]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hlac.qc
Weapons: store activeweapon as direct weapon reference
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
index 4bd4656b8443590a4ef368331de10e4c54b845db..4398386704a0675002482479b9b08ae3bef888e5 100644 (file)
@@ -14,45 +14,47 @@ CLASS(HLAC, Weapon)
 /* wepimg    */ ATTRIB(HLAC, model2, string, "weaponhlac");
 /* refname   */ ATTRIB(HLAC, netname, string, "hlac");
 /* wepname   */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, edgedamage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, lifetime, float, BOTH) \
+               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, shots, float, SEC) \
+               P(class, prefix, speed, float, BOTH) \
+               P(class, prefix, spread, float, SEC) \
+               P(class, prefix, spread_add, float, PRI) \
+               P(class, prefix, spread_crouchmod, float, BOTH) \
+               P(class, prefix, spread_max, float, PRI) \
+               P(class, prefix, spread_min, float, PRI) \
+               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, HLAC, hlac)
+#undef X
+
 ENDCLASS(HLAC)
-REGISTER_WEAPON(HLAC, NEW(HLAC));
-
-#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
-#define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, edgedamage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, lifetime) \
-       w_cvar(id, sn, BOTH, radius) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, BOTH, spread_crouchmod) \
-       w_cvar(id, sn, PRI,  spread_add) \
-       w_cvar(id, sn, PRI,  spread_max) \
-       w_cvar(id, sn, PRI,  spread_min) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_cvar(id, sn, SEC,  shots) \
-       w_cvar(id, sn, SEC,  spread) \
-       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(HLAC, hlac, NEW(HLAC));
+
 
-#ifdef SVQC
-HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
 spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
 
-void W_HLAC_Touch(void)
+void W_HLAC_Touch()
 {SELFPARAM();
        float isprimary;
 
@@ -103,7 +105,7 @@ void W_HLAC_Attack(Weapon thiswep)
        //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
-       missile.think = SUB_Remove;
+       missile.think = SUB_Remove_self;
 
     missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
 
@@ -115,7 +117,7 @@ void W_HLAC_Attack(Weapon thiswep)
        MUTATOR_CALLHOOK(EditProjectile, self, missile);
 }
 
-void W_HLAC_Attack2(void)
+void W_HLAC_Attack2()
 {SELFPARAM();
        entity missile;
     float spread;
@@ -145,7 +147,7 @@ void W_HLAC_Attack2(void)
        //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
-       missile.think = SUB_Remove;
+       missile.think = SUB_Remove_self;
 
     missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
 
@@ -159,33 +161,33 @@ void W_HLAC_Attack2(void)
 }
 
 // weapon frames
-void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, int slot, int fire)
+void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if(actor.weapon != actor.switchweapon) // abort immediately if switching
+       if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
        {
-               w_ready(thiswep, actor, slot, fire);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
        if(actor.BUTTON_ATCK)
        {
-               Weapon w = get_weaponinfo(actor.weapon);
-               if(!w.wr_checkammo1(w))
+               if(!thiswep.wr_checkammo1(thiswep))
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-                       w_ready(thiswep, actor, slot, fire);
+                       w_ready(thiswep, actor, weaponentity, fire);
                        return;
                }
 
+               int slot = weaponslot(weaponentity);
                ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
                W_HLAC_Attack(WEP_HLAC);
                actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
-        weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
        }
        else
        {
-               weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
        }
 }
 
@@ -209,50 +211,41 @@ void W_HLAC_Attack2_Frame(Weapon thiswep)
                {
                        self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
                }
-               METHOD(HLAC, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+               METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
+                               thiswep.wr_reload(thiswep);
                        } else if(fire & 1)
                        {
-                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(hlac, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
                                {
                                        actor.misc_bulletcounter = 0;
                                        W_HLAC_Attack(thiswep);
-                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
                                }
                        }
 
                        else if((fire & 2) && WEP_CVAR(hlac, secondary))
                        {
-                               if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(hlac, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
                                {
                                        W_HLAC_Attack2_Frame(thiswep);
-                                       weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
                                }
                        }
                }
-               METHOD(HLAC, wr_init, void(entity thiswep))
-               {
-                       HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
                METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
                {
-                       float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
+                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
                        ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
                        return ammo_amount;
                }
                METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
                {
-                       float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
+                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
                        ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
                        return ammo_amount;
                }
-               METHOD(HLAC, wr_config, void(entity thiswep))
-               {
-                       HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
                METHOD(HLAC, wr_reload, void(entity thiswep))
                {
                        W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
@@ -273,7 +266,7 @@ void W_HLAC_Attack2_Frame(Weapon thiswep)
                {
                        vector org2;
                        org2 = w_org + w_backoff * 6;
-                       pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
+                       pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
                        if(!w_issilent)
                                sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
                }