X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Felectro.qc;h=9d01d1c329c46ecc6fb1de8e07f7631e9269ece7;hb=3fc2359b7933352424af07db8f84cbb9342e934f;hp=c5da549533bf5c3eb7870dfc3b9c326799b42453;hpb=67db56b06d6333621dc19ba3b8dcf8976f5acfbb;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/electro.qc b/qcsrc/common/weapons/weapon/electro.qc index c5da54953..134002426 100644 --- a/qcsrc/common/weapons/weapon/electro.qc +++ b/qcsrc/common/weapons/weapon/electro.qc @@ -1,80 +1,6 @@ -#ifndef IMPLEMENTATION -CLASS(Electro, Weapon) -/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells) -/* impulse */ ATTRIB(Electro, impulse, int, 5) -/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); -/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1'); -/* modelname */ ATTRIB(Electro, mdl, string, "electro"); -#ifndef MENUQC -/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM); -#endif -/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro"); -/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6); -/* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro"); -/* refname */ ATTRIB(Electro, netname, string, "electro"); -/* wepname */ ATTRIB(Electro, m_name, string, _("Electro")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, bouncefactor, float, SEC) \ - P(class, prefix, bouncestop, float, SEC) \ - P(class, prefix, comboradius, float, PRI) \ - P(class, prefix, combo_comboradius, float, NONE) \ - P(class, prefix, combo_comboradius_thruwall, float, NONE) \ - P(class, prefix, combo_damage, float, NONE) \ - P(class, prefix, combo_edgedamage, float, NONE) \ - P(class, prefix, combo_force, float, NONE) \ - P(class, prefix, combo_radius, float, NONE) \ - P(class, prefix, combo_safeammocheck, float, NONE) \ - P(class, prefix, combo_speed, float, NONE) \ - P(class, prefix, count, float, SEC) \ - P(class, prefix, damagedbycontents, float, SEC) \ - P(class, prefix, damageforcescale, float, SEC) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, health, float, SEC) \ - P(class, prefix, lifetime, float, BOTH) \ - P(class, prefix, midaircombo_explode, float, PRI) \ - P(class, prefix, midaircombo_interval, float, PRI) \ - P(class, prefix, midaircombo_radius, float, PRI) \ - P(class, prefix, radius, float, BOTH) \ - P(class, prefix, refire2, float, SEC) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, speed, float, BOTH) \ - P(class, prefix, speed_up, float, SEC) \ - P(class, prefix, speed_z, float, SEC) \ - P(class, prefix, spread, float, BOTH) \ - P(class, prefix, stick, float, SEC) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, touchexplode, float, SEC) \ - 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, Electro, electro) -#undef X - -ENDCLASS(Electro) -REGISTER_WEAPON(ELECTRO, electro, NEW(Electro)); - +#include "electro.qh" #ifdef SVQC -.float electro_count; -.float electro_secondarytime; -void W_Electro_ExplodeCombo(entity this); -#endif -#endif -#ifdef IMPLEMENTATION -#ifdef SVQC -spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); } void W_Electro_TriggerCombo(vector org, float rad, entity own) { @@ -139,6 +65,7 @@ void W_Electro_ExplodeCombo(entity this) NULL, WEP_CVAR(electro, combo_force), WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce + this.weaponentity_fld, NULL ); @@ -169,6 +96,7 @@ void W_Electro_Explode(entity this, entity directhitentity) NULL, WEP_CVAR_SEC(electro, force), this.projectiledeathtype, + this.weaponentity_fld, directhitentity ); } @@ -185,6 +113,7 @@ void W_Electro_Explode(entity this, entity directhitentity) NULL, WEP_CVAR_PRI(electro, force), this.projectiledeathtype, + this.weaponentity_fld, directhitentity ); } @@ -264,7 +193,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) { entity proj; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo), weaponentity); W_SetupShot_ProjectileSize( actor, @@ -275,7 +204,8 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) 2, SND_ELECTRO_FIRE, CH_WEAPON_A, - WEP_CVAR_PRI(electro, damage) + WEP_CVAR_PRI(electro, damage), + thiswep.m_id ); Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -289,7 +219,8 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) proj.nextthink = time; proj.ltime = time + WEP_CVAR_PRI(electro, lifetime); PROJECTILE_MAKETRIGGER(proj); - proj.projectiledeathtype = WEP_ELECTRO.m_id; + proj.projectiledeathtype = thiswep.m_id; + proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); // if (IS_CSQC) @@ -300,6 +231,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true); @@ -326,35 +258,39 @@ void W_Electro_Orb_Stick(entity this, entity to) newproj.takedamage = this.takedamage; newproj.damageforcescale = this.damageforcescale; - newproj.health = this.health; + SetResourceAmount(newproj, RES_HEALTH, GetResourceAmount(this, RES_HEALTH)); newproj.event_damage = this.event_damage; newproj.spawnshieldtime = this.spawnshieldtime; newproj.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, newproj); set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place newproj.projectiledeathtype = this.projectiledeathtype; + newproj.weaponentity_fld = this.weaponentity_fld; settouch(newproj, func_null); setthink(newproj, getthink(this)); newproj.nextthink = this.nextthink; newproj.use = this.use; newproj.flags = this.flags; + IL_PUSH(g_projectiles, newproj); + IL_PUSH(g_bot_dodge, newproj); delete(this); if(to) - SetMovetypeFollow(this, to); + SetMovetypeFollow(newproj, to); } void W_Electro_Orb_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); - if(toucher.takedamage == DAMAGE_AIM) - { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } } - else + if(toucher.takedamage == DAMAGE_AIM && WEP_CVAR_SEC(electro, touchexplode)) + { W_Electro_Explode(this, toucher); } + else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles! { //UpdateCSQCProjectile(this); - spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM); + spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM); this.projectiledeathtype |= HITTYPE_BOUNCE; if(WEP_CVAR_SEC(electro, stick)) @@ -362,9 +298,9 @@ void W_Electro_Orb_Touch(entity this, entity toucher) } } -void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { - if(this.health <= 0) + if(GetResourceAmount(this, RES_HEALTH) <= 0) return; // note: combos are usually triggered by W_Electro_TriggerCombo, not damage @@ -373,8 +309,8 @@ void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1))) return; // g_projectiles_damage says to halt - this.health = this.health - damage; - if(this.health <= 0) + TakeResource(this, RES_HEALTH, damage); + if(GetResourceAmount(this, RES_HEALTH) <= 0) { this.takedamage = DAMAGE_NO; this.nextthink = time; @@ -406,7 +342,7 @@ void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) { - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo), weaponentity); W_SetupShot_ProjectileSize( actor, @@ -417,7 +353,8 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, - WEP_CVAR_SEC(electro, damage) + WEP_CVAR_SEC(electro, damage), + thiswep.m_id | HITTYPE_SECONDARY ); w_shotdir = v_forward; // no TrueAim for grenades please @@ -432,7 +369,8 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage); proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime); PROJECTILE_MAKETRIGGER(proj); - proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY; + proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY; + proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); //proj.glow_size = 50; @@ -443,24 +381,19 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) setsize(proj, '-4 -4 -4', '4 4 4'); proj.takedamage = DAMAGE_YES; proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale); - proj.health = WEP_CVAR_SEC(electro, health); + SetResourceAmount(proj, RES_HEALTH, WEP_CVAR_SEC(electro, health)); proj.event_damage = W_Electro_Orb_Damage; proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents)); + if(proj.damagedbycontents) + IL_PUSH(g_damagedbycontents, proj); proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor); proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop); proj.missile_flags = MIF_SPLASH | MIF_ARC; -#if 0 - entity p2; - p2 = spawn(); - copyentity(proj, p2); - setmodel(p2, MDL_PROJECTILE_ELECTRO); - setsize(p2, proj.mins, proj.maxs); -#endif - CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound MUTATOR_CALLHOOK(EditProjectile, actor, proj); @@ -468,12 +401,12 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if(actor.electro_count > 1) + if(actor.(weaponentity).electro_count > 1) if(PHYS_INPUT_BUTTON_ATCK2(actor)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1)) { - W_Electro_Attack_Orb(WEP_ELECTRO, actor, weaponentity); - actor.electro_count -= 1; + W_Electro_Attack_Orb(thiswep, actor, weaponentity); + actor.(weaponentity).electro_count -= 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); return; } @@ -483,7 +416,7 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i .float bot_secondary_electromooth; -METHOD(Electro, wr_aim, void(entity thiswep, entity actor)) +METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false; if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; } @@ -492,9 +425,9 @@ METHOD(Electro, wr_aim, void(entity thiswep, entity actor)) float shoot; if(WEP_CVAR_PRI(electro, speed)) - shoot = bot_aim(actor, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false); + shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false); else - shoot = bot_aim(actor, 1000000, 0, 0.001, false); + shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); if(shoot) { @@ -504,7 +437,7 @@ METHOD(Electro, wr_aim, void(entity thiswep, entity actor)) } else { - if(bot_aim(actor, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true)) + if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true)) { PHYS_INPUT_BUTTON_ATCK2(actor) = true; if(random() < 0.03) actor.bot_secondary_electromooth = 0; @@ -516,9 +449,9 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO { float ammo_amount = 0; - if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo)) + if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo)) ammo_amount = 1; - if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo)) + if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(electro, ammo)) ammo_amount += 1; if(!ammo_amount) @@ -538,40 +471,44 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit } else if(fire & 2) { - if(time >= actor.electro_secondarytime) + if(time >= actor.(weaponentity).electro_secondarytime) if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire))) { W_Electro_Attack_Orb(thiswep, actor, weaponentity); - actor.electro_count = WEP_CVAR_SEC(electro, count); + actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); - actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor); + actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor); } } } -METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo); - ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(electro, ammo); return ammo_amount; } -METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false. { - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); - ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); } else { - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo); - ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo); } return ammo_amount; } METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor)) { - actor.electro_secondarytime = time; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).electro_secondarytime = time; + } } METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { @@ -631,4 +568,3 @@ METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif