/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
/* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar");
/* refname */ ATTRIB(Hagar, netname, string, "hagar");
-/* wepname */ ATTRIB(Hagar, message, string, _("Hagar"));
+/* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, damageforcescale, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, health, float, BOTH) \
+ P(class, prefix, lifetime, float, PRI) \
+ P(class, prefix, lifetime_min, float, SEC) \
+ P(class, prefix, lifetime_rand, float, SEC) \
+ P(class, prefix, load, float, SEC) \
+ P(class, prefix, load_abort, float, SEC) \
+ P(class, prefix, load_animtime, float, SEC) \
+ P(class, prefix, load_hold, float, SEC) \
+ P(class, prefix, load_linkexplode, float, SEC) \
+ P(class, prefix, load_max, float, SEC) \
+ P(class, prefix, load_releasedeath, float, SEC) \
+ P(class, prefix, load_speed, float, SEC) \
+ P(class, prefix, load_spread, float, SEC) \
+ P(class, prefix, load_spread_bias, float, SEC) \
+ 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, speed, float, BOTH) \
+ 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, Hagar, hagar)
+#undef X
+
ENDCLASS(Hagar)
-REGISTER_WEAPON(HAGAR, NEW(Hagar));
-
-#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar)
-#define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, BOTH, ammo) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, edgedamage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, radius) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, BOTH, speed) \
- w_cvar(id, sn, BOTH, spread) \
- w_cvar(id, sn, BOTH, damageforcescale) \
- w_cvar(id, sn, BOTH, health) \
- w_cvar(id, sn, PRI, lifetime) \
- w_cvar(id, sn, SEC, load) \
- w_cvar(id, sn, SEC, load_max) \
- w_cvar(id, sn, SEC, load_abort) \
- w_cvar(id, sn, SEC, load_animtime) \
- w_cvar(id, sn, SEC, load_hold) \
- w_cvar(id, sn, SEC, load_speed) \
- w_cvar(id, sn, SEC, load_releasedeath) \
- w_cvar(id, sn, SEC, load_spread) \
- w_cvar(id, sn, SEC, load_spread_bias) \
- w_cvar(id, sn, SEC, load_linkexplode) \
- w_cvar(id, sn, SEC, lifetime_min) \
- w_cvar(id, sn, SEC, lifetime_rand) \
- 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(HAGAR, hagar, NEW(Hagar));
-#ifdef SVQC
-HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); }
+spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
// NO bounce protection, as bounces are limited!
-void W_Hagar_Explode(void)
+void W_Hagar_Explode()
{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
remove(self);
}
-void W_Hagar_Explode2(void)
+void W_Hagar_Explode2()
{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
W_PrepareExplosionByDamage(attacker, self.think);
}
-void W_Hagar_Touch(void)
+void W_Hagar_Touch()
{SELFPARAM();
PROJECTILE_TOUCH;
self.use();
}
-void W_Hagar_Touch2(void)
+void W_Hagar_Touch2()
{SELFPARAM();
PROJECTILE_TOUCH;
{SELFPARAM();
entity missile;
- W_DecreaseAmmo(thiswep, WEP_CVAR_PRI(hagar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- missile = spawn();
+ missile = new(missile);
missile.owner = missile.realowner = self;
- missile.classname = "missile";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
{SELFPARAM();
entity missile;
- W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(hagar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- missile = spawn();
+ missile = new(missile);
missile.owner = missile.realowner = self;
- missile.classname = "missile";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
}
.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(void)
+void W_Hagar_Attack2_Load_Release(.entity weaponentity)
{SELFPARAM();
// time to release the rockets we've loaded
if(!self.hagar_load)
return;
- weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
+ weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = world;
for(counter = 0; counter < shots; ++counter)
{
- missile = spawn();
+ missile = new(missile);
missile.owner = missile.realowner = self;
- missile.classname = "missile";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
+ weapon_thinkf(self, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
self.hagar_load = 0;
}
-void W_Hagar_Attack2_Load(Weapon thiswep)
+void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
{SELFPARAM();
// loadable hagar secondary attack, must always run each frame
else if(autocvar_g_balance_hagar_reload_ammo)
enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
else
- enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
+ enough_ammo = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
bool stopped = loaded || !enough_ammo;
if(self.hagar_load)
{
// if we pressed primary fire while loading, unload all rockets and abort
- self.weaponentity.state = WS_READY;
- W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
+ self.(weaponentity).state = WS_READY;
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
self.hagar_load = 0;
sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
{
if(!self.hagar_loadblock && self.hagar_loadstep < time)
{
- W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(hagar, ammo));
- self.weaponentity.state = WS_INUSE;
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
+ self.(weaponentity).state = WS_INUSE;
self.hagar_load += 1;
sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
// release if player let go of button or if they've held it in too long
if(!self.BUTTON_ATCK2 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
{
- self.weaponentity.state = WS_READY;
- W_Hagar_Attack2_Load_Release();
+ self.(weaponentity).state = WS_READY;
+ W_Hagar_Attack2_Load_Release(weaponentity);
}
}
else
self.hagar_warning = false;
// we aren't checking ammo during an attack, so we must do it here
- if(!(_WEP_ACTION(self.weapon, WR_CHECKAMMO1) + _WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+ if(!(thiswep.wr_checkammo1(thiswep) + thiswep.wr_checkammo2(thiswep)))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
}
}
- METHOD(Hagar, wr_aim, bool(entity thiswep))
+ METHOD(Hagar, wr_aim, void(entity thiswep))
{
if(random()>0.15)
self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
-
- return true;
}
- METHOD(Hagar, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
float loadable_secondary;
loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
if(loadable_secondary)
- W_Hagar_Attack2_Load(thiswep); // must always run each frame
- if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
- _WEP_ACTION(self.weapon, WR_RELOAD);
- else if(fire1 && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
+ W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
+ if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep);
+ } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
{
W_Hagar_Attack(thiswep);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
}
}
- else if(fire2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
+ else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
{
- if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
{
W_Hagar_Attack2(thiswep);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
}
}
- return true;
}
- METHOD(Hagar, wr_gonethink, bool(entity thiswep))
+ METHOD(Hagar, wr_gonethink, void(entity thiswep))
{
// we lost the weapon and want to prepare switching away
if(self.hagar_load)
{
- self.weaponentity.state = WS_READY;
- W_Hagar_Attack2_Load_Release();
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ self.(weaponentity).state = WS_READY;
+ W_Hagar_Attack2_Load_Release(weaponentity);
}
-
- return true;
}
- METHOD(Hagar, wr_init, bool(entity thiswep))
- {
- HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
- }
- METHOD(Hagar, wr_setup, bool(entity thiswep))
+ METHOD(Hagar, wr_setup, void(entity thiswep))
{
self.hagar_loadblock = false;
if(self.hagar_load)
{
- W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
self.hagar_load = 0;
}
-
- return true;
}
METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
{
- float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
return ammo_amount;
}
METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
{
- float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
return ammo_amount;
}
- METHOD(Hagar, wr_config, bool(entity thiswep))
- {
- HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
- }
- METHOD(Hagar, wr_resetplayer, bool(entity thiswep))
+ METHOD(Hagar, wr_resetplayer, void(entity thiswep))
{
self.hagar_load = 0;
- return true;
}
- METHOD(Hagar, wr_playerdeath, bool(entity thiswep))
+ METHOD(Hagar, wr_playerdeath, void(entity thiswep))
{
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
// if we have any rockets loaded when we die, release them
if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
- W_Hagar_Attack2_Load_Release();
-
- return true;
+ W_Hagar_Attack2_Load_Release(weaponentity);
}
- METHOD(Hagar, wr_reload, bool(entity thiswep))
+ METHOD(Hagar, wr_reload, void(entity thiswep))
{
if(!self.hagar_load) // require releasing loaded rockets first
- W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
-
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
}
- METHOD(Hagar, wr_suicidemessage, bool(entity thiswep))
+ METHOD(Hagar, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_HAGAR_SUICIDE;
}
- METHOD(Hagar, wr_killmessage, bool(entity thiswep))
+ METHOD(Hagar, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_HAGAR_MURDER_BURST;
#endif
#ifdef CSQC
- METHOD(Hagar, wr_impacteffect, bool(entity thiswep))
+ METHOD(Hagar, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
{
if(w_random<0.15)
else
sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
}
-
- return true;
- }
- METHOD(Hagar, wr_init, bool(entity thiswep))
- {
- return true;
- }
- METHOD(Hagar, wr_zoomreticle, bool(entity thiswep))
- {
- // no weapon specific image for this weapon
- return false;
}
#endif