X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshotgun.qc;h=f6d730fcb1f9dffc28331e6d17e718558f190779;hb=ecebe32dc00c4236a4050b73a9dcc9afbcddf087;hp=9c7aff3acab2af395a02bbb10313b025628d6ec3;hpb=3e21073f2bd7f282947bc1f214b3ec25d69ccae0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 9c7aff3ac..f6d730fcb 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -1,3 +1,4 @@ +#include "shotgun.qh" #ifndef IMPLEMENTATION CLASS(Shotgun, Weapon) /* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells); @@ -6,7 +7,7 @@ CLASS(Shotgun, Weapon) /* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW); /* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0'); /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM); #endif /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun"); @@ -60,11 +61,11 @@ spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); } void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary) { - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity); W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1) - fireBullet(actor, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0); Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo)); @@ -198,10 +199,10 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f // alternate secondary weapon frames void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (!thiswep.wr_checkammo2(thiswep, actor)) + if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } @@ -212,10 +213,10 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity } void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (!thiswep.wr_checkammo2(thiswep, actor)) + if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } @@ -224,18 +225,18 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2); } -.float shotgun_primarytime[MAX_WEAPONSLOTS]; +.float shotgun_primarytime; -METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor)) +METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range))) - PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false); + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); else - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); } METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload + if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload { // don't force reload an empty shotgun if its melee attack is active if(WEP_CVAR(shotgun, secondary) < 2) { @@ -246,32 +247,30 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit { if(fire & 1) { - int slot = weaponslot(weaponentity); - if(time >= actor.shotgun_primarytime[slot]) // handle refire separately so the secondary can be fired straight after a primary + if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime))) { W_Shotgun_Attack(thiswep, actor, weaponentity, true); - actor.shotgun_primarytime[slot] = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor); + actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready); } } } else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2) { - int slot = weaponslot(weaponentity); - if(time >= actor.shotgun_primarytime[slot]) // handle refire separately so the secondary can be fired straight after a primary + if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime))) { W_Shotgun_Attack(thiswep, actor, weaponentity, false); - actor.shotgun_primarytime[slot] = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor); + actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1); } } } } - if(actor.clip_load >= 0) // we are not currently reloading + if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading if(WEP_CVAR(shotgun, secondary) == 1) if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire))) @@ -280,17 +279,13 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2); } } -METHOD(Shotgun, wr_setup, void(entity thiswep, entity actor)) -{ - actor.ammo_field = ammo_none; -} -METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo); - ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); return ammo_amount; } -METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { if(IS_BOT_CLIENT(actor)) if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range))) @@ -301,7 +296,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor)) case 2: // secondary triple shot { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo); - ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); return ammo_amount; } default: return false; // secondary unavailable