#include "tuba.qh"
-#ifndef IMPLEMENTATION
-CLASS(Tuba, Weapon)
-/* impulse */ ATTRIB(Tuba, impulse, int, 1);
-/* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, 2000);
-/* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0');
-/* modelname */ ATTRIB(Tuba, mdl, string, "tuba");
-#ifdef GAMEQC
-/* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM);
-#endif
-/* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba");
-/* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65);
-/* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba");
-/* refname */ ATTRIB(Tuba, netname, string, "tuba");
-/* xgettext:no-c-format */
-/* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, animtime, float, NONE) \
- P(class, prefix, attenuation, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, edgedamage, float, NONE) \
- P(class, prefix, fadetime, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, pitchstep, float, NONE) \
- P(class, prefix, radius, float, NONE) \
- P(class, prefix, refire, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, volume, float, NONE) \
- 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, Tuba, tuba)
-#undef X
-ENDCLASS(Tuba)
-REGISTER_WEAPON(TUBA, tuba, NEW(Tuba));
-#endif
-
-#ifdef IMPLEMENTATION
#ifdef SVQC
.float tuba_lastnotes_cnt; // over
.vector tuba_lastnotes[MAX_TUBANOTES];
-spawnfunc(weapon_tuba) { weapon_defaultspawnfunc(this, WEP_TUBA); }
-
bool W_Tuba_HasPlayed(entity pl, .entity weaponentity, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
{
float i, j, mmin, mmax, nolength;
if (actor.(weaponentity).tuba_note == this)
{
actor.(weaponentity).tuba_lastnotes_last = (actor.(weaponentity).tuba_lastnotes_last + 1) % MAX_TUBANOTES;
- actor.(weaponentity).(tuba_lastnotes[actor.(weaponentity).tuba_lastnotes_last]) = eX * this.spawnshieldtime + eY * time + eZ * this.cnt;
+ actor.(weaponentity).(tuba_lastnotes[actor.(weaponentity).tuba_lastnotes_last]) = vec3(this.spawnshieldtime, time, this.cnt);
actor.(weaponentity).tuba_note = NULL;
actor.(weaponentity).tuba_lastnotes_cnt = bound(0, actor.(weaponentity).tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
int W_Tuba_GetNote(entity pl, int hittype)
{
float movestate = 5;
- if (pl.movement.x < 0) movestate -= 3;
- else if (pl.movement.x > 0) movestate += 3;
- if (pl.movement.y < 0) movestate -= 1;
- else if (pl.movement.y > 0) movestate += 1;
+ if (CS(pl).movement.x < 0) movestate -= 3;
+ else if (CS(pl).movement.x > 0) movestate += 3;
+ if (CS(pl).movement.y < 0) movestate -= 1;
+ else if (CS(pl).movement.y > 0) movestate += 1;
int note = 0;
switch (movestate)
}
if (sf & 2)
{
- WriteCoord(MSG_ENTITY, this.origin.x);
- WriteCoord(MSG_ENTITY, this.origin.y);
- WriteCoord(MSG_ENTITY, this.origin.z);
+ WriteVector(MSG_ENTITY, this.origin);
}
return true;
}
void W_Tuba_NoteOn(entity actor, .entity weaponentity, float hittype)
{
- vector o;
- float n;
-
- W_SetupShot(actor, weaponentity, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage));
+ float n = W_Tuba_GetNote(actor, hittype);
- n = W_Tuba_GetNote(actor, hittype);
-
- hittype = 0;
+ hittype = HITTYPE_SOUND;
if(actor.(weaponentity).tuba_instrument & 1)
hittype |= HITTYPE_SECONDARY;
if(actor.(weaponentity).tuba_instrument & 2)
hittype |= HITTYPE_BOUNCE;
+ W_SetupShot(actor, weaponentity, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage), hittype | WEP_TUBA.m_id);
+
if(actor.(weaponentity).tuba_note)
{
if(actor.(weaponentity).tuba_note.cnt != n || actor.(weaponentity).tuba_note.tuba_instrument != actor.(weaponentity).tuba_instrument)
actor.(weaponentity).tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(actor); // so it can get prolonged safely
//sound(actor, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
- RadiusDamage(actor, actor, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), NULL, NULL, WEP_CVAR(tuba, force), hittype | WEP_TUBA.m_id, NULL);
+ RadiusDamage(actor, actor, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), NULL, NULL, WEP_CVAR(tuba, force), hittype | WEP_TUBA.m_id, weaponentity, NULL);
- o = gettaginfo(actor.exteriorweaponentity, 0);
if(time > actor.(weaponentity).tuba_smoketime)
{
- Send_Effect(EFFECT_SMOKE_RING, o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
+ // FIXME gettaginfo(actor.(weaponentity), 0) doesn't return the real origin of the weapon
+ vector org = gettaginfo(actor.(weaponentity), 0);
+ if(actor.(weaponentity).tuba_instrument == 1)
+ Send_Effect(EFFECT_SMOKE_RING, org + v_up * 25 + v_right * 10 + v_forward * 14, v_up * 100, 1);
+ else if(actor.(weaponentity).tuba_instrument == 2)
+ Send_Effect(EFFECT_SMOKE_RING, org + v_up * 50 + v_right * 10 + v_forward * 45, v_up * 100, 1);
+ else
+ Send_Effect(EFFECT_SMOKE_RING, org + v_up * 40 + v_right * 10 + v_forward * 14, v_up * 100, 1);
actor.(weaponentity).tuba_smoketime = time + 0.25;
}
}
actor.(weaponentity).weaponname = "tuba";
break;
}
- W_SetupShot(actor, weaponentity, false, 0, SND_Null, 0, 0);
+ int hittype = 0;
+ if(actor.(weaponentity).tuba_instrument & 1)
+ hittype |= HITTYPE_SECONDARY;
+ if(actor.(weaponentity).tuba_instrument & 2)
+ hittype |= HITTYPE_BOUNCE;
+ W_SetupShot(actor, weaponentity, false, 0, SND_Null, 0, 0, hittype | WEP_TUBA.m_id);
Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
actor.(weaponentity).state = WS_INUSE;
weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, 0.5, w_ready);
}
if (f & 2) {
- this.enemy.origin_x = ReadCoord();
- this.enemy.origin_y = ReadCoord();
- this.enemy.origin_z = ReadCoord();
+ this.enemy.origin = ReadVector();
setorigin(this.enemy, this.enemy.origin);
if (this.enemy.enemy) {
setorigin(this.enemy.enemy, this.enemy.origin);
}
#endif
-#endif