]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/rifle.qc
Weapons: store switchweapon as direct weapon reference
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
index 5aed6a7d473fff31f1a2208c7061a78f66839365..77f8cb5f23c5fd36d4d64652437248289c734314 100644 (file)
@@ -14,36 +14,39 @@ CLASS(Rifle, Weapon)
 /* wepimg    */ ATTRIB(Rifle, model2, string, "weaponrifle");
 /* refname   */ ATTRIB(Rifle, netname, string, "rifle");
 /* wepname   */ ATTRIB(Rifle, m_name, string, _("Rifle"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, bullethail, float, BOTH) \
+               P(class, prefix, burstcost, float, BOTH) \
+               P(class, prefix, bursttime, float, NONE) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, reload, float, SEC) \
+               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, BOTH) \
+               P(class, prefix, solidpenetration, 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, tracer, float, BOTH) \
+       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, Rifle, rifle)
+#undef X
 ENDCLASS(Rifle)
-REGISTER_WEAPON(RIFLE, NEW(Rifle));
+REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
 
-#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
-#define RIFLE_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, bullethail) \
-       w_cvar(id, sn, BOTH, burstcost) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, BOTH, shots) \
-       w_cvar(id, sn, BOTH, solidpenetration) \
-       w_cvar(id, sn, BOTH, spread) \
-       w_cvar(id, sn, BOTH, tracer) \
-       w_cvar(id, sn, NONE, bursttime) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_cvar(id, sn, SEC,  reload) \
-       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
-RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float rifle_accumulator;
 #endif
 #endif
@@ -76,47 +79,44 @@ void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pFor
                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, self);
 }
 
-void W_Rifle_Attack(void)
+void W_Rifle_Attack()
 {
        W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND(CAMPINGRIFLE_FIRE));
 }
 
-void W_Rifle_Attack2(void)
+void W_Rifle_Attack2()
 {
        W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND(CAMPINGRIFLE_FIRE2));
 }
 
-.void(void) rifle_bullethail_attackfunc;
-.float rifle_bullethail_frame;
+.void() rifle_bullethail_attackfunc;
+.WFRAME rifle_bullethail_frame;
 .float rifle_bullethail_animtime;
 .float rifle_bullethail_refire;
 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       float r, sw, af;
+       float r, af;
 
-       sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing
+       Weapon sw = PS(actor).m_switchweapon; // make it not detect weapon changes as reason to abort firing
        int slot = weaponslot(weaponentity);
        af = ATTACK_FINISHED(actor, slot);
-       actor.switchweapon = actor.weapon;
+       PS(actor).m_switchweapon = Weapons_from(actor.weapon);
        ATTACK_FINISHED(actor, slot) = time;
-       LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n");
        r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
-       if(actor.switchweapon == actor.weapon)
-               actor.switchweapon = sw;
+       if(PS(actor).m_switchweapon.m_id == actor.weapon)
+               PS(actor).m_switchweapon = sw;
        if(r)
        {
                actor.rifle_bullethail_attackfunc();
                weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
-               LOG_INFO("thinkf set\n");
        }
        else
        {
                ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
-               LOG_INFO("out of ammo... ", ftos(actor.(weaponentity).state), "\n");
        }
 }
 
-void W_Rifle_BulletHail(.entity weaponentity, float mode, void(void) AttackFunc, float fr, float animtime, float refire)
+void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFRAME fr, float animtime, float refire)
 {SELFPARAM();
        // if we get here, we have at least one bullet to fire
        AttackFunc();
@@ -164,8 +164,7 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void(void) AttackFunc,
                METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
+                               thiswep.wr_reload(thiswep);
                        } else
                        {
                                actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
@@ -182,8 +181,7 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void(void) AttackFunc,
                                        if(WEP_CVAR(rifle, secondary))
                                        {
                                                if(WEP_CVAR_SEC(rifle, reload)) {
-                                                       Weapon w = get_weaponinfo(actor.weapon);
-                                                       w.wr_reload(w);
+                                                       thiswep.wr_reload(thiswep);
                                                } else
                                                {
                                                        if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
@@ -198,10 +196,6 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void(void) AttackFunc,
                                }
                        }
                }
-               METHOD(Rifle, wr_init, void(entity thiswep))
-               {
-                       RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
                METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
                {
                        float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
@@ -214,10 +208,6 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void(void) AttackFunc,
                        ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
                        return ammo_amount;
                }
-               METHOD(Rifle, wr_config, void(entity thiswep))
-               {
-                       RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
                METHOD(Rifle, wr_resetplayer, void(entity thiswep))
                {
                        self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
@@ -258,12 +248,7 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void(void) AttackFunc,
                        pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
                        if(!w_issilent)
                        {
-                               if(w_random < 0.2)
-                                       sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
-                               else if(w_random < 0.4)
-                                       sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
-                               else if(w_random < 0.5)
-                                       sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
                        }
                }
                METHOD(Rifle, wr_init, void(entity thiswep))