]> 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 a067110b7285af22ea359248ab43981093786834..b795cb7e9f393559e6d2d02a9226bafecebc4c18 100644 (file)
@@ -1,19 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ SHOCKWAVE,
-/* function  */ W_Shockwave,
-/* ammotype  */ ammo_none,
-/* impulse   */ 2,
-/* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED,
-/* rating    */ BOT_PICKUP_RATING_LOW,
-/* color     */ '0.5 0.25 0',
-/* modelname */ "shotgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairshotgun 0.7",
-/* wepimg    */ "weaponshotgun",
-/* refname   */ "shockwave",
-/* wepname   */ _("Shockwave")
-);
+CLASS(Shockwave, Weapon)
+/* ammotype  */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none)
+/* impulse   */ ATTRIB(Shockwave, impulse, int, 2)
+/* flags     */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED);
+/* rating    */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
+/* color     */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
+#ifndef MENUQC
+/* model     */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
+#endif
+/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
+/* wepimg    */ ATTRIB(Shockwave, model2, string, "weaponshotgun");
+/* refname   */ ATTRIB(Shockwave, netname, string, "shockwave");
+/* wepname   */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
+ENDCLASS(Shockwave)
+REGISTER_WEAPON(SHOCKWAVE, NEW(Shockwave));
 
 #define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
 #define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
@@ -71,7 +73,7 @@ REGISTER_WEAPON(
 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;
@@ -81,6 +83,9 @@ void Net_ReadShockwaveParticle(void);
 #endif
 #endif
 #ifdef IMPLEMENTATION
+
+REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
+
 #ifdef SVQC
 spawnfunc(weapon_shockwave)
 {
@@ -88,10 +93,10 @@ spawnfunc(weapon_shockwave)
        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;
@@ -105,7 +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;
@@ -227,17 +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
@@ -333,10 +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);
@@ -349,7 +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;
@@ -437,7 +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)
@@ -666,84 +670,75 @@ void W_Shockwave_Attack(void)
        }
 }
 
-bool W_Shockwave(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_AIM:
+               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;
                }
-               case WR_THINK:
+               METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
-                       if(self.BUTTON_ATCK)
+                       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(self.BUTTON_ATCK2)
+                       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;
                }
-               case WR_INIT:
+               METHOD(Shockwave, wr_init, void(entity thiswep))
                {
                        SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
-               case WR_CHECKAMMO1:
-               case WR_CHECKAMMO2:
+               METHOD(Shockwave, wr_checkammo1, bool(entity thiswep))
+               {
+                       return true; // infinite ammo
+               }
+               METHOD(Shockwave, wr_checkammo2, bool(entity thiswep))
                {
                        // shockwave has infinite ammo
                        return true;
                }
-               case WR_CONFIG:
+               METHOD(Shockwave, wr_config, void(entity thiswep))
                {
                        SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               case WR_SUICIDEMESSAGE:
+               METHOD(Shockwave, wr_suicidemessage, int(entity thiswep))
                {
                        return WEAPON_THINKING_WITH_PORTALS;
                }
-               case WR_KILLMESSAGE:
+               METHOD(Shockwave, wr_killmessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_SHOCKWAVE_MURDER_SLAP;
                        else
                                return WEAPON_SHOCKWAVE_MURDER;
                }
-       }
-       return false;
-}
+
 #endif
 #ifdef CSQC
 // WEAPONTODO: add client side settings for these
 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); }
@@ -840,7 +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();
@@ -858,29 +859,13 @@ void Net_ReadShockwaveParticle(void)
        shockwave.sw_time = time;
 }
 
-bool W_Shockwave(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
+               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;
+                       //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
                }
-               case WR_INIT:
-               {
-                       return false;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
+
 #endif
 #endif