]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Unhardcode a few more weaponentities
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index d41ad95b9302cbee75425bfe38ffce8f331e414d..a51bbc8b3b9f0f54a0035229e0de133abd384a12 100644 (file)
@@ -63,30 +63,30 @@ spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
 
 // NO bounce protection, as bounces are limited!
 
-void W_Hagar_Explode(entity this)
+void W_Hagar_Explode(entity this, entity directhitentity)
 {
        this.event_damage = func_null;
-       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, other);
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity);
 
-       remove(this);
+       delete(this);
 }
 
 void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
 {
-       W_Hagar_Explode(this);
+       W_Hagar_Explode(this, trigger);
 }
 
-void W_Hagar_Explode2(entity this)
+void W_Hagar_Explode2(entity this, entity directhitentity)
 {
        this.event_damage = func_null;
-       RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, other);
+       RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity);
 
-       remove(this);
+       delete(this);
 }
 
 void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
 {
-       W_Hagar_Explode2(this);
+       W_Hagar_Explode2(this, trigger);
 }
 
 void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -113,18 +113,18 @@ void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage
                W_PrepareExplosionByDamage(this, attacker, getthink(this));
 }
 
-void W_Hagar_Touch(entity this)
+void W_Hagar_Touch(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH(this);
-       this.use(this, NULL, NULL);
+       PROJECTILE_TOUCH(this, toucher);
+       this.use(this, NULL, toucher);
 }
 
-void W_Hagar_Touch2(entity this)
+void W_Hagar_Touch2(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH(this);
+       PROJECTILE_TOUCH(this, toucher);
 
-       if(this.cnt > 0 || other.takedamage == DAMAGE_AIM) {
-               this.use(this, NULL, NULL);
+       if(this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) {
+               this.use(this, NULL, toucher);
        } else {
                this.cnt++;
                Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
@@ -134,13 +134,13 @@ void W_Hagar_Touch2(entity this)
        }
 }
 
-void W_Hagar_Attack(Weapon thiswep, entity actor)
+void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -164,11 +164,12 @@ void W_Hagar_Attack(Weapon thiswep, entity actor)
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
-       missile.movetype = MOVETYPE_FLY;
+       set_movetype(missile, MOVETYPE_FLY);
        W_SetupProjVelocity_PRI(missile, hagar);
 
        missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
        missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
@@ -176,13 +177,13 @@ void W_Hagar_Attack(Weapon thiswep, entity actor)
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
-void W_Hagar_Attack2(Weapon thiswep, entity actor)
+void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -207,11 +208,12 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor)
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
-       missile.movetype = MOVETYPE_BOUNCEMISSILE;
+       set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
        W_SetupProjVelocity_SEC(missile, hagar);
 
        missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
        missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
@@ -234,7 +236,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
 
        weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -264,7 +266,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
                missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
                setorigin(missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
-               missile.movetype = MOVETYPE_FLY;
+               set_movetype(missile, MOVETYPE_FLY);
                missile.missile_flags = MIF_SPLASH;
 
                // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
@@ -288,6 +290,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
 
                missile.angles = vectoangles(missile.velocity);
                missile.flags = FL_PROJECTILE;
+               IL_PUSH(g_projectiles, missile);
 
                CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
@@ -423,7 +426,7 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
                return;
        }
 
-       W_Hagar_Attack(thiswep, actor);
+       W_Hagar_Attack(thiswep, actor, weaponentity);
 
        int slot = weaponslot(weaponentity);
        ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
@@ -463,7 +466,7 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
         {
-            W_Hagar_Attack2(thiswep, actor);
+            W_Hagar_Attack2(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
         }
     }
@@ -514,7 +517,7 @@ METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor))
 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(!actor.hagar_load) // require releasing loaded rockets first
-        W_Reload(actor, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
+        W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
 }
 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
 {