]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hagar.qc
s/WEP_(ID)/WEP_$1.m_id/
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hagar.qc
index fe3abf0a9a6d9f550c7cadcc2a37dced29f90274..172fd832ba61038e8ee519727524a472f7342ec3 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id  */ HAGAR,
 /* function  */ W_Hagar,
@@ -53,9 +53,10 @@ REGISTER_WEAPON(
 #ifdef SVQC
 HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
-#else
+#endif
+#ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); }
+void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); }
 
 // NO bounce protection, as bounces are limited!
 
@@ -75,15 +76,15 @@ void W_Hagar_Explode2(void)
        remove(self);
 }
 
-void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
        if(self.health <= 0)
                return;
-               
-       float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
-               && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) 
+
+       float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true)
+               && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
                && (self.projectiledeathtype & HITTYPE_SECONDARY));
-       
+
        if(is_linkexplode)
                is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
        else
@@ -94,7 +95,7 @@ void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float death
 
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
-       
+
        if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, self.think);
 }
@@ -126,28 +127,28 @@ void W_Hagar_Attack(void)
 
        W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "missile";
-       missile.bot_dodge = TRUE;
+       missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
-       
+
        missile.takedamage = DAMAGE_YES;
        missile.health = WEP_CVAR_PRI(hagar, health);
        missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
-       missile.damagedbycontents = TRUE;
-       
+       missile.damagedbycontents = true;
+
        missile.touch = W_Hagar_Touch;
        missile.use = W_Hagar_Explode;
        missile.think = adaptor_think2use_hittype_splash;
        missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_HAGAR;
+       missile.projectiledeathtype = WEP_HAGAR.m_id;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
@@ -156,9 +157,9 @@ void W_Hagar_Attack(void)
 
        missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
+       missile.missile_flags = MIF_SPLASH;
 
-       CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+       CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
@@ -169,21 +170,21 @@ void W_Hagar_Attack2(void)
 
        W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "missile";
-       missile.bot_dodge = TRUE;
+       missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
-       
+
        missile.takedamage = DAMAGE_YES;
        missile.health = WEP_CVAR_SEC(hagar, health);
        missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
-       missile.damagedbycontents = TRUE;
+       missile.damagedbycontents = true;
 
        missile.touch = W_Hagar_Touch2;
        missile.cnt = 0;
@@ -191,7 +192,7 @@ void W_Hagar_Attack2(void)
        missile.think = adaptor_think2use_hittype_splash;
        missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
+       missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
@@ -200,9 +201,9 @@ void W_Hagar_Attack2(void)
 
        missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
+       missile.missile_flags = MIF_SPLASH;
 
-       CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
+       CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
 
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
@@ -222,7 +223,7 @@ void W_Hagar_Attack2_Load_Release(void)
 
        weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -236,31 +237,31 @@ void W_Hagar_Attack2_Load_Release(void)
                missile = spawn();
                missile.owner = missile.realowner = self;
                missile.classname = "missile";
-               missile.bot_dodge = TRUE;
+               missile.bot_dodge = true;
                missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
-               
+
                missile.takedamage = DAMAGE_YES;
                missile.health = WEP_CVAR_SEC(hagar, health);
                missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
                missile.event_damage = W_Hagar_Damage;
-               missile.damagedbycontents = TRUE;
+               missile.damagedbycontents = true;
 
                missile.touch = W_Hagar_Touch; // not bouncy
                missile.use = W_Hagar_Explode2;
                missile.think = adaptor_think2use_hittype_splash;
                missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
                PROJECTILE_MAKETRIGGER(missile);
-               missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
+               missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
                setorigin(missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
                missile.movetype = MOVETYPE_FLY;
-               missile.missile_flags = MIF_SPLASH; 
-               
+               missile.missile_flags = MIF_SPLASH;
+
                // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
-               spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1)); 
+               spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
                spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
                spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
-               
+
                // pattern spread calculation
                s = '0 0 0';
                if(counter == 0)
@@ -268,17 +269,17 @@ void W_Hagar_Attack2_Load_Release(void)
                else
                {
                        makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
-                       s_y = v_forward_x;
-                       s_z = v_forward_y;
+                       s.y = v_forward.x;
+                       s.z = v_forward.y;
                }
                s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
-               
-               W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, FALSE);
+
+               W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
 
                missile.angles = vectoangles(missile.velocity);
                missile.flags = FL_PROJECTILE;
 
-               CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+               CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
                other = missile; MUTATOR_CALLHOOK(EditProjectile);
        }
@@ -291,7 +292,7 @@ void W_Hagar_Attack2_Load_Release(void)
 void W_Hagar_Attack2_Load(void)
 {
        // loadable hagar secondary attack, must always run each frame
-       
+
        if(time < game_starttime)
                return;
 
@@ -299,8 +300,10 @@ void W_Hagar_Attack2_Load(void)
        loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
 
        // this is different than WR_CHECKAMMO when it comes to reloading
-       if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
+       if(self.items & IT_UNLIMITED_WEAPON_AMMO)
+               enough_ammo = true;
+       else if(autocvar_g_balance_hagar_reload_ammo)
+               enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
        else
                enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
 
@@ -320,7 +323,7 @@ void W_Hagar_Attack2_Load(void)
                                self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
 
                                // require letting go of the alt fire button before we can load again
-                               self.hagar_loadblock = TRUE;
+                               self.hagar_loadblock = true;
                        }
                }
                else
@@ -345,14 +348,14 @@ void W_Hagar_Attack2_Load(void)
                        {
                                // if this is the last rocket we can load, play a beep sound to notify the player
                                sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
-                               self.hagar_loadbeep = TRUE;
+                               self.hagar_loadbeep = true;
                        }
                }
        }
        else if(self.hagar_loadblock)
        {
                // the alt fire button has been released, so re-enable loading if blocked
-               self.hagar_loadblock = FALSE;
+               self.hagar_loadblock = false;
        }
 
        if(self.hagar_load)
@@ -364,10 +367,10 @@ void W_Hagar_Attack2_Load(void)
                        {
                                // we're about to automatically release after holding time, play a beep sound to notify the player
                                sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
-                               self.hagar_warning = TRUE;
+                               self.hagar_warning = true;
                        }
                }
-               
+
                // release if player let go of button or if they've held it in too long
                if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
@@ -377,12 +380,13 @@ void W_Hagar_Attack2_Load(void)
        }
        else
        {
-               self.hagar_loadbeep = FALSE;
-               self.hagar_warning = FALSE;
+               self.hagar_loadbeep = false;
+               self.hagar_warning = false;
        }
 
        // we aren't checking ammo during an attack, so we must do it here
        if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                // note: this doesn't force the switch
                W_SwitchToOtherWeapon(self);
@@ -390,7 +394,7 @@ void W_Hagar_Attack2_Load(void)
        }
 }
 
-float W_Hagar(float req)
+bool W_Hagar(int req)
 {
        float ammo_amount;
        switch(req)
@@ -398,11 +402,11 @@ float W_Hagar(float req)
                case WR_AIM:
                {
                        if(random()>0.15)
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
+                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
                        else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
-                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
-                               
-                       return TRUE;
+                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+
+                       return true;
                }
                case WR_THINK:
                {
@@ -429,8 +433,8 @@ float W_Hagar(float req)
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_GONETHINK:
                {
@@ -440,8 +444,8 @@ float W_Hagar(float req)
                                self.weaponentity.state = WS_READY;
                                W_Hagar_Attack2_Load_Release();
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
@@ -451,57 +455,57 @@ float W_Hagar(float req)
                        precache_sound("weapons/hagar_fire.wav");
                        precache_sound("weapons/hagar_load.wav");
                        precache_sound("weapons/hagar_beep.wav");
-                       HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_SETUP:
                {
-                       self.hagar_loadblock = FALSE;
+                       self.hagar_loadblock = false;
 
                        if(self.hagar_load)
                        {
                                W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
                                self.hagar_load = 0;
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
                        ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_PRI(hagar, ammo);
+                       ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
                        ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
+                       ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
                        return ammo_amount;
                }
                case WR_CONFIG:
                {
-                       HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RESETPLAYER:
                {
                        self.hagar_load = 0;
-                       return TRUE;
+                       return true;
                }
                case WR_PLAYERDEATH:
                {
                        // if we have any rockets loaded when we die, release them
                        if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
                                W_Hagar_Attack2_Load_Release();
-                               
-                       return TRUE;
+
+                       return true;
                }
                case WR_RELOAD:
                {
                        if(!self.hagar_load) // require releasing loaded rockets first
                                W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), "weapons/reload.wav");
-                               
-                       return TRUE;
+
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -515,11 +519,11 @@ float W_Hagar(float req)
                                return WEAPON_HAGAR_MURDER_SPRAY;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float W_Hagar(float req)
+bool W_Hagar(int req)
 {
        switch(req)
        {
@@ -537,23 +541,23 @@ float W_Hagar(float req)
                                else
                                        sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/hagexp1.wav");
                        precache_sound("weapons/hagexp2.wav");
                        precache_sound("weapons/hagexp3.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #endif