/* 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"));
+/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, NONE) \
+ P(class, prefix, animtime, float, NONE) \
+ P(class, prefix, damageforcescale, float, NONE) \
+ P(class, prefix, damage, float, NONE) \
+ P(class, prefix, detonatedelay, float, NONE) \
+ P(class, prefix, edgedamage, float, NONE) \
+ P(class, prefix, force, float, NONE) \
+ P(class, prefix, guidedelay, float, NONE) \
+ P(class, prefix, guidegoal, float, NONE) \
+ P(class, prefix, guideratedelay, float, NONE) \
+ P(class, prefix, guiderate, float, NONE) \
+ P(class, prefix, guidestop, float, NONE) \
+ P(class, prefix, health, float, NONE) \
+ P(class, prefix, lifetime, float, NONE) \
+ P(class, prefix, radius, float, NONE) \
+ P(class, prefix, refire, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_damage, float, NONE) \
+ P(class, prefix, remote_edgedamage, float, NONE) \
+ P(class, prefix, remote_force, float, NONE) \
+ P(class, prefix, remote_jump_damage, float, NONE) \
+ P(class, prefix, remote_jump_radius, float, NONE) \
+ P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
+ P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
+ P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
+ P(class, prefix, remote_radius, float, NONE) \
+ P(class, prefix, speedaccel, float, NONE) \
+ P(class, prefix, speedstart, float, NONE) \
+ P(class, prefix, speed, float, NONE) \
+ 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, Devastator, devastator)
+#undef X
+
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) \
- w_cvar(id, sn, NONE, ammo) \
- w_cvar(id, sn, NONE, animtime) \
- w_cvar(id, sn, NONE, damage) \
- w_cvar(id, sn, NONE, damageforcescale) \
- w_cvar(id, sn, NONE, detonatedelay) \
- w_cvar(id, sn, NONE, edgedamage) \
- w_cvar(id, sn, NONE, force) \
- w_cvar(id, sn, NONE, guidedelay) \
- w_cvar(id, sn, NONE, guidegoal) \
- w_cvar(id, sn, NONE, guiderate) \
- w_cvar(id, sn, NONE, guideratedelay) \
- w_cvar(id, sn, NONE, guidestop) \
- w_cvar(id, sn, NONE, health) \
- w_cvar(id, sn, NONE, lifetime) \
- w_cvar(id, sn, NONE, radius) \
- w_cvar(id, sn, NONE, refire) \
- w_cvar(id, sn, NONE, remote_damage) \
- w_cvar(id, sn, NONE, remote_edgedamage) \
- w_cvar(id, sn, NONE, remote_force) \
- w_cvar(id, sn, NONE, remote_jump_damage) \
- w_cvar(id, sn, NONE, remote_jump_radius) \
- w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
- w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
- w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
- w_cvar(id, sn, NONE, remote_radius) \
- w_cvar(id, sn, NONE, speed) \
- w_cvar(id, sn, NONE, speedaccel) \
- w_cvar(id, sn, NONE, speedstart) \
- 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(DEVASTATOR, devastator, NEW(Devastator));
#ifdef SVQC
-DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float rl_release;
.float rl_detonate_later;
#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
+spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
.entity lastrocket;
-void W_Devastator_Unregister(void)
+void W_Devastator_Unregister()
{SELFPARAM();
if(self.realowner && self.realowner.lastrocket == self)
{
}
}
-void W_Devastator_Explode(void)
+void W_Devastator_Explode()
{SELFPARAM();
W_Devastator_Unregister();
self.realowner.cnt = WEP_DEVASTATOR.m_id;
int slot = 0; // TODO: unhardcode
ATTACK_FINISHED(self.realowner, slot) = time;
- self.realowner.switchweapon = w_getbestweapon(self.realowner);
+ PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner);
}
}
remove(self);
}
-void W_Devastator_DoRemoteExplode(int slot)
+void W_Devastator_DoRemoteExplode(.entity weaponentity)
{SELFPARAM();
W_Devastator_Unregister();
if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
self.realowner.cnt = WEP_DEVASTATOR.m_id;
+ int slot = weaponslot(weaponentity);
ATTACK_FINISHED(self.realowner, slot) = time;
- self.realowner.switchweapon = w_getbestweapon(self.realowner);
+ PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner);
}
}
remove(self);
}
-void W_Devastator_RemoteExplode(int slot)
+void W_Devastator_RemoteExplode(.entity weaponentity)
{SELFPARAM();
if(self.realowner.deadflag == DEAD_NO)
if(self.realowner.lastrocket)
: (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(devastator, remote_radius)) // safety device
)
{
- W_Devastator_DoRemoteExplode(slot);
+ W_Devastator_DoRemoteExplode(weaponentity);
}
}
}
// normalize(thisdir + goaldir)
// normalize(0)
-void W_Devastator_Think(void)
+void W_Devastator_Think()
{SELFPARAM();
vector desireddir, olddir, newdir, desiredorigin, goal;
float velspeed, f;
}
}
- int slot = 0; // TODO: unhardcode
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
if(self.rl_detonate_later)
- W_Devastator_RemoteExplode(slot);
+ W_Devastator_RemoteExplode(weaponentity);
}
if(self.csqcprojectile_clientanimate == 0)
UpdateCSQCProjectile(self);
}
-void W_Devastator_Touch(void)
+void W_Devastator_Touch()
{SELFPARAM();
if(WarpZone_Projectile_Touch())
{
}
}
#endif
- METHOD(Devastator, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
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);
+ thiswep.wr_reload(thiswep);
} else {
if(fire & 1)
{
if(actor.rl_release || WEP_CVAR(devastator, guidestop))
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(devastator, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
{
W_Devastator_Attack(thiswep);
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
actor.rl_release = 0;
}
}
actor.rl_release = 1;
if(fire & 2)
- if(actor.switchweapon == WEP_DEVASTATOR.m_id)
+ if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
{
entity rock;
bool rockfound = false;
}
}
}
- METHOD(Devastator, wr_init, void(entity thiswep))
- {
- DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(Devastator, wr_setup, void(entity thiswep))
{
self.rl_release = 1;
{
return false;
}
- METHOD(Devastator, wr_config, void(entity thiswep))
- {
- DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
METHOD(Devastator, wr_resetplayer, void(entity thiswep))
{
self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
{
vector org2;
org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
+ pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
}