]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index 684ee75d377540a15de2911269dbf6ccf078d982..eff656a6e1dce2ae5f271c4de27c454a6a654dc7 100644 (file)
@@ -139,7 +139,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
 
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity);
 
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
@@ -184,7 +184,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
 
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
 
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
@@ -236,7 +236,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
        vector s;
        vector forward, right, up;
 
-       if(!actor.hagar_load)
+       if(!actor.(weaponentity).hagar_load)
                return;
 
        weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
@@ -248,7 +248,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
        right = v_right;
        up = v_up;
 
-       shots = actor.hagar_load;
+       shots = actor.(weaponentity).hagar_load;
        missile = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
@@ -305,8 +305,11 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
        }
 
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
-       actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
-       actor.hagar_load = 0;
+       actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
+       actor.(weaponentity).hagar_load = 0;
+
+       if(weaponslot(weaponentity) == 0)
+               actor.hagar_load = 0;
 }
 
 void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
@@ -316,14 +319,14 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
        if(time < game_starttime)
                return;
 
-       bool loaded = actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
+       bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
 
        // this is different than WR_CHECKAMMO when it comes to reloading
        bool enough_ammo;
        if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
                enough_ammo = true;
        else if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
        else
                enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
 
@@ -333,19 +336,21 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
        {
                if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort))
                {
-                       if(actor.hagar_load)
+                       if(actor.(weaponentity).hagar_load)
                        {
                                // if we pressed primary fire while loading, unload all rockets and abort
                                actor.(weaponentity).state = WS_READY;
-                               W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo
-                               actor.hagar_load = 0;
+                               W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo
+                               actor.(weaponentity).hagar_load = 0;
+                               if(weaponslot(weaponentity) == 0)
+                                       actor.hagar_load = 0;
                                sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
-                               actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
+                               actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
 
                                // require letting go of the alt fire button before we can load again
-                               actor.hagar_loadblock = true;
+                               actor.(weaponentity).hagar_loadblock = true;
                        }
                }
                else
@@ -353,49 +358,49 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
                        // check if we can attempt to load another rocket
                        if(!stopped)
                        {
-                               if(!actor.hagar_loadblock && actor.hagar_loadstep < time)
+                               if(!actor.(weaponentity).hagar_loadblock && actor.(weaponentity).hagar_loadstep < time)
                                {
-                                       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo));
+                                       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
                                        actor.(weaponentity).state = WS_INUSE;
-                                       actor.hagar_load += 1;
+                                       actor.(weaponentity).hagar_load += 1;
                                        sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
 
-                                       if(actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
+                                       if(actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max))
                                                stopped = true;
                                        else
-                                               actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
+                                               actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
                                }
                        }
-                       if(stopped && !actor.hagar_loadbeep && actor.hagar_load) // prevents the beep from playing each frame
+                       if(stopped && !actor.(weaponentity).hagar_loadbeep && actor.(weaponentity).hagar_load) // prevents the beep from playing each frame
                        {
                                // if this is the last rocket we can load, play a beep sound to notify the player
                                sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
-                               actor.hagar_loadbeep = true;
-                               actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
+                               actor.(weaponentity).hagar_loadbeep = true;
+                               actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
                        }
                }
        }
-       else if(actor.hagar_loadblock)
+       else if(actor.(weaponentity).hagar_loadblock)
        {
                // the alt fire button has been released, so re-enable loading if blocked
-               actor.hagar_loadblock = false;
+               actor.(weaponentity).hagar_loadblock = false;
        }
 
-       if(actor.hagar_load)
+       if(actor.(weaponentity).hagar_load)
        {
                // play warning sound if we're about to release
-               if(stopped && actor.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
+               if(stopped && actor.(weaponentity).hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
                {
-                       if(!actor.hagar_warning) // prevents the beep from playing each frame
+                       if(!actor.(weaponentity).hagar_warning) // prevents the beep from playing each frame
                        {
                                // we're about to automatically release after holding time, play a beep sound to notify the player
                                sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
-                               actor.hagar_warning = true;
+                               actor.(weaponentity).hagar_warning = true;
                        }
                }
 
                // release if player let go of button or if they've held it in too long
-               if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
+               if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
                        actor.(weaponentity).state = WS_READY;
                        W_Hagar_Attack2_Load_Release(actor, weaponentity);
@@ -403,15 +408,15 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
        }
        else
        {
-               actor.hagar_loadbeep = false;
-               actor.hagar_warning = false;
+               actor.(weaponentity).hagar_loadbeep = false;
+               actor.(weaponentity).hagar_warning = false;
 
                // we aren't checking ammo during an attack, so we must do it here
-               if(!(thiswep.wr_checkammo1(thiswep, actor) + thiswep.wr_checkammo2(thiswep, actor)))
+               if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
-                       W_SwitchToOtherWeapon(actor);
+                       W_SwitchToOtherWeapon(actor, weaponentity);
                        return;
                }
        }
@@ -419,16 +424,16 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
 
 void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock || PS(actor).m_switchweapon != WEP_HAGAR)
+       if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR)
        {
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       if(!thiswep.wr_checkammo1(thiswep, actor))
+       if(!thiswep.wr_checkammo1(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;
        }
@@ -447,24 +452,26 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
        weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
 }
 
-METHOD(Hagar, wr_aim, void(entity thiswep, entity actor))
+METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(random()>0.15)
-        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 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
-        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
 }
 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
     float loadable_secondary;
     loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
+    if(weaponslot(weaponentity) == 0)
+       actor.hagar_load = actor.(weaponentity).hagar_load;
 
     if(loadable_secondary)
         W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
-    if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+    if(autocvar_g_balance_hagar_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     }
-    else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
+    else if((fire & 1) && !actor.(weaponentity).hagar_load && !actor.(weaponentity).hagar_loadblock) // not while secondary is loaded or awaiting reset
        {
                if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
                        W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
@@ -481,47 +488,52 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity))
 {
     // we lost the weapon and want to prepare switching away
-    if(actor.hagar_load)
+    if(actor.(weaponentity).hagar_load)
     {
        actor.(weaponentity).state = WS_READY;
        W_Hagar_Attack2_Load_Release(actor, weaponentity);
     }
 }
-METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
+METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    actor.hagar_loadblock = false;
-
-    if(actor.hagar_load)
+       actor.hagar_load = 0;
+    actor.(weaponentity).hagar_loadblock = false;
+    if(actor.(weaponentity).hagar_load)
     {
-        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo if necessary
-        actor.hagar_load = 0;
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary
+       actor.(weaponentity).hagar_load = 0;
     }
 }
-METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
-    ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
     return ammo_amount;
 }
-METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
-    ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
     return ammo_amount;
 }
 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
 {
     actor.hagar_load = 0;
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+    {
+       .entity weaponentity = weaponentities[slot];
+       actor.(weaponentity).hagar_load = 0;
+    }
 }
 METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
 {
     // if we have any rockets loaded when we die, release them
-    if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
+    if(actor.(weaponentity).hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
        W_Hagar_Attack2_Load_Release(actor, weaponentity);
 }
 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    if(!actor.hagar_load) // require releasing loaded rockets first
+    if(!actor.(weaponentity).hagar_load) // require releasing loaded rockets first
         W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
 }
 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))