#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ HLAC,
-/* function */ W_HLAC,
-/* ammotype */ ammo_cells,
-/* impulse */ 6,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0 1 0',
-/* modelname */ "hlac",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.6",
-/* wepimg */ "weaponhlac",
-/* refname */ "hlac",
-/* wepname */ _("Heavy Laser Assault Cannon")
-);
-
-#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)
-
-#ifdef SVQC
-HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+CLASS(HLAC, Weapon)
+/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(HLAC, impulse, int, 6)
+/* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
+/* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
+#ifndef MENUQC
+/* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
#endif
+/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
+/* 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, hlac, NEW(HLAC));
+
+
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC.m_id); }
+spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
-void W_HLAC_Touch(void)
+void W_HLAC_Touch()
{SELFPARAM();
float isprimary;
remove(self);
}
-void W_HLAC_Attack(void)
+void W_HLAC_Attack(Weapon thiswep)
{SELFPARAM();
entity missile;
float spread;
- W_DecreaseAmmo(WEP_CVAR_PRI(hlac, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hlac, ammo));
spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
if(self.crouch)
spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
- W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+ W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
if(!autocvar_g_norecoil)
{
self.punchangle_y = random() - 0.5;
}
- missile = spawn();
+ missile = new(hlacbolt);
missile.owner = missile.realowner = self;
- missile.classname = "hlacbolt";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
//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);
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-void W_HLAC_Attack2(void)
+void W_HLAC_Attack2()
{SELFPARAM();
entity missile;
float spread;
if(self.crouch)
spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
- W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+ W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- missile = spawn();
+ missile = new(hlacbolt);
missile.owner = missile.realowner = self;
- missile.classname = "hlacbolt";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
//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);
}
// weapon frames
-void W_HLAC_Attack_Frame(void)
-{SELFPARAM();
- if(self.weapon != self.switchweapon) // abort immediately if switching
+void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
{
- w_ready();
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
- if(self.BUTTON_ATCK)
+ if(PHYS_INPUT_BUTTON_ATCK(actor))
{
- if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!thiswep.wr_checkammo1(thiswep))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
- ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
- W_HLAC_Attack();
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+ 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, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
else
{
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
}
}
-void W_HLAC_Attack2_Frame(void)
+void W_HLAC_Attack2_Frame(Weapon thiswep)
{SELFPARAM();
float i;
- W_DecreaseAmmo(WEP_CVAR_SEC(hlac, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo));
for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
W_HLAC_Attack2();
}
}
-bool W_HLAC(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
- {
- self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
- return true;
- }
- case WR_THINK:
- {
- if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(self.BUTTON_ATCK)
- {
- if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
- {
- self.misc_bulletcounter = 0;
- W_HLAC_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
- }
- }
-
- else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
- {
- if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
- {
- W_HLAC_Attack2_Frame();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
- }
- }
-
- return true;
- }
- case WR_INIT:
- {
- precache_model(W_Model("g_hlac.md3"));
- precache_model(W_Model("v_hlac.md3"));
- precache_model(W_Model("h_hlac.iqm"));
- precache_sound(W_Sound("lasergun_fire"));
- HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
- }
- case WR_CHECKAMMO1:
- {
- ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
- return ammo_amount;
- }
- case WR_CHECKAMMO2:
- {
- ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
- return ammo_amount;
- }
- case WR_CONFIG:
- {
- HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
- }
- case WR_RELOAD:
- {
- W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), W_Sound("reload"));
- return true;
- }
- case WR_SUICIDEMESSAGE:
- {
- return WEAPON_HLAC_SUICIDE;
- }
- case WR_KILLMESSAGE:
- {
- return WEAPON_HLAC_MURDER;
- }
- }
- return false;
+METHOD(HLAC, wr_aim, void(entity thiswep))
+{
+ SELFPARAM();
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+}
+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
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
+ {
+ actor.misc_bulletcounter = 0;
+ W_HLAC_Attack(thiswep);
+ 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, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
+ {
+ W_HLAC_Attack2_Frame(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
+ }
+ }
+}
+METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
+{
+ SELFPARAM();
+ 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))
+{
+ SELFPARAM();
+ 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_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ SELFPARAM();
+ W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
+}
+METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_HLAC_SUICIDE;
+}
+METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
+{
+ return WEAPON_HLAC_MURDER;
+}
+
#endif
#ifdef CSQC
-bool W_HLAC(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM);
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("laserimpact"));
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
+METHOD(HLAC, wr_impacteffect, void(entity thiswep))
+{
+ SELFPARAM();
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
}
+
#endif
#endif