X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmachinegun.qc;h=f220752b30088816e7264c730ca18735f243b365;hb=f8ae7c7b2490de9c4f18f10f8986c977d7931571;hp=1d780d18e0a02abf7669e3d9f9cbb177cfcdb8dd;hpb=733758fd5a2cdbb707b19bd9766524855f457656;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 1d780d18e..f220752b3 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -13,46 +13,48 @@ CLASS(MachineGun, Weapon) /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi"); /* refname */ ATTRIB(MachineGun, netname, string, "machinegun"); -/* wepname */ ATTRIB(MachineGun, message, string, _("MachineGun")); +/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, burst, float, NONE) \ + P(class, prefix, burst_ammo, float, NONE) \ + P(class, prefix, burst_animtime, float, NONE) \ + P(class, prefix, burst_refire2, float, NONE) \ + P(class, prefix, burst_refire, float, NONE) \ + P(class, prefix, burst_speed, float, NONE) \ + P(class, prefix, first, float, NONE) \ + P(class, prefix, first_ammo, float, NONE) \ + P(class, prefix, first_damage, float, NONE) \ + P(class, prefix, first_force, float, NONE) \ + P(class, prefix, first_refire, float, NONE) \ + P(class, prefix, first_spread, float, NONE) \ + P(class, prefix, mode, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, solidpenetration, float, NONE) \ + P(class, prefix, spread_add, float, NONE) \ + P(class, prefix, spread_max, float, NONE) \ + P(class, prefix, spread_min, float, NONE) \ + P(class, prefix, sustained_ammo, float, NONE) \ + P(class, prefix, sustained_damage, float, NONE) \ + P(class, prefix, sustained_force, float, NONE) \ + P(class, prefix, sustained_refire, float, NONE) \ + P(class, prefix, sustained_spread, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, 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, MachineGun, machinegun) +#undef X + ENDCLASS(MachineGun) -REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun)); - -#define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun) -#define MACHINEGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, spread_min) \ - w_cvar(id, sn, NONE, spread_max) \ - w_cvar(id, sn, NONE, spread_add) \ - w_cvar(id, sn, NONE, mode) \ - w_cvar(id, sn, NONE, first) \ - w_cvar(id, sn, NONE, first_damage) \ - w_cvar(id, sn, NONE, first_force) \ - w_cvar(id, sn, NONE, first_refire) \ - w_cvar(id, sn, NONE, first_spread) \ - w_cvar(id, sn, NONE, first_ammo) \ - w_cvar(id, sn, NONE, solidpenetration) \ - w_cvar(id, sn, NONE, sustained_damage) \ - w_cvar(id, sn, NONE, sustained_force) \ - w_cvar(id, sn, NONE, sustained_refire) \ - w_cvar(id, sn, NONE, sustained_spread) \ - w_cvar(id, sn, NONE, sustained_ammo) \ - w_cvar(id, sn, NONE, burst) \ - w_cvar(id, sn, NONE, burst_refire) \ - w_cvar(id, sn, NONE, burst_refire2) \ - w_cvar(id, sn, NONE, burst_animtime) \ - w_cvar(id, sn, NONE, burst_speed) \ - w_cvar(id, sn, NONE, burst_ammo) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun)); + -#ifdef SVQC -MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #endif #ifdef IMPLEMENTATION #ifdef SVQC @@ -62,31 +64,31 @@ spawnfunc(weapon_machinegun) if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { - weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id); + weapon_defaultspawnfunc(this, WEP_SHOCKWAVE); return; } - weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id); + weapon_defaultspawnfunc(this, WEP_MACHINEGUN); } spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); } -void W_MachineGun_MuzzleFlash_Think(void) +void W_MachineGun_MuzzleFlash_Think() {SELFPARAM(); - self.frame = self.frame + 2; - self.scale = self.scale * 0.5; - self.alpha = self.alpha - 0.25; - self.nextthink = time + 0.05; + this.frame += 2; + this.scale *= 0.5; + this.alpha -= 0.25; + this.nextthink = time + 0.05; - if(self.alpha <= 0) + if(this.alpha <= 0) { - self.think = SUB_Remove; - self.nextthink = time; - self.realowner.muzzle_flash = world; + this.think = SUB_Remove_self; + this.nextthink = time; + this.realowner.muzzle_flash = world; return; } } -void W_MachineGun_MuzzleFlash(void) +void W_MachineGun_MuzzleFlash() {SELFPARAM(); if(self.muzzle_flash == world) self.muzzle_flash = spawn(); @@ -104,7 +106,7 @@ void W_MachineGun_MuzzleFlash(void) self.muzzle_flash.owner = self.muzzle_flash.realowner = self; } -void W_MachineGun_Attack(Weapon thiswep, int deathtype, int slot) +void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity) {SELFPARAM(); W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage))); if(!autocvar_g_norecoil) @@ -112,7 +114,7 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, int slot) self.punchangle_x = random() - 0.5; self.punchangle_y = random() - 0.5; } - + int slot = weaponslot(weaponentity); // this attack_finished just enforces a cooldown at the end of a burst ATTACK_FINISHED(self, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(); @@ -137,48 +139,46 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, int slot) } // weapon frames -void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, int slot, int fire) +void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if(actor.weapon != actor.switchweapon) // abort immediately if switching + if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching { - w_ready(thiswep, actor, slot, fire); + w_ready(thiswep, actor, weaponentity, fire); return; } if(actor.BUTTON_ATCK) { - Weapon w = get_weaponinfo(actor.weapon); - if(!w.wr_checkammo2(w)) + if(!thiswep.wr_checkammo2(thiswep)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - w_ready(thiswep, actor, slot, fire); + w_ready(thiswep, actor, weaponentity, fire); return; } actor.misc_bulletcounter = actor.misc_bulletcounter + 1; - W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, slot); - weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); + W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); } else - weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready); } -void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, int slot, int fire) +void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { float machinegun_spread; if(!(fire & 1)) { - w_ready(thiswep, actor, slot, fire); + w_ready(thiswep, actor, weaponentity, fire); return; } - Weapon w = get_weaponinfo(actor.weapon); - if(!w.wr_checkammo1(w)) + if(!thiswep.wr_checkammo1(thiswep)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - w_ready(thiswep, actor, slot, fire); + w_ready(thiswep, actor, weaponentity, fire); return; } @@ -204,11 +204,12 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, int slot, int fire) if(autocvar_g_casings >= 2) // casing code SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor); + int slot = weaponslot(weaponentity); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(); - weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto); } -void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, int slot, int fire) +void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire) { W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); if(!autocvar_g_norecoil) @@ -230,87 +231,82 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, int slot, int fire) actor.misc_bulletcounter = actor.misc_bulletcounter + 1; if(actor.misc_bulletcounter == 0) { + int slot = weaponslot(weaponentity); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(); - weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready); } else { - weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst); } } METHOD(MachineGun, wr_aim, void(entity thiswep)) { - if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200) + if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); else self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); } - METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, int slot, int fire)) + METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); + thiswep.wr_reload(thiswep, actor, weaponentity); } else if(WEP_CVAR(machinegun, mode) == 1) { if(fire & 1) - if(weapon_prepareattack(thiswep, actor, slot, false, 0)) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { actor.misc_bulletcounter = 0; - W_MachineGun_Attack_Auto(thiswep, actor, slot, fire); + W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); } if(fire & 2) - if(weapon_prepareattack(thiswep, actor, slot, true, 0)) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) { - Weapon w = get_weaponinfo(actor.weapon); - if(!w.wr_checkammo2(w)) + if(!thiswep.wr_checkammo2(thiswep)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - w_ready(thiswep, actor, slot, fire); + w_ready(thiswep, actor, weaponentity, fire); return; } W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo)); actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1; - W_MachineGun_Attack_Burst(thiswep, actor, slot, fire); + W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire); } } else { if(fire & 1) - if(weapon_prepareattack(thiswep, actor, slot, false, 0)) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { actor.misc_bulletcounter = 1; - W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, slot); // sets attack_finished - weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); + W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); } if((fire & 2) && WEP_CVAR(machinegun, first)) - if(weapon_prepareattack(thiswep, actor, slot, true, 0)) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) { actor.misc_bulletcounter = 1; - W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, slot); // sets attack_finished - weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready); + W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready); } } } - METHOD(MachineGun, wr_init, void(entity thiswep)) - { - MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(MachineGun, wr_checkammo1, bool(entity thiswep)) { float ammo_amount; if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo); + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo); else - ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo); + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); if(WEP_CVAR(machinegun, reload_ammo)) { @@ -325,9 +321,9 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, int slot, int fire) { float ammo_amount; if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo); + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo); else - ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo); + ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); if(WEP_CVAR(machinegun, reload_ammo)) { @@ -338,11 +334,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, int slot, int fire) } return ammo_amount; } - METHOD(MachineGun, wr_config, void(entity thiswep)) - { - MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } - METHOD(MachineGun, wr_reload, void(entity thiswep)) + METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD)); } @@ -365,14 +357,9 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, int slot, int fire) { vector org2; org2 = w_org + w_backoff * 2; - pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1); + pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) - if(w_random < 0.05) - sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM); - else if(w_random < 0.1) - sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM); - else if(w_random < 0.2) - sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); } #endif