X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_hagar.qc;h=79c37abdca11b31fb16f252aa48fbfd8081bb3cb;hb=531350c716ebfae99647bf632c7bb29cf31c0d8c;hp=1085c315afae03ef3992de648a29ad3c48344097;hpb=15a18e8ca7c55ac8187b9ea266d15c2d6e0cb869;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_hagar.qc b/qcsrc/common/weapons/w_hagar.qc index 1085c315a..79c37abdc 100644 --- a/qcsrc/common/weapons/w_hagar.qc +++ b/qcsrc/common/weapons/w_hagar.qc @@ -1,4 +1,4 @@ -#ifdef REGISTER_WEAPON +#ifndef IMPLEMENTATION REGISTER_WEAPON( /* WEP_##id */ HAGAR, /* function */ W_Hagar, @@ -53,9 +53,10 @@ REGISTER_WEAPON( #ifdef SVQC HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif -#else +#endif +#ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); } +void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); } // NO bounce protection, as bounces are limited! @@ -75,7 +76,7 @@ void W_Hagar_Explode2(void) remove(self); } -void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(self.health <= 0) return; @@ -113,7 +114,7 @@ void W_Hagar_Touch2(void) self.use(); } else { self.cnt++; - pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); + Send_Effect("hagar_bounce", self.origin, self.velocity, 1); self.angles = vectoangles(self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; @@ -126,9 +127,9 @@ void W_Hagar_Attack(void) W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo)); - W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); + W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); - pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1); missile = spawn(); missile.owner = missile.realowner = self; @@ -147,7 +148,7 @@ void W_Hagar_Attack(void) missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime); PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_HAGAR; + missile.projectiledeathtype = WEP_HAGAR.m_id; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); @@ -160,7 +161,7 @@ void W_Hagar_Attack(void) CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); - other = missile; MUTATOR_CALLHOOK(EditProjectile); + MUTATOR_CALLHOOK(EditProjectile, self, missile); } void W_Hagar_Attack2(void) @@ -169,9 +170,9 @@ void W_Hagar_Attack2(void) W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); - W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); - pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1); missile = spawn(); missile.owner = missile.realowner = self; @@ -191,7 +192,7 @@ void W_Hagar_Attack2(void) missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; + missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); @@ -204,7 +205,7 @@ void W_Hagar_Attack2(void) CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true); - other = missile; MUTATOR_CALLHOOK(EditProjectile); + MUTATOR_CALLHOOK(EditProjectile, self, missile); } .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; @@ -222,8 +223,8 @@ void W_Hagar_Attack2_Load_Release(void) weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); - pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1); forward = v_forward; right = v_right; @@ -250,7 +251,7 @@ void W_Hagar_Attack2_Load_Release(void) missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); - missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; + missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; @@ -280,7 +281,7 @@ void W_Hagar_Attack2_Load_Release(void) CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); - other = missile; MUTATOR_CALLHOOK(EditProjectile); + MUTATOR_CALLHOOK(EditProjectile, self, missile); } weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); @@ -299,8 +300,10 @@ void W_Hagar_Attack2_Load(void) loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max); // this is different than WR_CHECKAMMO when it comes to reloading - if(autocvar_g_balance_hagar_reload_ammo) - enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo); + if(self.items & IT_UNLIMITED_WEAPON_AMMO) + enough_ammo = true; + else if(autocvar_g_balance_hagar_reload_ammo) + enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); else enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); @@ -314,7 +317,7 @@ void W_Hagar_Attack2_Load(void) self.weaponentity.state = WS_READY; W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo self.hagar_load = 0; - sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM); // pause until we can load rockets again, once we re-press the alt fire button self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); @@ -333,7 +336,7 @@ void W_Hagar_Attack2_Load(void) W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); self.weaponentity.state = WS_INUSE; self.hagar_load += 1; - sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most + sound(self, CH_WEAPON_B, W_Sound("hagar_load"), VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(); @@ -344,7 +347,7 @@ void W_Hagar_Attack2_Load(void) else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame { // if this is the last rocket we can load, play a beep sound to notify the player - sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM); self.hagar_loadbeep = true; } } @@ -363,7 +366,7 @@ void W_Hagar_Attack2_Load(void) if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame { // we're about to automatically release after holding time, play a beep sound to notify the player - sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM); self.hagar_warning = true; } } @@ -383,6 +386,7 @@ void W_Hagar_Attack2_Load(void) // we aren't checking ammo during an attack, so we must do it here if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { // note: this doesn't force the switch W_SwitchToOtherWeapon(self); @@ -390,7 +394,7 @@ void W_Hagar_Attack2_Load(void) } } -float W_Hagar(float req) +bool W_Hagar(int req) { float ammo_amount; switch(req) @@ -445,12 +449,12 @@ float W_Hagar(float req) } case WR_INIT: { - precache_model("models/weapons/g_hagar.md3"); - precache_model("models/weapons/v_hagar.md3"); - precache_model("models/weapons/h_hagar.iqm"); - precache_sound("weapons/hagar_fire.wav"); - precache_sound("weapons/hagar_load.wav"); - precache_sound("weapons/hagar_beep.wav"); + precache_model(W_Model("g_hagar.md3")); + precache_model(W_Model("v_hagar.md3")); + precache_model(W_Model("h_hagar.iqm")); + precache_sound(W_Sound("hagar_fire")); + precache_sound(W_Sound("hagar_load")); + precache_sound(W_Sound("hagar_beep")); HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); return true; } @@ -469,13 +473,13 @@ float W_Hagar(float req) case WR_CHECKAMMO1: { ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo); - ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_PRI(hagar, ammo); + ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); return ammo_amount; } case WR_CHECKAMMO2: { ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); - ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo); + ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } case WR_CONFIG: @@ -499,7 +503,7 @@ float W_Hagar(float req) case WR_RELOAD: { if(!self.hagar_load) // require releasing loaded rockets first - W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), "weapons/reload.wav"); + W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), W_Sound("reload")); return true; } @@ -519,7 +523,7 @@ float W_Hagar(float req) } #endif #ifdef CSQC -float W_Hagar(float req) +bool W_Hagar(int req) { switch(req) { @@ -531,20 +535,20 @@ float W_Hagar(float req) if(!w_issilent) { if(w_random<0.15) - sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, W_Sound("hagexp1"), VOL_BASE, ATTN_NORM); else if(w_random<0.7) - sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, W_Sound("hagexp2"), VOL_BASE, ATTN_NORM); else - sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, W_Sound("hagexp3"), VOL_BASE, ATTN_NORM); } return true; } case WR_INIT: { - precache_sound("weapons/hagexp1.wav"); - precache_sound("weapons/hagexp2.wav"); - precache_sound("weapons/hagexp3.wav"); + precache_sound(W_Sound("hagexp1")); + precache_sound(W_Sound("hagexp2")); + precache_sound(W_Sound("hagexp3")); return true; } case WR_ZOOMRETICLE: