]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Merge branch 'TimePath/waypointsprites' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index 3f40c5397fcfb8d34b96f4db4e0132c8b07bc5d1..40faf04025ea6fd51d60e2c4b5cac01ad3f9c518 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id  */ SHOCKWAVE,
 /* function  */ W_Shockwave,
@@ -79,7 +79,8 @@ void Net_ReadShockwaveParticle(void);
 .float sw_spread_min;
 .float sw_time;
 #endif
-#else
+#endif
+#ifdef IMPLEMENTATION
 #ifdef SVQC
 void spawnfunc_weapon_shockwave(void)
 {
@@ -87,10 +88,10 @@ void spawnfunc_weapon_shockwave(void)
        if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
-               weapon_defaultspawnfunc(WEP_MACHINEGUN);
+               weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
                return;
        }
-       weapon_defaultspawnfunc(WEP_SHOCKWAVE);
+       weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
 }
 
 const float MAX_SHOCKWAVE_HITS = 10;
@@ -158,7 +159,7 @@ void W_Shockwave_Melee_Think(void)
                te_customflash(targpos, 40,  2, '1 1 1');
 #endif
 
-               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
+               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
                        && (trace_ent.takedamage == DAMAGE_AIM)
@@ -178,14 +179,14 @@ void W_Shockwave_Melee_Think(void)
                                self.realowner,
                                self.realowner,
                                swing_damage,
-                               (WEP_SHOCKWAVE | HITTYPE_SECONDARY),
+                               (WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY),
                                (self.realowner.origin + self.realowner.view_ofs),
                                (v_forward * WEP_CVAR(shockwave, melee_force))
                        );
 
                        // handle accuracy
                        if(accuracy_isgooddamage(self.realowner, target_victim))
-                               { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
+                               { accuracy_add(self.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
 
                        #ifdef DEBUG_SHOCKWAVE
                        print(sprintf(
@@ -228,7 +229,7 @@ void W_Shockwave_Melee_Think(void)
 
 void W_Shockwave_Melee(void)
 {
-       sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       sound(self, CH_WEAPON_A, W_Sound("shotgun_melee"), VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
 
        entity meleetemp;
@@ -359,7 +360,7 @@ void W_Shockwave_Attack(void)
        float i, queue = 0;
 
        // set up the shot direction
-       W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+       W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
        vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
        WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
        vector attack_hitpos = trace_endpos;
@@ -375,7 +376,7 @@ void W_Shockwave_Attack(void)
                WEP_CVAR(shockwave, blast_splash_edgedamage),
                WEP_CVAR(shockwave, blast_splash_radius),
                w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
-               WEP_SHOCKWAVE,
+               WEP_SHOCKWAVE.m_id,
                0,
                self
        );
@@ -455,7 +456,7 @@ void W_Shockwave_Attack(void)
                                        self,
                                        self,
                                        final_damage,
-                                       WEP_SHOCKWAVE,
+                                       WEP_SHOCKWAVE.m_id,
                                        head.origin,
                                        final_force
                                );
@@ -639,7 +640,7 @@ void W_Shockwave_Attack(void)
                        self,
                        self,
                        final_damage,
-                       WEP_SHOCKWAVE,
+                       WEP_SHOCKWAVE.m_id,
                        head.origin,
                        final_force
                );
@@ -647,7 +648,7 @@ void W_Shockwave_Attack(void)
                if(accuracy_isgooddamage(self.realowner, head))
                {
                        print("wtf\n");
-                       accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, final_damage);
+                       accuracy_add(self.realowner, WEP_SHOCKWAVE.m_id, 0, final_damage);
                }
 
                #ifdef DEBUG_SHOCKWAVE
@@ -665,7 +666,7 @@ void W_Shockwave_Attack(void)
        }
 }
 
-float W_Shockwave(float req)
+bool W_Shockwave(int req)
 {
        switch(req)
        {
@@ -708,12 +709,12 @@ float W_Shockwave(float req)
                case WR_INIT:
                {
                        precache_model("models/uziflash.md3");
-                       precache_model("models/weapons/g_shotgun.md3");
-                       precache_model("models/weapons/v_shotgun.md3");
-                       precache_model("models/weapons/h_shotgun.iqm");
+                       precache_model(W_Model("g_shotgun.md3"));
+                       precache_model(W_Model("v_shotgun.md3"));
+                       precache_model(W_Model("h_shotgun.iqm"));
                        precache_sound("misc/itempickup.wav");
-                       precache_sound("weapons/lasergun_fire.wav");
-                       precache_sound("weapons/shotgun_melee.wav");
+                       precache_sound(W_Sound("lasergun_fire"));
+                       precache_sound(W_Sound("shotgun_melee"));
                        SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
                        return true;
                }
@@ -864,7 +865,7 @@ void Net_ReadShockwaveParticle(void)
        shockwave.sw_time = time;
 }
 
-float W_Shockwave(float req)
+bool W_Shockwave(int req)
 {
        switch(req)
        {
@@ -878,9 +879,9 @@ float W_Shockwave(float req)
                }
                case WR_INIT:
                {
-                       //precache_sound("weapons/ric1.wav");
-                       //precache_sound("weapons/ric2.wav");
-                       //precache_sound("weapons/ric3.wav");
+                       //precache_sound(W_Sound("ric1"));
+                       //precache_sound(W_Sound("ric2"));
+                       //precache_sound(W_Sound("ric3"));
                        return false;
                }
                case WR_ZOOMRETICLE: