#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ ELECTRO,
-/* function */ W_Electro,
-/* ammotype */ ammo_cells,
-/* impulse */ 5,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0 0.5 1',
-/* modelname */ "electro",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairelectro 0.6",
-/* wepimg */ "weaponelectro",
-/* refname */ "electro",
-/* wepname */ _("Electro")
-);
+CLASS(Electro, Weapon)
+/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(Electro, impulse, int, 5)
+/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
+/* modelname */ ATTRIB(Electro, mdl, string, "electro");
+#ifndef MENUQC
+/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
+#endif
+/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
+/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
+/* refname */ ATTRIB(Electro, netname, string, "electro");
+/* wepname */ ATTRIB(Electro, message, string, _("Electro"));
+ENDCLASS(Electro)
+REGISTER_WEAPON(ELECTRO, NEW(Electro));
#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro)
#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_electro(void) { weapon_defaultspawnfunc(WEP_ELECTRO.m_id); }
+spawnfunc(weapon_electro) { weapon_defaultspawnfunc(WEP_ELECTRO.m_id); }
void W_Electro_TriggerCombo(vector org, float rad, entity own)
{
}
void W_Electro_ExplodeCombo(void)
-{
+{SELFPARAM();
W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
self.event_damage = func_null;
}
void W_Electro_Explode(void)
-{
+{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(DIFF_TEAM(self.realowner, other))
}
void W_Electro_Bolt_Think(void)
-{
+{SELFPARAM();
if(time >= self.ltime)
{
self.use();
else { self.nextthink = self.ltime; }
}
-void W_Electro_Attack_Bolt(void)
-{
+void W_Electro_Attack_Bolt(Weapon thiswep)
+{SELFPARAM();
entity proj;
- W_DecreaseAmmo(WEP_CVAR_PRI(electro, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo));
W_SetupShot_ProjectileSize(
self,
'0 0 -3',
false,
2,
- W_Sound("electro_fire"),
+ SND(ELECTRO_FIRE),
CH_WEAPON_A,
WEP_CVAR_PRI(electro, damage)
);
}
void W_Electro_Orb_Touch(void)
-{
+{SELFPARAM();
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM)
{ if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } }
else
{
//UpdateCSQCProjectile(self);
- spamsound(self, CH_SHOTS, W_Sound("electro_bounce"), VOL_BASE, ATTEN_NORM);
+ spamsound(self, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
}
void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if(self.health <= 0)
return;
}
}
-void W_Electro_Attack_Orb(void)
-{
- W_DecreaseAmmo(WEP_CVAR_SEC(electro, ammo));
+void W_Electro_Attack_Orb(Weapon thiswep)
+{SELFPARAM();
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo));
W_SetupShot_ProjectileSize(
self,
'0 0 -4',
false,
2,
- W_Sound("electro_fire2"),
+ SND(ELECTRO_FIRE2),
CH_WEAPON_A,
WEP_CVAR_SEC(electro, damage)
);
entity p2;
p2 = spawn();
copyentity(proj, p2);
- setmodel(p2, "models/ebomb.mdl");
+ setmodel(p2, MDL_PROJECTILE_ELECTRO);
setsize(p2, proj.mins, proj.maxs);
#endif
MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
-void W_Electro_CheckAttack(void)
-{
+void W_Electro_CheckAttack(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{SELFPARAM();
if(self.electro_count > 1)
if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, -1))
+ if(weapon_prepareattack(actor, true, -1))
{
- W_Electro_Attack_Orb();
+ W_Electro_Attack_Orb(WEP_ELECTRO);
self.electro_count -= 1;
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
// WEAPONTODO: when the player releases the button, cut down the length of refire2?
- w_ready();
+ w_ready(thiswep, actor, fire1, fire2);
}
.float bot_secondary_electromooth;
-bool W_Electro(int req)
-{
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+
+ METHOD(Electro, wr_aim, void(entity thiswep))
{
self.BUTTON_ATCK = self.BUTTON_ATCK2 = false;
if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; }
if(random() < 0.03) self.bot_secondary_electromooth = 0;
}
}
-
- return true;
}
- case WR_THINK:
+ METHOD(Electro, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
{
- ammo_amount = 0;
- if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
+ float ammo_amount = 0;
+ if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
ammo_amount = 1;
- if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
+ if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
ammo_amount += 1;
if(!ammo_amount)
{
- WEP_ACTION(self.weapon, WR_RELOAD);
- return false;
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ return;
}
-
- return true;
}
- if(self.BUTTON_ATCK)
+ if(fire1)
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(electro, refire)))
{
- W_Electro_Attack_Bolt();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ W_Electro_Attack_Bolt(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
}
- else if(self.BUTTON_ATCK2)
+ else if(fire2)
{
- if(time >= self.electro_secondarytime)
- if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
+ if(time >= actor.electro_secondarytime)
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(electro, refire)))
{
- W_Electro_Attack_Orb();
- self.electro_count = WEP_CVAR_SEC(electro, count);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
- self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
+ W_Electro_Attack_Orb(thiswep);
+ actor.electro_count = WEP_CVAR_SEC(electro, count);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+ actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Electro, wr_init, void(entity thiswep))
{
- precache_model(W_Model("g_electro.md3"));
- precache_model(W_Model("v_electro.md3"));
- precache_model(W_Model("h_electro.iqm"));
- precache_sound(W_Sound("electro_bounce"));
- precache_sound(W_Sound("electro_fire"));
- precache_sound(W_Sound("electro_fire2"));
- precache_sound(W_Sound("electro_impact"));
- precache_sound(W_Sound("electro_impact_combo"));
ELECTRO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Electro, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_PRI(electro, ammo);
+ float ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_PRI(electro, ammo);
ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Electro, wr_checkammo2, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
{
ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
}
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Electro, wr_config, void(entity thiswep))
{
ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Electro, wr_resetplayer, void(entity thiswep))
{
self.electro_secondarytime = time;
- return true;
}
- case WR_RELOAD:
+ METHOD(Electro, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), W_Sound("reload"));
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Electro, wr_suicidemessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_ELECTRO_SUICIDE_ORBS;
else
return WEAPON_ELECTRO_SUICIDE_BOLT;
}
- case WR_KILLMESSAGE:
+ METHOD(Electro, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
{
return WEAPON_ELECTRO_MURDER_BOLT;
}
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Electro(int req)
-{
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Electro, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
{
pointparticles(particleeffectnum(EFFECT_ELECTRO_BALLEXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("electro_impact"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
}
else
{
// this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
pointparticles(particleeffectnum(EFFECT_ELECTRO_COMBO), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("electro_impact_combo"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
}
else
{
pointparticles(particleeffectnum(EFFECT_ELECTRO_IMPACT), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("electro_impact"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
}
}
-
- return true;
}
- case WR_INIT:
- {
- precache_sound(W_Sound("electro_impact"));
- precache_sound(W_Sound("electro_impact_combo"));
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif