]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/turrets/turret/walker_weapon.qc
Merge branch 'master' into martin-t/damagetext
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / walker_weapon.qc
index eea7a3738446eccb5f3001b0cd63108c0fc3cb81..9bcf902902f2b43f07efe0cba526d08b086f3a64 100644 (file)
@@ -1,38 +1,26 @@
-#ifndef TURRET_WALKER_WEAPON_H
-#define TURRET_WALKER_WEAPON_H
-
-CLASS(WalkerTurretAttack, PortoLaunch)
-/* flags     */ ATTRIB(WalkerTurretAttack, spawnflags, int, WEP_TYPE_OTHER);
-/* impulse   */ ATTRIB(WalkerTurretAttack, impulse, int, 5);
-/* refname   */ ATTRIB(WalkerTurretAttack, netname, string, "turret_walker");
-/* wepname   */ ATTRIB(WalkerTurretAttack, message, string, _("Walker"));
-ENDCLASS(WalkerTurretAttack)
-REGISTER_WEAPON(WALKER, NEW(WalkerTurretAttack));
-
-#endif
+#include "walker_weapon.qh"
 
 #ifdef IMPLEMENTATION
 
 #ifdef SVQC
 
-METHOD(WalkerTurretAttack, wr_think, bool(entity thiswep, bool fire1, bool fire2)) {
-    SELFPARAM();
-    bool isPlayer = IS_PLAYER(self);
-    if (fire1)
-    if (!isPlayer || weapon_prepareattack(false, WEP_CVAR_PRI(electro, refire))) {
+SOUND(WalkerTurretAttack_FIRE, W_Sound("electro_fire"));
+METHOD(WalkerTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
+    bool isPlayer = IS_PLAYER(actor);
+    if (fire & 1)
+    if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
         if (isPlayer) {
-            turret_initparams(self);
-            W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
-            self.tur_shotdir_updated = w_shotdir;
-            self.tur_shotorg = w_shotorg;
-            self.tur_head = self;
-            weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+            turret_initparams(actor);
+            W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WalkerTurretAttack_FIRE, CH_WEAPON_B, 0);
+            actor.tur_shotdir_updated = w_shotdir;
+            actor.tur_shotorg = w_shotorg;
+            actor.tur_head = actor;
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
         }
-        sound (self, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
-        fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0);
-        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+        sound (actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
+        fireBullet (actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, 0);
+        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
     }
-    return true;
 }
 
 #endif