X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fporto.qc;h=e2ac5ee796b3d51a1520fd9170a1369effe08bb9;hb=2f215c603bf1b4dd44b9d166180f535c88602e9f;hp=1f0b0603f562c28f88b3a3199e31ff55684d707c;hpb=0a980f57412cf2253cfd73c8c01a26fb04c87189;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/porto.qc b/qcsrc/common/weapons/weapon/porto.qc index 1f0b0603f..e2ac5ee79 100644 --- a/qcsrc/common/weapons/weapon/porto.qc +++ b/qcsrc/common/weapons/weapon/porto.qc @@ -1,12 +1,13 @@ +#include "porto.qh" #ifndef IMPLEMENTATION CLASS(PortoLaunch, Weapon) -/* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none) -/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0) +/* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none); +/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0); /* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON); /* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0); /* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5'); /* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM); #endif /* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto"); @@ -65,7 +66,7 @@ void W_Porto_Success(entity this) delete(this); } -string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo); +string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity); void W_Porto_Fail(entity this, float failhard) { if(this.realowner == NULL) @@ -89,11 +90,13 @@ void W_Porto_Fail(entity this, float failhard) if(move_out_of_solid(this)) { this.flags = FL_ITEM; + IL_PUSH(g_items, this); this.velocity = trigger_push_calculatevelocity(this.origin, this.realowner, 128); tracetoss(this, this); if(vdist(trace_endpos - this.realowner.origin, <, 128)) { - W_ThrowNewWeapon(this.realowner, WEP_PORTO.m_id, 0, this.origin, this.velocity); + .entity weaponentity = this.weaponentity_fld; + W_ThrowNewWeapon(this.realowner, WEP_PORTO.m_id, 0, this.origin, this.velocity, weaponentity); Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_FAILED); } } @@ -131,7 +134,8 @@ void W_Porto_Touch(entity this, entity toucher) norm = trace_plane_normal; if(trace_ent.iscreature) { - traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * STAT(PL_MIN, NULL).z, MOVE_WORLDONLY, this); + // TODO: why not use entity size? + traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_CONST.z, MOVE_WORLDONLY, this); if(trace_fraction >= 1) return; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) @@ -145,9 +149,9 @@ void W_Porto_Touch(entity this, entity toucher) sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM); delete(this); } - else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) + else if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) || (trace_dphitcontents & DPCONTENTS_PLAYERCLIP)) { - spamsound(this, CH_SHOTS, SND(PORTO_BOUNCE), VOL_BASE, ATTEN_NORM); + spamsound(this, CH_SHOTS, SND_PORTO_BOUNCE, VOL_BASE, ATTEN_NORM); // just reflect this.right_vector = this.right_vector - 2 * trace_plane_normal * (this.right_vector * trace_plane_normal); this.angles = vectoangles(this.velocity - 2 * trace_plane_normal * (this.velocity * trace_plane_normal)); @@ -240,11 +244,11 @@ void W_Porto_Touch(entity this, entity toucher) } } -void W_Porto_Attack(entity actor, float type) +void W_Porto_Attack(entity actor, .entity weaponentity, float type) { entity gren; - W_SetupShot(actor, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0); + W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0); // always shoot from the eye w_shotdir = v_forward; w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward; @@ -252,6 +256,7 @@ void W_Porto_Attack(entity actor, float type) //Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); gren = new(porto); + gren.weaponentity_fld = weaponentity; gren.cnt = type; gren.owner = gren.realowner = actor; gren.playerid = actor.playerid; @@ -275,6 +280,8 @@ void W_Porto_Attack(entity actor, float type) gren.angles = vectoangles(gren.velocity); gren.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, gren); + IL_PUSH(g_bot_dodge, gren); gren.portal_id = time; actor.porto_current = gren; @@ -292,12 +299,12 @@ void W_Porto_Attack(entity actor, float type) MUTATOR_CALLHOOK(EditProjectile, actor, gren); } -METHOD(PortoLaunch, wr_aim, void(entity thiswep, entity actor)) +METHOD(PortoLaunch, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { PHYS_INPUT_BUTTON_ATCK(actor) = false; PHYS_INPUT_BUTTON_ATCK2(actor) = false; if(!WEP_CVAR(porto, secondary)) - if(bot_aim(actor, WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false)) + if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false)) PHYS_INPUT_BUTTON_ATCK(actor) = true; } METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) @@ -309,7 +316,7 @@ METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weapone if(!actor.porto_forbidden) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire))) { - W_Porto_Attack(actor, 0); + W_Porto_Attack(actor, weaponentity, 0); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready); } @@ -318,58 +325,48 @@ METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weapone if(!actor.porto_forbidden) if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire))) { - W_Porto_Attack(actor, 1); + W_Porto_Attack(actor, weaponentity, 1); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready); } } else { - if(actor.porto_v_angle_held) + if(actor.(weaponentity).porto_v_angle_held) { if(!(fire & 2)) - { - actor.porto_v_angle_held = 0; - - ClientData_Touch(actor); - } + actor.(weaponentity).porto_v_angle_held = 0; } else { if(fire & 2) { - actor.porto_v_angle = actor.v_angle; - actor.porto_v_angle_held = 1; - - ClientData_Touch(actor); + actor.(weaponentity).porto_v_angle = actor.v_angle; + actor.(weaponentity).porto_v_angle_held = 1; } } - if(actor.porto_v_angle_held) - makevectors(actor.porto_v_angle); // override the previously set angles + if(actor.(weaponentity).porto_v_angle_held) + makevectors(actor.(weaponentity).porto_v_angle); // override the previously set angles if(fire & 1) if(!actor.porto_current) if(!actor.porto_forbidden) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire))) { - W_Porto_Attack(actor, -1); + W_Porto_Attack(actor, weaponentity, -1); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready); } } } -METHOD(PortoLaunch, wr_checkammo1, bool(entity thiswep, entity this)) +METHOD(PortoLaunch, wr_checkammo1, bool(entity thiswep, entity this, .entity weaponentity)) { // always allow infinite ammo return true; } -METHOD(PortoLaunch, wr_checkammo2, bool(entity thiswep, entity this)) +METHOD(PortoLaunch, wr_checkammo2, bool(entity thiswep, entity this, .entity weaponentity)) { // always allow infinite ammo return true; } -METHOD(PortoLaunch, wr_setup, void(entity thiswep, entity actor)) -{ - actor.ammo_field = ammo_none; -} METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep, entity actor)) { actor.porto_current = NULL; @@ -377,7 +374,7 @@ METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep, entity actor)) #endif #ifdef CSQC METHOD(PortoLaunch, wr_impacteffect, void(entity this, entity actor)) { - LOG_WARNING("Since when does Porto send DamageInfo?\n"); + LOG_WARN("Since when does Porto send DamageInfo?"); } #endif #endif