X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhlac.qc;h=c176e84c677ee90da7b1ee6e23ffc2c3d1cf4305;hb=fc15d72b041c9a748b605ba28735380fbe5b5b01;hp=901634506057566d96024b525f7e7eae0f54d8a0;hpb=e0e847a336cdb7ab1fcb93d3cf3e1402b761a726;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index 901634506..c176e84c6 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -54,43 +54,43 @@ REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); #ifdef SVQC spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); } -void W_HLAC_Touch() -{SELFPARAM(); +void W_HLAC_Touch(entity this) +{ float isprimary; - PROJECTILE_TOUCH; + PROJECTILE_TOUCH(this); - self.event_damage = func_null; + this.event_damage = func_null; - isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY); + isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); - RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other); + RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, other); - remove(self); + remove(this); } -void W_HLAC_Attack(Weapon thiswep) -{SELFPARAM(); +void W_HLAC_Attack(Weapon thiswep, entity actor) +{ entity missile; float spread; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hlac, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo)); - spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter); + spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.misc_bulletcounter); spread = min(spread,WEP_CVAR_PRI(hlac, spread_max)); - if(self.crouch) + if(actor.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); - W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); + W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); if(!autocvar_g_norecoil) { - self.punchangle_x = random() - 0.5; - self.punchangle_y = random() - 0.5; + actor.punchangle_x = random() - 0.5; + actor.punchangle_y = random() - 0.5; } missile = new(hlacbolt); - missile.owner = missile.realowner = self; + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage); @@ -104,8 +104,8 @@ void W_HLAC_Attack(Weapon thiswep) W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread); //missile.angles = vectoangles(missile.velocity); // csqc - missile.touch = W_HLAC_Touch; - missile.think = SUB_Remove_self; + settouch(missile, W_HLAC_Touch); + setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime); @@ -114,25 +114,25 @@ void W_HLAC_Attack(Weapon thiswep) CSQCProjectile(missile, true, PROJECTILE_HLAC, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -void W_HLAC_Attack2() -{SELFPARAM(); +void W_HLAC_Attack2(entity actor) +{ entity missile; float spread; spread = WEP_CVAR_SEC(hlac, spread); - if(self.crouch) + if(actor.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); - W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); + W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = new(hlacbolt); - missile.owner = missile.realowner = self; + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage); @@ -146,8 +146,8 @@ void W_HLAC_Attack2() W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread); //missile.angles = vectoangles(missile.velocity); // csqc - missile.touch = W_HLAC_Touch; - missile.think = SUB_Remove_self; + settouch(missile, W_HLAC_Touch); + setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime); @@ -157,7 +157,7 @@ void W_HLAC_Attack2() CSQCProjectile(missile, true, PROJECTILE_HLAC, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } // weapon frames @@ -171,7 +171,7 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int if(PHYS_INPUT_BUTTON_ATCK(actor)) { - if(!thiswep.wr_checkammo1(thiswep)) + if(!thiswep.wr_checkammo1(thiswep, actor)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); @@ -180,8 +180,8 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int } int slot = weaponslot(weaponentity); - ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(); - W_HLAC_Attack(WEP_HLAC); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor); + W_HLAC_Attack(WEP_HLAC, actor); actor.misc_bulletcounter = actor.misc_bulletcounter + 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } @@ -191,25 +191,25 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int } } -void W_HLAC_Attack2_Frame(Weapon thiswep) -{SELFPARAM(); +void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor) +{ float i; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo)); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) - W_HLAC_Attack2(); + W_HLAC_Attack2(actor); if(!autocvar_g_norecoil) { - self.punchangle_x = random() - 0.5; - self.punchangle_y = random() - 0.5; + actor.punchangle_x = random() - 0.5; + actor.punchangle_y = random() - 0.5; } } -METHOD(HLAC, wr_aim, void(entity thiswep)) +METHOD(HLAC, wr_aim, void(entity thiswep, entity actor)) { - PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); } METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { @@ -220,7 +220,7 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire))) { actor.misc_bulletcounter = 0; - W_HLAC_Attack(thiswep); + W_HLAC_Attack(thiswep, actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } } @@ -229,26 +229,26 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire))) { - W_HLAC_Attack2_Frame(thiswep); + W_HLAC_Attack2_Frame(thiswep, actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); } } } -METHOD(HLAC, wr_checkammo1, bool(entity thiswep)) +METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor)) { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); - ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); + ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); return ammo_amount; } -METHOD(HLAC, wr_checkammo2, bool(entity thiswep)) +METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor)) { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); - ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); + ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); return ammo_amount; } METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD)); + W_Reload(actor, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); } METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) { @@ -262,13 +262,13 @@ METHOD(HLAC, wr_killmessage, Notification(entity thiswep)) #endif #ifdef CSQC -METHOD(HLAC, wr_impacteffect, void(entity thiswep)) +METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; org2 = w_org + w_backoff * 6; pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) - sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); + sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } #endif