/* 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"));
+/* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bouncedamagefactor, float, BOTH) \
+ P(class, prefix, bounces, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, joindelay, float, BOTH) \
+ P(class, prefix, joinexplode, float, BOTH) \
+ P(class, prefix, joinexplode_damage, float, BOTH) \
+ P(class, prefix, joinexplode_edgedamage, float, BOTH) \
+ P(class, prefix, joinexplode_force, float, BOTH) \
+ P(class, prefix, joinexplode_radius, float, BOTH) \
+ P(class, prefix, joinspread, float, BOTH) \
+ P(class, prefix, linkexplode, float, BOTH) \
+ P(class, prefix, middle_fadetime, float, BOTH) \
+ P(class, prefix, middle_lifetime, float, BOTH) \
+ P(class, prefix, other_fadetime, float, BOTH) \
+ P(class, prefix, other_lifetime, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, shots, float, BOTH) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, spreadtype, float, SEC) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Crylink, crylink)
+#undef X
+
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) \
- w_cvar(id, sn, BOTH, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, edgedamage) \
- w_cvar(id, sn, BOTH, radius) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, spread) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, BOTH, speed) \
- w_cvar(id, sn, BOTH, shots) \
- w_cvar(id, sn, BOTH, bounces) \
- w_cvar(id, sn, BOTH, bouncedamagefactor) \
- w_cvar(id, sn, BOTH, middle_lifetime) \
- w_cvar(id, sn, BOTH, middle_fadetime) \
- w_cvar(id, sn, BOTH, other_lifetime) \
- w_cvar(id, sn, BOTH, other_fadetime) \
- w_cvar(id, sn, BOTH, linkexplode) \
- w_cvar(id, sn, BOTH, joindelay) \
- w_cvar(id, sn, BOTH, joinspread) \
- w_cvar(id, sn, BOTH, joinexplode) \
- w_cvar(id, sn, BOTH, joinexplode_damage) \
- w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
- w_cvar(id, sn, BOTH, joinexplode_radius) \
- w_cvar(id, sn, BOTH, joinexplode_force) \
- w_cvar(id, sn, SEC, spreadtype) \
- w_cvar(id, sn, NONE, secondary) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
#ifdef SVQC
-CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float gravity;
.float crylink_waitrelease;
.entity crylink_lastgroup;
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
+spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(this, WEP_CRYLINK); }
void W_Crylink_CheckLinks(entity e)
{
W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
}
-void W_Crylink_Reset(void)
-{SELFPARAM();
- W_Crylink_Dequeue(self);
- remove(self);
+void W_Crylink_Reset(entity this)
+{
+ W_Crylink_Dequeue(this);
+ remove(this);
}
// force projectile to explode
return targ_origin;
}
-void W_Crylink_LinkJoinEffect_Think(void)
+void W_Crylink_LinkJoinEffect_Think()
{SELFPARAM();
// is there at least 2 projectiles very close?
entity e, p;
}
// NO bounce protection, as bounces are limited!
-void W_Crylink_Touch(void)
+void W_Crylink_Touch()
{SELFPARAM();
float finalhit;
float f;
// CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
}
-void W_Crylink_Fadethink(void)
+void W_Crylink_Fadethink()
{SELFPARAM();
W_Crylink_Dequeue(self);
remove(self);
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
{
- proj = spawn();
+ proj = new(spike);
proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = self;
- proj.classname = "spike";
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
if(shots == 1) {
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
{
- proj = spawn();
+ proj = new(spike);
proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = self;
- proj.classname = "spike";
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
if(shots == 1) {
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
}
- METHOD(Crylink, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
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);
+ thiswep.wr_reload(thiswep);
}
- if(fire1)
+ if(fire & 1)
{
if(actor.crylink_waitrelease != 1)
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(crylink, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
{
W_Crylink_Attack(thiswep);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
}
}
- if(fire2 && autocvar_g_balance_crylink_secondary)
+ if((fire & 2) && autocvar_g_balance_crylink_secondary)
{
if(actor.crylink_waitrelease != 2)
- if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(crylink, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
{
W_Crylink_Attack2(thiswep);
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
}
}
- if((actor.crylink_waitrelease == 1 && !fire1) || (actor.crylink_waitrelease == 2 && !fire2))
+ if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2)))
{
if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
{
pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
- linkjoineffect = spawn();
+ linkjoineffect = new(linkjoineffect);
linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
- linkjoineffect.classname = "linkjoineffect";
linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
linkjoineffect.owner = actor;
setorigin(linkjoineffect, pos);
{
// ran out of ammo!
actor.cnt = WEP_CRYLINK.m_id;
- actor.switchweapon = w_getbestweapon(actor);
+ PS(actor).m_switchweapon = w_getbestweapon(actor);
}
}
}
}
- METHOD(Crylink, wr_init, void(entity thiswep))
- {
- CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(Crylink, wr_checkammo1, bool(entity thiswep))
{
SELFPARAM();
ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
return ammo_amount;
}
- METHOD(Crylink, wr_config, void(entity thiswep))
- {
- CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
METHOD(Crylink, wr_reload, void(entity thiswep))
{
W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
org2 = w_org + w_backoff * 2;
if(w_deathtype & HITTYPE_SECONDARY)
{
- pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT2), org2, '0 0 0', 1);
+ pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
}
else
{
- pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT), org2, '0 0 0', 1);
+ pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
}