]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/tuba.qc
Weapons: require explicit `Weapons_from` call
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / tuba.qc
index ae7bbda979a0718cb6bf04ee0f1a119ebf07b589..308d43fc122f5d9e7ddc82a12f69f31b06ae7057 100644 (file)
@@ -149,7 +149,7 @@ bool W_Tuba_HasPlayed(entity pl, string melody, int instrument, bool ignorepitch
        return true;
 }
 
-void W_Tuba_NoteOff(void)
+void W_Tuba_NoteOff()
 {SELFPARAM();
        // we have a note:
        //   on: self.spawnshieldtime
@@ -261,7 +261,7 @@ bool W_Tuba_NoteSendEntity(entity this, entity to, int sf)
        if(!sound_allowed(MSG_ONE, self.realowner))
                return false;
 
-       WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
        WriteByte(MSG_ENTITY, sf);
        if(sf & 1)
        {
@@ -281,7 +281,7 @@ bool W_Tuba_NoteSendEntity(entity this, entity to, int sf)
        return true;
 }
 
-void W_Tuba_NoteThink(void)
+void W_Tuba_NoteThink()
 {SELFPARAM();
        float dist_mult;
        float vol0, vol1;
@@ -379,21 +379,21 @@ void W_Tuba_NoteOn(float hittype)
                                        self.BUTTON_ATCK2 = 1;
                        }
                }
-               METHOD(Tuba, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+               METHOD(Tuba, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(fire & 1)
-                       if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(tuba, refire)))
+                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(tuba, refire)))
                        {
                                W_Tuba_NoteOn(0);
                                //weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
-                               weapon_thinkf(actor, slot, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+                               weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
                        }
                        if(fire & 2)
-                       if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR(tuba, refire)))
+                       if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(tuba, refire)))
                        {
                                W_Tuba_NoteOn(HITTYPE_SECONDARY);
                                //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
-                               weapon_thinkf(actor, slot, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+                               weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
                        }
                        if(actor.tuba_note)
                        {
@@ -414,9 +414,9 @@ void W_Tuba_NoteOn(float hittype)
                }
                METHOD(Tuba, wr_reload, void(entity thiswep))
                {
-                       int slot = 0; // TODO: unhardcode
+                       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                        // switch to alternate instruments :)
-                       if(self.weaponentity[slot].state == WS_READY)
+                       if(self.(weaponentity).state == WS_READY)
                        {
                                switch(self.tuba_instrument)
                                {
@@ -435,8 +435,8 @@ void W_Tuba_NoteOn(float hittype)
                                }
                                W_SetupShot(self, false, 0, "", 0, 0);
                                Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
-                               self.weaponentity[slot].state = WS_INUSE;
-                               weapon_thinkf(self, slot, WFRAME_RELOAD, 0.5, w_ready);
+                               self.(weaponentity).state = WS_INUSE;
+                               weapon_thinkf(self, weaponentity, WFRAME_RELOAD, 0.5, w_ready);
                        }
                }
                METHOD(Tuba, wr_checkammo1, bool(entity thiswep))