapon_thinkf(self, fr, animtime, W_Rifle_BulletHail_Continue);
}
else
{
// just one shot
- weapon_thinkf(fr, animtime, w_ready);
+ weapon_thinkf(self, fr, animtime, w_ready);
}
}
.float bot_secondary_riflemooth;
-bool W_Rifle(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(Rifle, wr_aim, void(entity thiswep))
{
self.BUTTON_ATCK=false;
self.BUTTON_ATCK2=false;
if(random() < 0.03) self.bot_secondary_riflemooth = 0;
}
}
-
- return true;
}
- case WR_THINK:
+ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else
+ if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
{
- self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
- if(self.BUTTON_ATCK)
- if(weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
- if(time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
+ actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
+ if(fire1)
+ if(weapon_prepareattack_check(actor, false, WEP_CVAR_PRI(rifle, refire)))
+ if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
{
- weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
+ weapon_prepareattack_do(actor, false, WEP_CVAR_PRI(rifle, refire));
W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
- self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
+ actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
}
- if(self.BUTTON_ATCK2)
+ if(fire2)
{
if(WEP_CVAR(rifle, secondary))
{
- if(WEP_CVAR_SEC(rifle, reload))
- WEP_ACTION(self.weapon, WR_RELOAD);
- else
+ if(WEP_CVAR_SEC(rifle, reload)) {
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
{
- if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
- if(time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
+ if(weapon_prepareattack_check(actor, true, WEP_CVAR_SEC(rifle, refire)))
+ if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
{
- weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
+ weapon_prepareattack_do(actor, true, WEP_CVAR_SEC(rifle, refire));
W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
- self.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
+ actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
}
}
}
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Rifle, wr_init, void(entity thiswep))
{
RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
+ float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
+ float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Rifle, wr_config, void(entity thiswep))
{
RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Rifle, wr_resetplayer, void(entity thiswep))
{
self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
- return true;
}
- case WR_RELOAD:
+ METHOD(Rifle, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Rifle, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(Rifle, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
{
return WEAPON_RIFLE_MURDER;
}
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Rifle(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Rifle, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
else if(w_random < 0.5)
sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Rifle, wr_init, void(entity thiswep))
{
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");
}
- return true;
}
- case WR_ZOOMRETICLE:
+ METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
{
if(button_zoom || zoomscript_caught)
{
return false;
}
}
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ RPC,
-/* function */ W_RocketPropelledChainsaw,
-/* ammotype */ ammo_rockets,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.5 0.5 0',
-/* modelname */ "ok_rl",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairrocketlauncher 0.7",
-/* wepimg */ "weaponrpc",
-/* refname */ "rpc",
-/* wepname */ _("Rocket Propelled Chainsaw")
-);
+CLASS(RocketPropelledChainsaw, Weapon)
+/* ammotype */ ATTRIB(RocketPropelledChainsaw, ammo_field, .int, ammo_rockets)
+/* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 7)
+/* flags */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON);
+/* rating */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0');
+/* modelname */ ATTRIB(RocketPropelledChainsaw, mdl, string, "ok_rl");
+#ifndef MENUQC
+/* model */ ATTRIB(RocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM);
+#endif
+/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher");
+/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc");
+/* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc");
+/* wepname */ ATTRIB(RocketPropelledChainsaw, message, string, _("Rocket Propelled Chainsaw"));
+ENDCLASS(RocketPropelledChainsaw)
+REGISTER_WEAPON(RPC, NEW(RocketPropelledChainsaw));
#define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
#define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_rpc() { weapon_defaultspawnfunc(WEP_RPC.m_id); }
+ spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(WEP_RPC.m_id); }
void W_RocketPropelledChainsaw_Explode()
{SELFPARAM();
self.nextthink = time;
}
-void W_RocketPropelledChainsaw_Attack (void)
+void W_RocketPropelledChainsaw_Attack (Weapon thiswep)
{SELFPARAM();
entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
entity flash = spawn ();
- W_DecreaseAmmo(WEP_CVAR(rpc, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo));
W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(missile);
setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
SUB_SetFade (flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
+ W_AttachToShotorg(self, flash, '5 0 0');
missile.pos1 = missile.velocity;
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-bool W_RocketPropelledChainsaw(int req)
-{SELFPARAM();
- float ammo_amount = false;
- switch(req)
- {
- case WR_AIM:
+ METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
{
self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
- return true;
}
- case WR_THINK:
+ METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(WEP_CVAR(rpc, reload_ammo) && self.clip_load < WEP_CVAR(rpc, ammo))
- WEP_ACTION(self.weapon, WR_RELOAD);
- else
+ if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
{
- if (self.BUTTON_ATCK)
+ if (fire1)
{
- if(weapon_prepareattack(0, WEP_CVAR(rpc, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR(rpc, refire)))
{
- W_RocketPropelledChainsaw_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
+ W_RocketPropelledChainsaw_Attack(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
}
}
- if (self.BUTTON_ATCK2)
+ if (fire2)
{
// to-do
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(RocketPropelledChainsaw, wr_init, void(entity thiswep))
{
RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
+ float ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
{
return false;
}
- case WR_CONFIG:
+ METHOD(RocketPropelledChainsaw, wr_config, void(entity thiswep))
{
RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep))
{
- W_Reload(WEP_CVAR(rpc, ammo), SND(RELOAD));
- return true;
+ W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep))
{
if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
return WEAPON_RPC_SUICIDE_SPLASH;
else
return WEAPON_RPC_SUICIDE_DIRECT;
}
- case WR_KILLMESSAGE:
+ METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_BLASTER_MURDER;
else
return WEAPON_RPC_MURDER_DIRECT;
}
- }
- return false;
-}
#endif
#ifdef CSQC
-bool W_RocketPropelledChainsaw(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-
- return true;
}
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ SEEKER,
-/* function */ W_Seeker,
-/* ammotype */ ammo_rockets,
-/* impulse */ 8,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0.5 1 0',
-/* modelname */ "seeker",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairseeker 0.8",
-/* wepimg */ "weaponseeker",
-/* refname */ "seeker",
-/* wepname */ _("T.A.G. Seeker")
-);
+CLASS(Seeker, Weapon)
+/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets)
+/* impulse */ ATTRIB(Seeker, impulse, int, 8)
+/* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
+/* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
+#ifndef MENUQC
+/* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
+#endif
+/* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
+/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
+/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
+/* refname */ ATTRIB(Seeker, netname, string, "seeker");
+/* wepname */ ATTRIB(Seeker, message, string, _("T.A.G. Seeker"));
+ENDCLASS(Seeker)
+REGISTER_WEAPON(SEEKER, NEW(Seeker));
#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
#define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
+ spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
}
*/
-void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
+void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
{SELFPARAM();
entity missile;
- W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
makevectors(self.v_angle);
W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
W_Seeker_Flac_Explode();
}
-void W_Seeker_Fire_Flac(void)
+void W_Seeker_Fire_Flac(Weapon thiswep)
{SELFPARAM();
entity missile;
vector f_diff;
float c;
- W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, flac_ammo));
c = self.bulletcounter % 4;
switch(c)
if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
closest_target = world;
- W_Seeker_Fire_Missile('0 0 0', closest_target);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
}
void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
switch(c)
{
case 0:
- W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.enemy);
break;
case 1:
- W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', self.enemy);
break;
case 2:
- W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', self.enemy);
break;
case 3:
default:
- W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', self.enemy);
break;
}
return;
}
-void W_Seeker_Fire_Tag(void)
+void W_Seeker_Fire_Tag(Weapon thiswep)
{SELFPARAM();
entity missile;
- W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(TAG_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
// Begin: Genereal weapon functions
// ============================
-bool W_Seeker(int req)
-{SELFPARAM();
- float ammo_amount;
-
- switch(req)
- {
- case WR_AIM:
+ METHOD(Seeker, wr_aim, void(entity thiswep))
{
if(WEP_CVAR(seeker, type) == 1)
if(W_Seeker_Tagged_Info(self, self.enemy) != world)
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
else
self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
- return true;
}
- case WR_THINK:
+ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
-
- else if(self.BUTTON_ATCK)
+ if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else if(fire1)
{
if(WEP_CVAR(seeker, type) == 1)
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR(seeker, missile_refire)))
{
W_Seeker_Attack();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
}
}
else
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR(seeker, tag_refire)))
{
- W_Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ W_Seeker_Fire_Tag(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
}
- else if(self.BUTTON_ATCK2)
+ else if(fire2)
{
if(WEP_CVAR(seeker, type) == 1)
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR(seeker, tag_refire)))
{
- W_Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ W_Seeker_Fire_Tag(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
else
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR(seeker, flac_refire)))
{
- W_Seeker_Fire_Flac();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+ W_Seeker_Fire_Flac(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
}
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Seeker, wr_init, void(entity thiswep))
{
SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
}
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
}
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Seeker, wr_config, void(entity thiswep))
{
SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(Seeker, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
- return true;
+ W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_SEEKER_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(Seeker, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_SEEKER_MURDER_TAG;
else
return WEAPON_SEEKER_MURDER_SPRAY;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Seeker(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Seeker, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
}
}
- return true;
}
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#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) \
#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")
}
}
-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
}
}
-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(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(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
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
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ SHOTGUN,
-/* function */ W_Shotgun,
-/* ammotype */ ammo_shells,
-/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_LOW,
-/* color */ '0.5 0.25 0',
-/* modelname */ "shotgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairshotgun 0.65",
-/* wepimg */ "weaponshotgun",
-/* refname */ "shotgun",
-/* wepname */ _("Shotgun")
-);
+CLASS(Shotgun, Weapon)
+/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells)
+/* impulse */ ATTRIB(Shotgun, impulse, int, 2)
+/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
+/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
+#ifndef MENUQC
+/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
+/* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
+/* wepname */ ATTRIB(Shotgun, message, string, _("Shotgun"));
+ENDCLASS(Shotgun)
+REGISTER_WEAPON(SHOTGUN, NEW(Shotgun));
#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
#define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN.m_id); }
+ spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(WEP_SHOTGUN.m_id); }
-void W_Shotgun_Attack(float isprimary)
+void W_Shotgun_Attack(Weapon thiswep, float isprimary)
{SELFPARAM();
float sc;
entity flash;
- W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(shotgun, ammo));
W_SetupShot(self, true, 5, SND(SHOTGUN_FIRE), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
flash.think = SUB_Remove;
flash.nextthink = time + 0.06;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
+ W_AttachToShotorg(self, flash, '5 0 0');
}
.float swing_prev;
}
}
-void W_Shotgun_Attack2(void)
-{SELFPARAM();
- sound(self, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
+void W_Shotgun_Attack2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+ sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
entity meleetemp;
meleetemp = spawn();
- meleetemp.realowner = self;
+ meleetemp.realowner = actor;
meleetemp.think = W_Shotgun_Melee_Think;
meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
- W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+ W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
}
// alternate secondary weapon frames
-void W_Shotgun_Attack3_Frame2()
-{SELFPARAM();
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+ Weapon w = get_weaponinfo(actor.weapon);
+ if (!w.wr_checkammo2(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;
}
- sound(self, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
- W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
+ sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
+ W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
-void W_Shotgun_Attack3_Frame1()
-{SELFPARAM();
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+ Weapon w = get_weaponinfo(actor.weapon);
+ if (!w.wr_checkammo2(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_Shotgun_Attack(false);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
+ W_Shotgun_Attack(WEP_SHOTGUN, false);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
.float shotgun_primarytime;
-float W_Shotgun(float req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(Shotgun, wr_aim, void(entity thiswep))
{
if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, 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(Shotgun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+ if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
{
// don't force reload an empty shotgun if its melee attack is active
- if(WEP_CVAR(shotgun, secondary) < 2)
- WEP_ACTION(self.weapon, WR_RELOAD);
+ if(WEP_CVAR(shotgun, secondary) < 2) {
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ }
}
else
{
- if(self.BUTTON_ATCK)
+ if(fire1)
{
- if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(shotgun, animtime)))
{
- W_Shotgun_Attack(true);
- self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+ W_Shotgun_Attack(thiswep, true);
+ actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
}
}
}
- else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
+ else if(fire2 && WEP_CVAR(shotgun, secondary) == 2)
{
- if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
- if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
{
- W_Shotgun_Attack(false);
- self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+ W_Shotgun_Attack(thiswep, false);
+ actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
}
}
}
}
- if(self.clip_load >= 0) // we are not currently reloading
- if(!self.crouch) // no crouchmelee please
+ if(actor.clip_load >= 0) // we are not currently reloading
+ if(!actor.crouch) // no crouchmelee please
if(WEP_CVAR(shotgun, secondary) == 1)
- if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
+ if((fire1 && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || fire2)
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(shotgun, refire)))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+ weapon_thinkf(actor, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Shotgun, wr_init, void(entity thiswep))
{
SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Shotgun, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+ float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
{
if(IS_BOT_CLIENT(self))
if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
case 1: return true; // melee does not use ammo
case 2: // secondary triple shot
{
- ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+ float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
default: return false; // secondary unavailable
}
}
- case WR_CONFIG:
+ METHOD(Shotgun, wr_config, void(entity thiswep))
{
SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(Shotgun, wr_reload, void(entity thiswep))
{
- W_Reload(WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
- return true;
+ W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Shotgun, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(Shotgun, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_SHOTGUN_MURDER_SLAP;
else
return WEAPON_SHOTGUN_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
.float prevric;
-float W_Shotgun(float req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
{
- vector org2;
- org2 = w_org + w_backoff * 2;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(particleeffectnum(EFFECT_SHOTGUN_IMPACT), org2, w_backoff * 1000, 1);
if(!w_issilent && time - self.prevric > 0.25)
{
sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
self.prevric = time;
}
-
- return true;
- }
- case WR_INIT:
- {
- return true;
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ TUBA,
-/* function */ W_Tuba,
-/* ammotype */ ammo_none,
-/* impulse */ 1,
-/* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0 1 0',
-/* modelname */ "tuba",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairtuba",
-/* wepimg */ "weapontuba",
-/* refname */ "tuba",
+CLASS(Tuba, Weapon)
+/* ammotype */ //ATTRIB(Tuba, ammo_field, .int, ammo_none)
+/* impulse */ ATTRIB(Tuba, impulse, int, 1)
+/* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0');
+/* modelname */ ATTRIB(Tuba, mdl, string, "tuba");
+#ifndef MENUQC
+/* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM);
+#endif
+/* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba");
+/* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba");
+/* refname */ ATTRIB(Tuba, netname, string, "tuba");
/* xgettext:no-c-format */
-/* wepname */ _("@!#%'n Tuba")
-);
+/* wepname */ ATTRIB(Tuba, message, string, _("@!#%'n Tuba"));
+ENDCLASS(Tuba)
+REGISTER_WEAPON(TUBA, NEW(Tuba));
#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
#define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA.m_id); }
+ spawnfunc(weapon_tuba) { weapon_defaultspawnfunc(WEP_TUBA.m_id); }
bool W_Tuba_HasPlayed(entity pl, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
{
}
}
-bool W_Tuba(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_AIM:
+ METHOD(Tuba, wr_aim, void(entity thiswep))
{
// bots cannot play the Tuba well yet
// I think they should start with the recorder first
else
self.BUTTON_ATCK2 = 1;
}
-
- return true;
}
- case WR_THINK:
+ METHOD(Tuba, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(self.BUTTON_ATCK)
- if(weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
+ if(fire1)
+ if(weapon_prepareattack(actor, false, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(0);
- //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ //weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(actor, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
+ if(fire2)
+ if(weapon_prepareattack(actor, true, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(HITTYPE_SECONDARY);
- //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(actor, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
- if(self.tuba_note)
+ if(actor.tuba_note)
{
- if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
+ if(!fire1 && !fire2)
{
- WITH(entity, self, self.tuba_note, W_Tuba_NoteOff());
+ WITH(entity, self, actor.tuba_note, W_Tuba_NoteOff());
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Tuba, wr_init, void(entity thiswep))
{
TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Tuba, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
self.tuba_instrument = 0;
- return true;
}
- case WR_RELOAD:
+ METHOD(Tuba, wr_reload, void(entity thiswep))
{
// switch to alternate instruments :)
if(self.weaponentity.state == WS_READY)
W_SetupShot(self, false, 0, "", 0, 0);
Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
self.weaponentity.state = WS_INUSE;
- weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
+ weapon_thinkf(self, WFRAME_RELOAD, 0.5, w_ready);
}
-
- return true;
}
- case WR_CHECKAMMO1:
- case WR_CHECKAMMO2:
+ METHOD(Tuba, wr_checkammo1, bool(entity thiswep))
+ {
+ return true; // infinite ammo
+ }
+ METHOD(Tuba, wr_checkammo2, bool(entity thiswep))
{
return true; // tuba has infinite ammo
}
- case WR_CONFIG:
+ METHOD(Tuba, wr_config, void(entity thiswep))
{
TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Tuba, wr_suicidemessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_BOUNCE)
return WEAPON_KLEINBOTTLE_SUICIDE;
else
return WEAPON_TUBA_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(Tuba, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_BOUNCE)
return WEAPON_KLEINBOTTLE_MURDER;
else
return WEAPON_TUBA_MURDER;
}
- }
- return false;
-}
-#endif
-#ifdef CSQC
-bool W_Tuba(int req)
-{SELFPARAM();
- // nothing to do here; particles of tuba are handled differently
- // WEAPONTODO
- switch(req)
- {
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
-
- return false;
-}
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ VAPORIZER,
-/* function */ W_Vaporizer,
-/* ammotype */ ammo_cells,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.5 1 1',
-/* modelname */ "minstanex",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairminstanex 0.6",
-/* wepimg */ "weaponminstanex",
-/* refname */ "vaporizer",
-/* wepname */ _("Vaporizer")
-);
+CLASS(Vaporizer, Weapon)
+/* 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
+/* 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);
+/* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
+/* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
+/* wepname */ ATTRIB(Vaporizer, message, string, _("Vaporizer"));
+ENDCLASS(Vaporizer)
+REGISTER_WEAPON(VAPORIZER, NEW(Vaporizer));
#define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
#define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); }
- void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
+ spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); }
+ spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
void W_RocketMinsta_Explosion(vector loc)
{SELFPARAM();
remove(dmgent);
}
-void W_Vaporizer_Attack(void)
+void W_Vaporizer_Attack(Weapon thiswep)
{SELFPARAM();
bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
W_RocketMinsta_Explosion(trace_endpos);
- W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+ W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
void W_RocketMinsta_Laser_Explode (void)
}
}
-float W_Vaporizer(float req)
-{SELFPARAM();
- float ammo_amount;
- float vaporizer_ammo;
- float rapid = autocvar_g_rm_laser_rapid;
-
- // now multiple WR_s use this
- vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
-
- switch(req)
- {
- case WR_AIM:
+ METHOD(Vaporizer, wr_aim, void(entity thiswep))
{
if(self.WEP_AMMO(VAPORIZER) > 0)
self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
-
- return true;
}
- case WR_THINK:
+ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
+ 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) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
+ if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ }
+ if(fire1 && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(vaporizer, refire)))
{
- W_Vaporizer_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
+ W_Vaporizer_Attack(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
}
}
- if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm))
+ if(fire2 || (fire1 && !actor.ammo_cells && autocvar_g_rm))
{
if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
{
- if(self.jump_interval <= time && !self.held_down)
+ bool rapid = autocvar_g_rm_laser_rapid;
+ if(actor.jump_interval <= time && !actor.held_down)
{
if(rapid)
- self.held_down = true;
- self.jump_interval = time + autocvar_g_rm_laser_refire;
- self.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
+ actor.held_down = true;
+ actor.jump_interval = time + autocvar_g_rm_laser_refire;
+ actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
damage_goodhits = 0;
W_RocketMinsta_Attack2();
}
- else if(rapid && self.jump_interval2 <= time && self.held_down)
+ else if(rapid && actor.jump_interval2 <= time && actor.held_down)
{
- self.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
+ actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
damage_goodhits = 0;
W_RocketMinsta_Attack3();
- //weapon_thinkf(WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
+ //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
}
}
- else if (self.jump_interval <= time)
+ else if (actor.jump_interval <= time)
{
// handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
- self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
+ actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
// decrease ammo for the laser?
if(WEP_CVAR_SEC(vaporizer, ammo))
- W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
// ugly instagib hack to reuse the fire mode of the laser
- makevectors(self.v_angle);
- int oldwep = self.weapon; // we can't avoid this hack
- self.weapon = WEP_BLASTER.m_id;
+ makevectors(actor.v_angle);
+ int oldwep = actor.weapon; // we can't avoid this hack
+ actor.weapon = WEP_BLASTER.m_id;
W_Blaster_Attack(
+ actor,
WEP_BLASTER.m_id | HITTYPE_SECONDARY,
WEP_CVAR_SEC(vaporizer, shotangle),
WEP_CVAR_SEC(vaporizer, damage),
WEP_CVAR_SEC(vaporizer, delay),
WEP_CVAR_SEC(vaporizer, lifetime)
);
- self.weapon = oldwep;
+ actor.weapon = oldwep;
// now do normal refire
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
}
}
else
- self.held_down = false;
-
- return true;
+ actor.held_down = false;
}
- case WR_INIT:
+ METHOD(Vaporizer, wr_init, void(entity thiswep))
{
//W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Vaporizer, wr_setup, void(entity thiswep))
{
self.ammo_field = WEP_AMMO(VAPORIZER);
self.vaporizer_lasthit = 0;
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
+ float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+ float ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
{
if(!WEP_CVAR_SEC(vaporizer, ammo))
return true;
- ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
+ float ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Vaporizer, wr_config, void(entity thiswep))
{
VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
{
self.vaporizer_lasthit = 0;
- return true;
}
- case WR_RELOAD:
+ METHOD(Vaporizer, wr_reload, void(entity thiswep))
{
+ float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
float used_ammo;
if(WEP_CVAR_SEC(vaporizer, ammo))
used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
else
used_ammo = vaporizer_ammo;
- W_Reload(used_ammo, SND(RELOAD));
- return true;
+ W_Reload(self, used_ammo, SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
{
return WEAPON_VAPORIZER_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-float W_Vaporizer(float req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
{
vector org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_SECONDARY)
pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
}
- return true;
}
- case WR_INIT:
+ METHOD(Vaporizer, wr_init, void(entity thiswep))
{
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");
}
- return true;
}
- case WR_ZOOMRETICLE:
+ METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
{
if(button_zoom || zoomscript_caught)
{
return false;
}
}
- }
- return false;
-}
+
#endif
#endif
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ VORTEX,
-/* function */ W_Vortex,
-/* ammotype */ ammo_cells,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.5 1 1',
-/* modelname */ "nex",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairnex 0.65",
-/* wepimg */ "weaponnex",
-/* refname */ "vortex",
-/* wepname */ _("Vortex")
-);
+CLASS(Vortex, Weapon)
+/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(Vortex, impulse, int, 7)
+/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
+/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
+#ifndef MENUQC
+/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
+#endif
+/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
+/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
+/* refname */ ATTRIB(Vortex, netname, string, "vortex");
+/* wepname */ ATTRIB(Vortex, message, string, _("Vortex"));
+ENDCLASS(Vortex)
+REGISTER_WEAPON(VORTEX, NEW(Vortex));
#define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex)
#define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
- void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX.m_id); }
- void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
+ spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(WEP_VORTEX.m_id); }
+ spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
void SendCSQCVortexBeamParticle(float charge) {
vector v;
WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
}
-void W_Vortex_Attack(float issecondary)
+void W_Vortex_Attack(Weapon thiswep, float issecondary)
{SELFPARAM();
float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
//beam and muzzle flash done on client
SendCSQCVortexBeamParticle(charge);
- W_DecreaseAmmo(myammo);
+ W_DecreaseAmmo(thiswep, self, myammo);
}
-spawnfunc(weapon_vortex); // defined in t_items.qc
-
.float vortex_chargepool_pauseregen_finished;
-bool W_Vortex(int req)
-{SELFPARAM();
- float dt;
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+
+ METHOD(Vortex, wr_aim, void(entity thiswep))
{
if(bot_aim(1000000, 0, 1, false))
self.BUTTON_ATCK = true;
if(WEP_CVAR(vortex, charge))
self.BUTTON_ATCK2 = true;
}
- return true;
}
- case WR_THINK:
+ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit))
- self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
+ if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
+ actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
if(WEP_CVAR_SEC(vortex, chargepool))
- if(self.vortex_chargepool_ammo < 1)
+ if(actor.vortex_chargepool_ammo < 1)
{
- if(self.vortex_chargepool_pauseregen_finished < time)
- self.vortex_chargepool_ammo = min(1, self.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
- self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
+ if(actor.vortex_chargepool_pauseregen_finished < time)
+ actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
+ actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
}
- if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else
+ if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
{
- if(self.BUTTON_ATCK)
+ if(fire1)
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(vortex, refire)))
{
- W_Vortex_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
+ W_Vortex_Attack(thiswep, 0);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
}
}
- if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
+ if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : fire2)
{
if(WEP_CVAR(vortex, charge))
{
- self.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
- dt = frametime / W_TICSPERFRAME;
+ actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
+ float dt = frametime / W_TICSPERFRAME;
- if(self.vortex_charge < 1)
+ if(actor.vortex_charge < 1)
{
if(WEP_CVAR_SEC(vortex, chargepool))
{
if(WEP_CVAR_SEC(vortex, ammo))
{
// always deplete if secondary is held
- self.vortex_chargepool_ammo = max(0, self.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+ actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
- dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- self.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
- dt = min(dt, self.vortex_chargepool_ammo);
+ dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
+ dt = min(dt, actor.vortex_chargepool_ammo);
dt = max(0, dt);
- self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
}
}
else if(WEP_CVAR_SEC(vortex, ammo))
{
- if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
+ if(fire2) // only eat ammo when the button is pressed
{
- dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if(autocvar_g_balance_vortex_reload_ammo)
{
- dt = min(dt, (self.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
dt = max(0, dt);
if(dt > 0)
{
- self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
+ actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
}
- self.(weapon_load[WEP_VORTEX.m_id]) = self.clip_load;
+ actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
}
else
{
- dt = min(dt, (self.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = min(dt, (actor.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
dt = max(0, dt);
if(dt > 0)
{
- self.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), self.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
+ actor.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), actor.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
}
}
}
- self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
}
}
else
{
- dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
}
}
}
else if(WEP_CVAR(vortex, secondary))
{
- if(weapon_prepareattack(0, WEP_CVAR_SEC(vortex, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_SEC(vortex, refire)))
{
- W_Vortex_Attack(1);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
+ W_Vortex_Attack(thiswep, 1);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
}
}
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Vortex, wr_init, void(entity thiswep))
{
VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Vortex, wr_setup, void(entity thiswep))
{
self.vortex_lasthit = 0;
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
+ float ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
{
if(WEP_CVAR(vortex, secondary))
{
// don't allow charging if we don't have enough ammo
- ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
+ float ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
return ammo_amount;
}
return false; // zoom is not a fire mode
}
}
- case WR_CONFIG:
+ METHOD(Vortex, wr_config, void(entity thiswep))
{
VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Vortex, wr_resetplayer, void(entity thiswep))
{
self.vortex_lasthit = 0;
- return true;
}
- case WR_RELOAD:
+ METHOD(Vortex, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Vortex, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(Vortex, wr_killmessage, int(entity thiswep))
{
return WEAPON_VORTEX_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
-bool W_Vortex(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Vortex, wr_impacteffect, void(entity thiswep))
{
- vector org2;
- org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
-
- return true;
}
- case WR_INIT:
+ METHOD(Vortex, wr_init, void(entity thiswep))
{
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");
}
- return true;
}
- case WR_ZOOMRETICLE:
+ METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
{
if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
{
return false;
}
}
- }
- return false;
-}
+
#endif
#endif
bool autocvar_g_full_getstatus_responses;
bool autocvar_g_fullbrightitems;
bool autocvar_g_fullbrightplayers;
-#define autocvar_g_grappling_hook cvar("g_grappling_hook")
-int autocvar_g_grappling_hook_tarzan;
int autocvar_g_balance_grapplehook_pull_frozen;
float autocvar_g_balance_grapplehook_nade_time;
bool autocvar_g_balance_grapplehook_gravity;
float autocvar_g_multijump_maxspeed;
float autocvar_g_multijump_dodging = 1;
string autocvar_g_mutatormsg;
-float autocvar_g_nexball_basketball_bouncefactor;
-float autocvar_g_nexball_basketball_bouncestop;
-float autocvar_g_nexball_basketball_carrier_highspeed;
-bool autocvar_g_nexball_basketball_meter;
-float autocvar_g_nexball_basketball_meter_maxpower;
-float autocvar_g_nexball_basketball_meter_minpower;
-float autocvar_g_nexball_delay_collect;
-float autocvar_g_nexball_delay_goal;
-float autocvar_g_nexball_delay_start;
-float autocvar_g_nexball_football_bouncefactor;
-float autocvar_g_nexball_football_bouncestop;
int autocvar_g_nexball_goalleadlimit;
#define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
-bool autocvar_g_nexball_radar_showallplayers;
-bool autocvar_g_nexball_sound_bounce;
-int autocvar_g_nexball_trail_color;
//float autocvar_g_nick_flood_penalty;
int autocvar_g_nick_flood_penalty_red;
int autocvar_g_nick_flood_penalty_yellow;
float autocvar_g_monsters_damageforcescale = 0.8;
float autocvar_g_monsters_target_range;
bool autocvar_g_monsters_target_infront;
+ float autocvar_g_monsters_target_infront_range = 0.3;
float autocvar_g_monsters_attack_range;
int autocvar_g_monsters_score_kill;
int autocvar_g_monsters_score_spawned;
if(self.weapons)
{
- WEP_ACTION(self.weapon, WR_AIM);
+ Weapon w = get_weaponinfo(self.weapon);
+ w.wr_aim(w);
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
self.BUTTON_ATCK = false;
void havocbot_chooseenemy()
{SELFPARAM();
entity head, best, head2;
- float rating, bestrating, i, hf;
+ float rating, bestrating, hf;
vector eye, v;
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- for(i = 0; ; ++i)
+ bool scan_transparent = false;
+ bool scan_secondary_targets = false;
+ bool have_secondary_targets = false;
+ while(true)
{
- while (head)
+ scan_secondary_targets = false;
+ :scan_targets
+ for( ; head; head = head.chain)
{
+ if(!scan_secondary_targets)
+ {
+ if(head.classname == "misc_breakablemodel")
+ {
+ have_secondary_targets = true;
+ continue;
+ }
+ }
+ else
+ {
+ if(head.classname != "misc_breakablemodel")
+ continue;
+ }
+
v = (head.absmin + head.absmax) * 0.5;
rating = vlen(v - eye);
if (rating<autocvar_bot_ai_enemydetectionradius)
bestrating = rating;
}
}
- head = head.chain;
+ }
+
+ if(!best && have_secondary_targets && !scan_secondary_targets)
+ {
+ scan_secondary_targets = true;
+ // restart the loop
+ head = head2;
+ bestrating = 100000000;
+ goto scan_targets;
}
// I want to do a second scan if no enemy was found or I don't have weapons
// TODO: Perform the scan when using the rifle (requires changes on the rifle code)
if(best || self.weapons) // || self.weapon == WEP_RIFLE.m_id
break;
- if(i)
+ if(scan_transparent)
break;
// Set flags to see through transparent objects
self.dphitcontentsmask |= DPCONTENTS_OPAQUE;
head = head2;
+ scan_transparent = true;
}
// Restore hit flags
self.enemy = best;
self.havocbot_stickenemy = true;
+ if(best && best.classname == "misc_breakablemodel")
+ self.havocbot_stickenemy = false;
}
float havocbot_chooseweapon_checkreload(int new_weapon)
float i, other_weapon_available = false;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
+ Weapon w = get_weaponinfo(i);
// if we are out of ammo for all other weapons, it's an emergency to switch to anything else
- if (WEP_ACTION(i, WR_CHECKAMMO1) + WEP_ACTION(i, WR_CHECKAMMO2))
+ if (w.wr_checkammo1(w) + w.wr_checkammo2(w))
other_weapon_available = true;
}
if(other_weapon_available)
int i;
// ;)
- if(g_weaponarena_weapons == WEPSET_TUBA)
+ if(g_weaponarena_weapons == WEPSET(TUBA))
{
self.switchweapon = WEP_TUBA.m_id;
return;
}
self.frags = FRAGS_SPECTATOR;
+ self.bot_attack = false;
MUTATOR_CALLHOOK(MakePlayerObserver);
if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
{
if(g_weaponarena_random_with_blaster)
- self.weapons &= ~WEPSET_BLASTER;
+ self.weapons &= ~WEPSET(BLASTER);
W_RandomWeapons(self, g_weaponarena_random);
if(g_weaponarena_random_with_blaster)
- self.weapons |= WEPSET_BLASTER;
+ self.weapons |= WEPSET(BLASTER);
}
self.items = start_items;
// reset fields the weapons may use
for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- WEP_ACTION(j, WR_RESETPLAYER);
+ Weapon w = get_weaponinfo(j);
+ w.wr_resetplayer(w);
// all weapons must be fully loaded when we spawn
entity e = get_weaponinfo(j);
Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
}
- if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
+ if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
stuffcmd(self, "cl_cmd settemp chase_active 1\n");
}
{
self.items &= ~self.items_added;
- W_WeaponFrame();
+ W_WeaponFrame(self);
self.items_added = 0;
if(self.items & ITEM_Jetpack.m_itemid)
#define INDEPENDENT_ATTACK_FINISHED
- noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
-
#define BUTTON_ATCK button0
#define BUTTON_JUMP button2
#define BUTTON_ATCK2 button3
// WEAPONTODO
.float autoswitch;
-//float WEP_ACTION(float wpn, float wrequest);
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
-void w_clear();
-void w_ready();
+void w_clear(Weapon thiswep, entity actor, bool fire1, bool fire2);
+void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2);
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.float weapon_nextthink;
-.void() weapon_think;
+.void(Weapon thiswep, entity actor, bool fire1, bool fire2) weapon_think;
// weapon states (self.weaponentity.state)
if(death_weapon)
{
w_deathtype = deathtype;
- int death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
+ Weapon w = get_weaponinfo(death_weapon);
+ int death_message = ((murder) ? w.wr_killmessage : w.wr_suicidemessage)(w);
w_deathtype = false;
if (death_message)
targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
targ.revive_speed = freeze_time;
+ self.bot_attack = false;
entity ice, head;
ice = spawn();
void Unfreeze (entity targ)
{
+ if(!targ.frozen)
+ return;
+
if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
targ.frozen = 0;
targ.revive_progress = 0;
targ.revival_time = time;
+ self.bot_attack = true;
WaypointSprite_Kill(targ.waypointsprite_attached);
WITH(entity, self, randomseed, randomseed.think()); // sets random seed and nextthink
}
- void spawnfunc___init_dedicated_server(void)
- {SELFPARAM();
+ spawnfunc(__init_dedicated_server)
+ {
// handler for _init/_init map (only for dedicated server initialization)
world_initialized = -1; // don't complain
// needs to be done so early because of the constants they create
static_init();
- CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
void WeaponStats_Init();
void WeaponStats_Shutdown();
void Physics_AddStats();
- void spawnfunc_worldspawn (void)
- {SELFPARAM();
+ spawnfunc(worldspawn)
+ {
float fd, l, j, n;
string s;
// needs to be done so early because of the constants they create
static_init();
- CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
MUTATOR_CALLHOOK(BuildMutatorsString, s);
s = ret_string;
- // simple, probably not good in the mutator system
- if(autocvar_g_grappling_hook)
- s = strcat(s, ":grappling_hook");
-
// initialiation stuff, not good in the mutator system
if(!autocvar_g_use_ammunition)
s = strcat(s, ":no_use_ammunition");
world_initialized = 1;
}
- void spawnfunc_light (void)
- {SELFPARAM();
+ spawnfunc(light)
+ {
//makestatic (self); // Who the f___ did that?
remove(self);
}
case "x": replacement = ((cursor_ent.netname == "" || !cursor_ent) ? "nothing" : cursor_ent.netname); break;
case "s": replacement = ftos(vlen(self.velocity - self.velocity_z * '0 0 1')); break;
case "S": replacement = ftos(vlen(self.velocity)); break;
+ case "t": replacement = seconds_tostring(ceil(max(0, autocvar_timelimit * 60 + game_starttime - time))); break;
+ case "T": replacement = seconds_tostring(floor(time - game_starttime)); break;
default:
{
MUTATOR_CALLHOOK(FormatMessage, escape, replacement, msg);
MUTATOR_CALLHOOK(SetStartItems);
- if ((start_items & ITEM_Jetpack.m_itemid) || (g_grappling_hook && (start_weapons & WEPSET_HOOK)))
+ if (start_items & ITEM_Jetpack.m_itemid)
{
start_items |= ITEM_JetpackRegen.m_itemid;
start_ammo_fuel = max(start_ammo_fuel, cvar("g_balance_fuel_rotstable"));
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- if(precache_weapons & WepSet_FromWeapon(i))
- WEP_ACTION(i, WR_INIT);
+ if(precache_weapons & WepSet_FromWeapon(i)) {
+ Weapon w = get_weaponinfo(i);
+ w.wr_init(w);
+ }
}
start_ammo_shells = max(0, start_ammo_shells);
return s;
}
- float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
+ float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
{
float m, i;
vector start, org, delta, end, enddown, mstart;
m = e.dphitcontentsmask;
e.dphitcontentsmask = goodcontents | badcontents;
- org = world.mins;
- delta = world.maxs - world.mins;
+ org = boundmin;
+ delta = boundmax - boundmin;
start = end = org;
return false;
}
+ float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
+ {
+ return MoveToRandomLocationWithinBounds(e, world.mins, world.maxs, goodcontents, badcontents, badsurfaceflags, attempts, maxaboveground, minviewdistance);
+ }
+
void write_recordmarker(entity pl, float tstart, float dt)
{
GameLogEcho(strcat(":recordset:", ftos(pl.playerid), ":", ftos(dt)));
string uid2name(string myuid);
+ float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
+
float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
string NearestLocation(vector p);
sv_foginterval = cvar("sv_foginterval");
g_cloaked = cvar("g_cloaked");
g_footsteps = cvar("g_footsteps");
- g_grappling_hook = cvar("g_grappling_hook");
g_jetpack = cvar("g_jetpack");
sv_maxidle = cvar("sv_maxidle");
sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
if (!warmup_stage)
game_starttime = time + cvar("g_start_delay");
- for(int i = WEP_FIRST; i <= WEP_LAST; ++i)
- WEP_ACTION(i, WR_INIT);
+ for(int i = WEP_FIRST; i <= WEP_LAST; ++i) {
+ Weapon w = get_weaponinfo(i);
+ w.wr_init(w);
+ }
readplayerstartcvars();
}
#include "../../common/monsters/spawn.qh"
#include "../../common/monsters/sv_monsters.qh"
- void spawnfunc_invasion_spawnpoint()
- {SELFPARAM();
+ spawnfunc(invasion_spawnpoint)
+ {
if(!g_invasion) { remove(self); return; }
self.classname = "invasion_spawnpoint";
if(autocvar_g_invasion_zombies_only) // precache only if it hasn't been already
- if(self.monsterid)
- MON_ACTION(self.monsterid, MR_PRECACHE);
+ if(self.monsterid) {
+ Monster mon = get_monsterinfo(self.monsterid);
+ mon.mr_precache(mon);
+ }
}
float invasion_PickMonster(float supermonster_count)
void invasion_Initialize()
{
- if(autocvar_g_invasion_zombies_only)
- MON_ACTION(MON_ZOMBIE.monsterid, MR_PRECACHE);
- else
+ if(autocvar_g_invasion_zombies_only) {
+ Monster mon = MON_ZOMBIE;
+ mon.mr_precache(mon);
+ } else
{
float i;
entity mon;
if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM))
continue; // flying/swimming monsters not yet supported
- MON_ACTION(i, MR_PRECACHE);
+ mon.mr_precache(mon);
}
}
#include "gamemode.qh"
+float autocvar_g_nexball_basketball_bouncefactor;
+float autocvar_g_nexball_basketball_bouncestop;
+float autocvar_g_nexball_basketball_carrier_highspeed;
+bool autocvar_g_nexball_basketball_meter;
+float autocvar_g_nexball_basketball_meter_maxpower;
+float autocvar_g_nexball_basketball_meter_minpower;
+float autocvar_g_nexball_delay_collect;
+float autocvar_g_nexball_delay_goal;
+float autocvar_g_nexball_delay_start;
+float autocvar_g_nexball_football_bouncefactor;
+float autocvar_g_nexball_football_bouncestop;
+bool autocvar_g_nexball_radar_showallplayers;
+bool autocvar_g_nexball_sound_bounce;
+int autocvar_g_nexball_trail_color;
+
float autocvar_g_nexball_safepass_turnrate;
float autocvar_g_nexball_safepass_maxdist;
float autocvar_g_nexball_safepass_holdtime;
plyr.weaponentity.weapons = plyr.weapons;
plyr.weaponentity.switchweapon = plyr.weapon;
- plyr.weapons = WEPSET_PORTO;
+ plyr.weapons = WEPSET(NEXBALL);
setself(plyr);
- WEP_ACTION(WEP_PORTO.m_id, WR_RESETPLAYER);
- plyr.switchweapon = WEP_PORTO.m_id;
- W_SwitchWeapon(WEP_PORTO.m_id);
+ Weapon w = WEP_NEXBALL;
+ w.wr_resetplayer(w);
+ plyr.switchweapon = WEP_NEXBALL.m_id;
+ W_SwitchWeapon(WEP_NEXBALL.m_id);
setself(this);
}
//=======================//
// team ents //
//=======================//
- void spawnfunc_nexball_team(void)
- {SELFPARAM();
+ spawnfunc(nexball_team)
+ {
if(!g_nexball)
{
remove(self);
self.nextthink = game_starttime + autocvar_g_nexball_delay_start;
}
- void spawnfunc_nexball_basketball(void)
- {SELFPARAM();
+ spawnfunc(nexball_basketball)
+ {
nexball_mode |= NBM_BASKETBALL;
self.classname = "nexball_basketball";
if (!(balls & BALL_BASKET))
SpawnBall();
}
- void spawnfunc_nexball_football(void)
- {SELFPARAM();
+ spawnfunc(nexball_football)
+ {
nexball_mode |= NBM_FOOTBALL;
self.classname = "nexball_football";
self.solid = SOLID_TRIGGER;
self.touch = GoalTouch;
}
- void spawnfunc_nexball_redgoal(void)
- {SELFPARAM();
+ spawnfunc(nexball_redgoal)
+ {
self.team = NUM_TEAM_1;
SpawnGoal();
}
- void spawnfunc_nexball_bluegoal(void)
- {SELFPARAM();
+ spawnfunc(nexball_bluegoal)
+ {
self.team = NUM_TEAM_2;
SpawnGoal();
}
- void spawnfunc_nexball_yellowgoal(void)
- {SELFPARAM();
+ spawnfunc(nexball_yellowgoal)
+ {
self.team = NUM_TEAM_3;
SpawnGoal();
}
- void spawnfunc_nexball_pinkgoal(void)
- {SELFPARAM();
+ spawnfunc(nexball_pinkgoal)
+ {
self.team = NUM_TEAM_4;
SpawnGoal();
}
- void spawnfunc_nexball_fault(void)
- {SELFPARAM();
+ spawnfunc(nexball_fault)
+ {
self.team = GOAL_FAULT;
if(self.noise == "")
self.noise = SND(TYPEHIT);
SpawnGoal();
}
- void spawnfunc_nexball_out(void)
- {SELFPARAM();
+ spawnfunc(nexball_out)
+ {
self.team = GOAL_OUT;
if(self.noise == "")
self.noise = SND(TYPEHIT);
//Spawnfuncs preserved for compatibility
//
- void spawnfunc_ball(void)
+ spawnfunc(ball)
{
- spawnfunc_nexball_football();
+ spawnfunc_nexball_football(this);
}
- void spawnfunc_ball_football(void)
+ spawnfunc(ball_football)
{
- spawnfunc_nexball_football();
+ spawnfunc_nexball_football(this);
}
- void spawnfunc_ball_basketball(void)
+ spawnfunc(ball_basketball)
{
- spawnfunc_nexball_basketball();
+ spawnfunc_nexball_basketball(this);
}
// The "red goal" is defended by blue team. A ball in there counts as a point for red.
- void spawnfunc_ball_redgoal(void)
+ spawnfunc(ball_redgoal)
{
- spawnfunc_nexball_bluegoal(); // I blame Revenant
+ spawnfunc_nexball_bluegoal(this); // I blame Revenant
}
- void spawnfunc_ball_bluegoal(void)
+ spawnfunc(ball_bluegoal)
{
- spawnfunc_nexball_redgoal(); // but he didn't mean to cause trouble :p
+ spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
}
- void spawnfunc_ball_fault(void)
+ spawnfunc(ball_fault)
{
- spawnfunc_nexball_fault();
+ spawnfunc_nexball_fault(this);
}
- void spawnfunc_ball_bound(void)
+ spawnfunc(ball_bound)
{
- spawnfunc_nexball_out();
+ spawnfunc_nexball_out(this);
}
//=======================//
if(!autocvar_g_nexball_tackling)
return;
- entity missile;
- if(!(balls & BALL_BASKET))
- return;
W_SetupShot(self, false, 2, SND(NB_SHOOT2), CH_WEAPON_A, 0);
- missile = spawn();
+ entity missile = spawn();
missile.owner = self;
missile.classname = "ballstealer";
return true;
}
-float w_nexball_weapon(float req)
-{SELFPARAM();
- if(req == WR_THINK)
+ METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, bool fire1, bool fire2))
{
- if(self.BUTTON_ATCK)
- if(weapon_prepareattack(0, autocvar_g_balance_nexball_primary_refire))
+ if(fire1)
+ if(weapon_prepareattack(actor, false, autocvar_g_balance_nexball_primary_refire))
if(autocvar_g_nexball_basketball_meter)
{
if(self.ballcarried && !self.metertime)
self.metertime = time;
else
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
else
{
W_Nexball_Attack(-1);
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, autocvar_g_balance_nexball_secondary_refire))
+ if(fire2)
+ if(weapon_prepareattack(actor, true, autocvar_g_balance_nexball_secondary_refire))
{
W_Nexball_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
}
- if(!self.BUTTON_ATCK && self.metertime && self.ballcarried)
+ if(!fire1 && self.metertime && self.ballcarried)
{
W_Nexball_Attack(time - self.metertime);
// DropBall or stealing will set metertime back to 0
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
}
- else if(req == WR_INIT)
+ METHOD(BallStealer, wr_setup, void(BallStealer thiswep))
{
+ //weapon_setup(WEP_PORTO.m_id);
}
- else if(req == WR_SETUP)
+ METHOD(BallStealer, wr_checkammo1, bool(BallStealer thiswep))
{
- //weapon_setup(WEP_PORTO.m_id);
+ return true;
+ }
+ METHOD(BallStealer, wr_checkammo2, bool(BallStealer thiswep))
+ {
+ return true;
}
- // No need to check WR_CHECKAMMO* or WR_AIM, it should always return true
- return true;
-}
MUTATOR_HOOKFUNCTION(nexball_BallDrop)
{SELFPARAM();
if(self.weaponentity.weapons)
{
self.weapons = self.weaponentity.weapons;
- WEP_ACTION(WEP_PORTO.m_id, WR_RESETPLAYER);
+ Weapon w = WEP_NEXBALL;
+ w.wr_resetplayer(w);
self.switchweapon = self.weaponentity.switchweapon;
W_SwitchWeapon(self.switchweapon);
self.weaponentity.weapons = '0 0 0';
if(nexball_mode & NBM_BASKETBALL)
- self.weapons |= WEPSET_PORTO;
+ self.weapons |= WEPSET(NEXBALL);
else
self.weapons = '0 0 0';
return false;
}
-MUTATOR_HOOKFUNCTION(nexball_SetStartItems)
-{
- start_items |= IT_UNLIMITED_SUPERWEAPONS; // FIXME BAD BAD BAD BAD HACK, NEXBALL SHOULDN'T ABUSE PORTO'S WEAPON SLOT
-
- return false;
-}
-
MUTATOR_HOOKFUNCTION(nexball_ForbidThrowing)
{SELFPARAM();
- if(self.weapon == WEP_MORTAR.m_id)
+ if(self.weapon == WEP_NEXBALL.m_id)
return true;
return false;
MUTATOR_HOOKFUNCTION(nexball_FilterItem)
{SELFPARAM();
if(self.classname == "droppedweapon")
- if(self.weapon == WEP_MORTAR.m_id)
+ if(self.weapon == WEP_NEXBALL.m_id)
return true;
return false;
MUTATOR_HOOK(PlayerSpawn, nexball_PlayerSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPreThink, nexball_PlayerPreThink, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPhysics, nexball_PlayerPhysics, CBC_ORDER_ANY);
- MUTATOR_HOOK(SetStartItems, nexball_SetStartItems, CBC_ORDER_ANY);
MUTATOR_HOOK(ForbidThrowCurrentWeapon, nexball_ForbidThrowing, CBC_ORDER_ANY);
MUTATOR_HOOK(FilterItem, nexball_FilterItem, CBC_ORDER_ANY);
#include "../../common/items/all.qc"
- void spawnfunc_item_minst_cells()
- {SELFPARAM();
+ spawnfunc(item_minst_cells)
+ {
if (!g_instagib) { remove(self); return; }
if (!self.ammo_cells) self.ammo_cells = autocvar_g_instagib_ammo_drop;
StartItemA(ITEM_VaporizerCells);
start_ammo_rockets = warmup_start_ammo_rockets = 0;
start_ammo_fuel = warmup_start_ammo_fuel = 0;
- start_weapons = warmup_start_weapons = WEPSET_VAPORIZER;
+ start_weapons = warmup_start_weapons = WEPSET(VAPORIZER);
start_items |= IT_UNLIMITED_SUPERWEAPONS;
return false;
e.noalign = self.noalign;
e.cnt = self.cnt;
e.team = self.team;
- WITH(entity, self, e, spawnfunc_item_minst_cells());
+ WITH(entity, self, e, spawnfunc_item_minst_cells(e));
return true;
}
#include "mutator.qh"
-void W_Blaster_Attack(float, float, float, float, float, float, float, float, float, float);
+void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
- void spawnfunc_weapon_hmg();
- void spawnfunc_weapon_rpc();
+ spawnfunc(weapon_hmg);
+ spawnfunc(weapon_rpc);
void ok_DecreaseCharge(entity ent, int wep)
{
self.ok_item = true;
self.noalign = true;
self.pickup_anyway = true;
- spawnfunc_item_armor_small();
+ spawnfunc_item_armor_small(this);
self.movetype = MOVETYPE_TOSS;
self.gravity = 1;
self.reset = SUB_Remove;
int oldwep = self.weapon;
self.weapon = WEP_BLASTER.m_id;
W_Blaster_Attack(
+ self,
WEP_BLASTER.m_id | HITTYPE_SECONDARY,
WEP_CVAR_SEC(vaporizer, shotangle),
WEP_CVAR_SEC(vaporizer, damage),
self.ok_notice_time = time + 2;
play2(self, SND(DRYFIRE));
}
+ Weapon wpn = get_weaponinfo(self.weapon);
if(self.weaponentity.state != WS_CLEAR)
- w_ready();
+ w_ready(wpn, self, self.BUTTON_ATCK, self.BUTTON_ATCK2);
self.weapon_blocked = true;
}
return false;
}
+ void _spawnfunc_weapon_hmg() { SELFPARAM(); spawnfunc_weapon_hmg(this); }
+ void _spawnfunc_weapon_rpc() { SELFPARAM(); spawnfunc_weapon_rpc(this); }
+
MUTATOR_HOOKFUNCTION(ok_OnEntityPreSpawn)
{SELFPARAM();
if(autocvar_g_powerups)
wep.team = self.team;
wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
wep.pickup_anyway = true;
- wep.think = spawnfunc_weapon_hmg;
+ wep.think = _spawnfunc_weapon_hmg;
wep.nextthink = time + 0.1;
return true;
}
wep.team = self.team;
wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
wep.pickup_anyway = true;
- wep.think = spawnfunc_weapon_rpc;
+ wep.think = _spawnfunc_weapon_rpc;
wep.nextthink = time + 0.1;
return true;
}
MUTATOR_HOOKFUNCTION(ok_StartItems)
{
- WepSet ok_start_items = (WEPSET_MACHINEGUN | WEPSET_VORTEX | WEPSET_SHOTGUN);
+ WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
- if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET_RPC; }
- if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET_HMG; }
+ if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
+ if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
start_items |= IT_UNLIMITED_WEAPON_AMMO;
start_weapons = warmup_start_weapons = ok_start_items;
#include "../common/campaign_file.qc"
#include "../common/campaign_setup.qc"
#include "../common/effects/effects.qc"
+ #include "../common/effects/effectinfo.qc"
#include "../common/mapinfo.qc"
#include "../common/monsters/spawn.qc"
#include "../common/monsters/sv_monsters.qc"
#include "../common/items/all.qc"
#include "../common/monsters/all.qc"
#include "../common/mutators/all.qc"
+#include "../common/turrets/all.qc"
#include "../common/vehicles/all.qc"
-#include "../common/weapons/all.qc" // TODO
+#include "../common/weapons/all.qc"
#include "../common/turrets/sv_turrets.qc"
#include "../common/turrets/config.qc"
#include "../common/turrets/util.qc"
-#include "../common/turrets/all.qc"
#include "../common/turrets/checkpoint.qc"
#include "../common/turrets/targettrigger.qc"
#include "../common/weapons/config.qc"
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
if(it & WepSet_FromWeapon(i))
{
- W_DropEvent(WR_PICKUP, player, i, item);
+ W_DropEvent(wr_pickup, player, i, item);
W_GiveWeapon(player, i);
}
}
StartItem(strzone(a.m_model.model_str()), a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
}
- void spawnfunc_item_rockets()
- {SELFPARAM();
+ spawnfunc(item_rockets)
+ {
if(!self.ammo_rockets)
self.ammo_rockets = g_pickup_rockets;
if(!self.pickup_anyway)
StartItemA (ITEM_Rockets);
}
- void spawnfunc_item_bullets()
- {SELFPARAM();
+ spawnfunc(item_bullets)
+ {
if(!weaponswapping)
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weaponswapping = true;
- spawnfunc_item_shells();
+ spawnfunc_item_shells(this);
weaponswapping = false;
return;
}
StartItemA (ITEM_Bullets);
}
- void spawnfunc_item_cells()
- {SELFPARAM();
+ spawnfunc(item_cells)
+ {
if(!self.ammo_cells)
self.ammo_cells = g_pickup_cells;
if(!self.pickup_anyway)
StartItemA (ITEM_Cells);
}
- void spawnfunc_item_plasma()
- {SELFPARAM();
+ spawnfunc(item_plasma)
+ {
if(!self.ammo_plasma)
self.ammo_plasma = g_pickup_plasma;
if(!self.pickup_anyway)
StartItemA (ITEM_Plasma);
}
- void spawnfunc_item_shells()
- {SELFPARAM();
+ spawnfunc(item_shells)
+ {
if(!weaponswapping)
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weaponswapping = true;
- spawnfunc_item_bullets();
+ spawnfunc_item_bullets(this);
weaponswapping = false;
return;
}
StartItemA (ITEM_Shells);
}
- void spawnfunc_item_armor_small()
- {SELFPARAM();
+ spawnfunc(item_armor_small)
+ {
if(!self.armorvalue)
self.armorvalue = g_pickup_armorsmall;
if(!self.max_armorvalue)
StartItemA (ITEM_ArmorSmall);
}
- void spawnfunc_item_armor_medium()
- {SELFPARAM();
+ spawnfunc(item_armor_medium)
+ {
if(!self.armorvalue)
self.armorvalue = g_pickup_armormedium;
if(!self.max_armorvalue)
StartItemA (ITEM_ArmorMedium);
}
- void spawnfunc_item_armor_big()
- {SELFPARAM();
+ spawnfunc(item_armor_big)
+ {
if(!self.armorvalue)
self.armorvalue = g_pickup_armorbig;
if(!self.max_armorvalue)
StartItemA (ITEM_ArmorLarge);
}
- void spawnfunc_item_armor_large()
- {SELFPARAM();
+ spawnfunc(item_armor_large)
+ {
if(!self.armorvalue)
self.armorvalue = g_pickup_armorlarge;
if(!self.max_armorvalue)
StartItemA (ITEM_ArmorMega);
}
- void spawnfunc_item_health_small()
- {SELFPARAM();
+ spawnfunc(item_health_small)
+ {
if(!self.max_health)
self.max_health = g_pickup_healthsmall_max;
if(!self.health)
StartItemA (ITEM_HealthSmall);
}
- void spawnfunc_item_health_medium()
- {SELFPARAM();
+ spawnfunc(item_health_medium)
+ {
if(!self.max_health)
self.max_health = g_pickup_healthmedium_max;
if(!self.health)
StartItemA (ITEM_HealthMedium);
}
- void spawnfunc_item_health_large()
- {SELFPARAM();
+ spawnfunc(item_health_large)
+ {
if(!self.max_health)
self.max_health = g_pickup_healthlarge_max;
if(!self.health)
StartItemA (ITEM_HealthLarge);
}
- void spawnfunc_item_health_mega()
- {SELFPARAM();
+ spawnfunc(item_health_mega)
+ {
if(!self.max_health)
self.max_health = g_pickup_healthmega_max;
if(!self.health)
}
// support old misnamed entities
- void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
- void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
- void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
- void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
- void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
+ spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
+ spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
+ spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
+ spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
+ spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
- void spawnfunc_item_strength()
- {SELFPARAM();
+ spawnfunc(item_strength)
+ {
if(!self.strength_finished)
self.strength_finished = autocvar_g_balance_powerup_strength_time;
StartItemA (ITEM_Strength);
}
- void spawnfunc_item_invincible()
- {SELFPARAM();
+ spawnfunc(item_invincible)
+ {
if(!self.invincible_finished)
self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
StartItemA (ITEM_Shield);
}
// compatibility:
- void spawnfunc_item_quad() {SELFPARAM(); self.classname = "item_strength";spawnfunc_item_strength();}
+ spawnfunc(item_quad) { self.classname = "item_strength";spawnfunc_item_strength(this);}
void target_items_use()
{SELFPARAM();
centerprint(activator, self.message);
}
- void spawnfunc_target_items (void)
- {SELFPARAM();
+ spawnfunc(target_items)
+ {
float n, i, j;
entity e;
string s;
if(s == e.netname)
{
self.weapons |= WepSet_FromWeapon(j);
- if(self.spawnflags == 0 || self.spawnflags == 2)
- WEP_ACTION(e.weapon, WR_INIT);
+ if(self.spawnflags == 0 || self.spawnflags == 2) {
+ Weapon w = get_weaponinfo(e.weapon);
+ w.wr_init(w);
+ }
break;
}
}
e = get_weaponinfo(j);
if(argv(i) == e.netname)
{
- WEP_ACTION(e.weapon, WR_INIT);
+ Weapon w = get_weaponinfo(e.weapon);
+ w.wr_init(w);
break;
}
}
}
}
- void spawnfunc_item_fuel(void)
- {SELFPARAM();
+ spawnfunc(item_fuel)
+ {
if(!self.ammo_fuel)
self.ammo_fuel = g_pickup_fuel;
if(!self.pickup_anyway)
StartItemA (ITEM_JetpackFuel);
}
- void spawnfunc_item_fuel_regen(void)
+ spawnfunc(item_fuel_regen)
{
if(start_items & ITEM_JetpackRegen.m_itemid)
{
- spawnfunc_item_fuel();
+ spawnfunc_item_fuel(this);
return;
}
StartItemA (ITEM_JetpackRegen);
}
- void spawnfunc_item_jetpack(void)
- {SELFPARAM();
+ spawnfunc(item_jetpack)
+ {
if(!self.ammo_fuel)
self.ammo_fuel = g_pickup_fuel_jetpack;
if(start_items & ITEM_Jetpack.m_itemid)
{
- spawnfunc_item_fuel();
+ spawnfunc_item_fuel(this);
return;
}
StartItemA (ITEM_Jetpack);
{
POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
if (!(save_weapons & WepSet_FromWeapon(j)))
- if(e.weapons & WepSet_FromWeapon(j))
- WEP_ACTION(wi.weapon, WR_INIT);
+ if(e.weapons & WepSet_FromWeapon(j)) {
+ Weapon w = get_weaponinfo(wi.weapon);
+ w.wr_init(w);
+ }
}
}
POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));