X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fblaster.qc;h=cc2fedccfe84e21be7ccedc038aa9e12985eba1f;hb=905ec2fbd2b610eeb2591cdddbf71ce24b7bb3ab;hp=a4fb13c44ee0176212dfa59cd09dfc9592d99cf1;hpb=10c0e93c75ef6f408e3357bd5fb46c721e7e0576;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index a4fb13c44..cc2fedccf 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -1,12 +1,13 @@ +#include "blaster.qh" #ifndef IMPLEMENTATION CLASS(Blaster, Weapon) -/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none) -/* impulse */ ATTRIB(Blaster, impulse, int, 1) +/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none); +/* impulse */ ATTRIB(Blaster, impulse, int, 1); /* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0); /* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5'); /* modelname */ ATTRIB(Blaster, mdl, string, "laser"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM); #endif /* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser"); @@ -56,9 +57,9 @@ REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster)); spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); } spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); } -void W_Blaster_Touch(entity this) +void W_Blaster_Touch(entity this, entity toucher) { - PROJECTILE_TOUCH(this); + PROJECTILE_TOUCH(this, toucher); this.event_damage = func_null; @@ -72,15 +73,15 @@ void W_Blaster_Touch(entity this) NULL, this.blaster_force, this.projectiledeathtype, - other + toucher ); - remove(this); + delete(this); } void W_Blaster_Think(entity this) { - this.movetype = MOVETYPE_FLY; + set_movetype(this, MOVETYPE_FLY); setthink(this, SUB_Remove); this.nextthink = time + this.blaster_lifetime; CSQCProjectile(this, true, PROJECTILE_BLASTER, true); @@ -88,6 +89,7 @@ void W_Blaster_Think(entity this) void W_Blaster_Attack( entity actor, + .entity weaponentity, float atk_deathtype, float atk_shotangle, float atk_damage, @@ -101,7 +103,7 @@ void W_Blaster_Attack( { vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD); - W_SetupShot_Dir(actor, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage); + W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = new(blasterbolt); @@ -137,6 +139,8 @@ void W_Blaster_Attack( settouch(missile, W_Blaster_Touch); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = atk_deathtype; setthink(missile, W_Blaster_Think); @@ -150,17 +154,17 @@ void W_Blaster_Attack( } } -METHOD(Blaster, wr_aim, void(entity thiswep, entity actor)) +METHOD(Blaster, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(blaster, secondary)) { if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) - { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } + { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } else - { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } } else - { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } } METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire)) @@ -171,6 +175,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { W_Blaster_Attack( actor, + weaponentity, WEP_BLASTER.m_id, WEP_CVAR_PRI(blaster, shotangle), WEP_CVAR_PRI(blaster, damage), @@ -191,8 +196,8 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { case 0: // switch to last used weapon { - if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching - W_LastWeapon(actor); + if(actor.(weaponentity).m_switchweapon == WEP_BLASTER) // don't do this if already switching + W_LastWeapon(actor, weaponentity); break; } @@ -202,6 +207,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { W_Blaster_Attack( actor, + weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(blaster, shotangle), WEP_CVAR_SEC(blaster, damage), @@ -222,17 +228,12 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti } } -METHOD(Blaster, wr_setup, void(entity thiswep, entity actor)) -{ - actor.ammo_field = ammo_none; -} - -METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // infinite ammo } -METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // blaster has infinite ammo }