]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Weapons: pass weaponentity field instead of slot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index b3dcf120bdd8c6acde2a7c2cf878650666c30a6f..71f7ac3a85742fd31908d828221de7bda863aa99 100644 (file)
@@ -13,7 +13,7 @@ CLASS(MachineGun, Weapon)
 /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
 /* wepimg    */ ATTRIB(MachineGun, model2, string, "weaponuzi");
 /* refname   */ ATTRIB(MachineGun, netname, string, "machinegun");
-/* wepname   */ ATTRIB(MachineGun, message, string, _("MachineGun"));
+/* wepname   */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
 ENDCLASS(MachineGun)
 REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun));
 
@@ -104,7 +104,7 @@ void W_MachineGun_MuzzleFlash(void)
        self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
 }
 
-void W_MachineGun_Attack(Weapon thiswep, int deathtype)
+void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
 {SELFPARAM();
        W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
        if(!autocvar_g_norecoil)
@@ -112,9 +112,9 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype)
                self.punchangle_x = random() - 0.5;
                self.punchangle_y = random() - 0.5;
        }
-
+       int slot = weaponslot(weaponentity);
        // this attack_finished just enforces a cooldown at the end of a burst
-       ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+       ATTACK_FINISHED(self, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
 
        if(self.misc_bulletcounter == 1)
                fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0);
@@ -137,11 +137,11 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype)
 }
 
 // weapon frames
-void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        if(actor.weapon != actor.switchweapon) // abort immediately if switching
        {
-               w_ready(thiswep, actor, fire1, fire2);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
        if(actor.BUTTON_ATCK)
@@ -151,25 +151,25 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, bool fire1, bool fi
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-                       w_ready(thiswep, actor, fire1, fire2);
+                       w_ready(thiswep, actor, weaponentity, fire);
                        return;
                }
                actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
-               W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id);
-               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+               W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
        }
        else
-               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
 }
 
 
-void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        float machinegun_spread;
 
-       if(!fire1)
+       if(!(fire & 1))
        {
-               w_ready(thiswep, actor, fire1, fire2);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
@@ -178,7 +178,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fir
        if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-               w_ready(thiswep, actor, fire1, fire2);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
@@ -204,11 +204,12 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fir
        if(autocvar_g_casings >= 2) // casing code
                SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor);
 
-       ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
+       int slot = weaponslot(weaponentity);
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
 }
 
-void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if(!autocvar_g_norecoil)
@@ -230,12 +231,13 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, bool fire1, bool fi
        actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
        if(actor.misc_bulletcounter == 0)
        {
-               ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
-               weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
+               int slot = weaponslot(weaponentity);
+               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
        }
        else
        {
-               weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
        }
 
 }
@@ -247,7 +249,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, bool fire1, bool fi
                        else
                                self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
                }
-               METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
                                Weapon w = get_weaponinfo(actor.weapon);
@@ -255,48 +257,48 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, bool fire1, bool fi
                        } else
                        if(WEP_CVAR(machinegun, mode) == 1)
                        {
-                               if(fire1)
-                               if(weapon_prepareattack(thiswep, actor, false, 0))
+                               if(fire & 1)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
                                {
                                        actor.misc_bulletcounter = 0;
-                                       W_MachineGun_Attack_Auto(thiswep, actor, fire1, fire2);
+                                       W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
                                }
 
-                               if(fire2)
-                               if(weapon_prepareattack(thiswep, actor, true, 0))
+                               if(fire & 2)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
                                {
                                        Weapon w = get_weaponinfo(actor.weapon);
                                        if(!w.wr_checkammo2(w))
                                        if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                                        {
                                                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-                                               w_ready(thiswep, actor, fire1, fire2);
+                                               w_ready(thiswep, actor, weaponentity, fire);
                                                return;
                                        }
 
                                        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
 
                                        actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
-                                       W_MachineGun_Attack_Burst(thiswep, actor, fire1, fire2);
+                                       W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
                                }
                        }
                        else
                        {
 
-                               if(fire1)
-                               if(weapon_prepareattack(thiswep, actor, false, 0))
+                               if(fire & 1)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
                                {
                                        actor.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id); // sets attack_finished
-                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
                                }
 
-                               if(fire2 && WEP_CVAR(machinegun, first))
-                               if(weapon_prepareattack(thiswep, actor, true, 0))
+                               if((fire & 2) && WEP_CVAR(machinegun, first))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
                                {
                                        actor.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
-                                       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
+                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
                                }
                        }
                }
@@ -365,7 +367,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, bool fire1, bool fi
                {
                        vector org2;
                        org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
+                       pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
                        if(!w_issilent)
                                if(w_random < 0.05)
                                        sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);