]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shockwave.qc
Merge branch 'master' into TimePath/stats
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shockwave.qc
index 713ac59c75ed8aa122de7d00e65a3e0eecb1806a..b795cb7e9f393559e6d2d02a9226bafecebc4c18 100644 (file)
@@ -13,7 +13,7 @@ CLASS(Shockwave, Weapon)
 /* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
 /* wepimg    */ ATTRIB(Shockwave, model2, string, "weaponshotgun");
 /* refname   */ ATTRIB(Shockwave, netname, string, "shockwave");
-/* wepname   */ ATTRIB(Shockwave, message, string, _("Shockwave"));
+/* wepname   */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
 ENDCLASS(Shockwave)
 REGISTER_WEAPON(SHOCKWAVE, NEW(Shockwave));
 
@@ -73,7 +73,7 @@ REGISTER_WEAPON(SHOCKWAVE, NEW(Shockwave));
 SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #ifdef CSQC
-void Net_ReadShockwaveParticle(void);
+void Net_ReadShockwaveParticle();
 .vector sw_shotorg;
 .vector sw_shotdir;
 .float sw_distance;
@@ -83,17 +83,20 @@ void Net_ReadShockwaveParticle(void);
 #endif
 #endif
 #ifdef IMPLEMENTATION
+
+REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
+
 #ifdef SVQC
-void spawnfunc_weapon_shockwave(void)
-{SELFPARAM();
+spawnfunc(weapon_shockwave)
+{
        //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
        if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
-               weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
+               weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
                return;
        }
-       weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
+       weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
 }
 
 const float MAX_SHOCKWAVE_HITS = 10;
@@ -107,7 +110,7 @@ float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
 
 // MELEE ATTACK MODE
-void W_Shockwave_Melee_Think(void)
+void W_Shockwave_Melee_Think()
 {SELFPARAM();
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -229,17 +232,17 @@ void W_Shockwave_Melee_Think(void)
        }
 }
 
-void W_Shockwave_Melee(void)
-{SELFPARAM();
-       sound(self, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
+void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
 
-       entity meleetemp;
-       meleetemp = spawn();
-       meleetemp.owner = meleetemp.realowner = self;
+       entity meleetemp = new(meleetemp);
+       make_pure(meleetemp);
+       meleetemp.owner = meleetemp.realowner = actor;
        meleetemp.think = W_Shockwave_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
-       W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
+       W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
 }
 
 // SHOCKWAVE ATTACK MODE
@@ -335,10 +338,9 @@ float W_Shockwave_Attack_CheckHit(
        return true;
 }
 
-void W_Shockwave_Send(void)
+void W_Shockwave_Send()
 {SELFPARAM();
-       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
-       WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
+       WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
        WriteCoord(MSG_BROADCAST, w_shotorg.x);
        WriteCoord(MSG_BROADCAST, w_shotorg.y);
        WriteCoord(MSG_BROADCAST, w_shotorg.z);
@@ -351,7 +353,7 @@ void W_Shockwave_Send(void)
        WriteByte(MSG_BROADCAST, num_for_edict(self));
 }
 
-void W_Shockwave_Attack(void)
+void W_Shockwave_Attack()
 {SELFPARAM();
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
@@ -439,7 +441,7 @@ void W_Shockwave_Attack(void)
                                        );
 
                                // figure out the direction of force
-                               vel = normalize(combine_to_vector(head.velocity.x, head.velocity.y, 0));
+                               vel = normalize(vec3(head.velocity.x, head.velocity.y, 0));
                                vel *=
                                        (
                                                bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
@@ -668,46 +670,41 @@ void W_Shockwave_Attack(void)
        }
 }
 
-               METHOD(Shockwave, wr_aim, bool(entity thiswep))
+               METHOD(Shockwave, wr_aim, void(entity thiswep))
                {
                        if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
                                { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); }
                        else
                                { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); }
-
-                       return true;
                }
-               METHOD(Shockwave, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+               METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
-                       if(fire1)
+                       if(fire & 1)
                        {
-                               if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
+                               if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
                                {
-                                       if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
+                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
                                        {
                                                W_Shockwave_Attack();
-                                               self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
+                                               actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
                                        }
                                }
                        }
-                       else if(fire2)
+                       else if(fire & 2)
                        {
-                               //if(self.clip_load >= 0) // we are not currently reloading
-                               if(!self.crouch) // no crouchmelee please
-                               if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
+                               //if(actor.clip_load >= 0) // we are not currently reloading
+                               if(!actor.crouch) // no crouchmelee please
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
                                {
                                        // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                                       weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
                                }
                        }
-
-                       return true;
                }
-               METHOD(Shockwave, wr_init, bool(entity thiswep))
+               METHOD(Shockwave, wr_init, void(entity thiswep))
                {
                        SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
                METHOD(Shockwave, wr_checkammo1, bool(entity thiswep))
                {
@@ -718,16 +715,15 @@ void W_Shockwave_Attack(void)
                        // shockwave has infinite ammo
                        return true;
                }
-               METHOD(Shockwave, wr_config, bool(entity thiswep))
+               METHOD(Shockwave, wr_config, void(entity thiswep))
                {
                        SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               METHOD(Shockwave, wr_suicidemessage, bool(entity thiswep))
+               METHOD(Shockwave, wr_suicidemessage, int(entity thiswep))
                {
                        return WEAPON_THINKING_WITH_PORTALS;
                }
-               METHOD(Shockwave, wr_killmessage, bool(entity thiswep))
+               METHOD(Shockwave, wr_killmessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_SHOCKWAVE_MURDER_SLAP;
@@ -741,8 +737,8 @@ void W_Shockwave_Attack(void)
 const float SW_MAXALPHA = 0.5;
 const float SW_FADETIME = 0.4;
 const float SW_DISTTOMIN = 200;
-void Draw_Shockwave()
-{SELFPARAM();
+void Draw_Shockwave(entity this)
+{
        // fading/removal control
        float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA);
        if(a < ALPHA_MIN_VISIBLE) { remove(self); }
@@ -839,7 +835,13 @@ void Draw_Shockwave()
        }
 }
 
-void Net_ReadShockwaveParticle(void)
+NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew)
+{
+       Net_ReadShockwaveParticle();
+       return true;
+}
+
+void Net_ReadShockwaveParticle()
 {
        entity shockwave;
        shockwave = spawn();
@@ -857,22 +859,12 @@ void Net_ReadShockwaveParticle(void)
        shockwave.sw_time = time;
 }
 
-               METHOD(Shockwave, wr_impacteffect, bool(entity thiswep))
+               METHOD(Shockwave, wr_impacteffect, void(entity thiswep))
                {
                        // handled by Net_ReadShockwaveParticle
                        //vector org2;
                        //org2 = w_org + w_backoff * 2;
-                       //pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
-                       return false;
-               }
-               METHOD(Shockwave, wr_init, bool(entity thiswep))
-               {
-                       return false;
-               }
-               METHOD(Shockwave, wr_zoomreticle, bool(entity thiswep))
-               {
-                       // no weapon specific image for this weapon
-                       return false;
+                       //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
                }
 
 #endif