#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