/* 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"));
+/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
ENDCLASS(Blaster)
REGISTER_WEAPON(BLASTER, NEW(Blaster));
#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(this, WEP_BLASTER); }
+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.classname = "blasterbolt";
+ entity missile = new(blasterbolt);
+ missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
missile.bot_dodgerating = atk_damage;
PROJECTILE_MAKETRIGGER(missile);
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());
}
}
- METHOD(Blaster, wr_aim, bool(entity thiswep))
+ 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;
}
- METHOD(Blaster, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, int slot, int fire))
{
- if(fire1)
+ if(fire & 1)
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, 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, slot, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
}
}
- else if(fire2)
+ else if(fire & 2)
{
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(thiswep, actor, slot, 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, slot, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
}
break;
}
}
}
- return true;
}
- METHOD(Blaster, wr_init, bool(entity thiswep))
+ METHOD(Blaster, wr_init, void(entity thiswep))
{
BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- METHOD(Blaster, wr_setup, bool(entity thiswep))
+ METHOD(Blaster, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
- return true;
}
METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
return true; // blaster has infinite ammo
}
- METHOD(Blaster, wr_config, bool(entity thiswep))
+ METHOD(Blaster, wr_config, void(entity thiswep))
{
BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- METHOD(Blaster, wr_suicidemessage, bool(entity thiswep))
+ METHOD(Blaster, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_BLASTER_SUICIDE;
}
- METHOD(Blaster, wr_killmessage, bool(entity thiswep))
+ METHOD(Blaster, wr_killmessage, int(entity thiswep))
{
return WEAPON_BLASTER_MURDER;
}
#endif
#ifdef CSQC
- METHOD(Blaster, wr_impacteffect, bool(entity thiswep))
+ 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);
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
- return true;
- }
-
- METHOD(Blaster, wr_init, bool(entity thiswep))
- {
- return true;
- }
-
- METHOD(Blaster, wr_zoomreticle, bool(entity thiswep))
- {
- // no weapon specific image for this weapon
- return false;
}
#endif