]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'master' into Mario/intrusive_2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index 130c470636facc264f4b9759d187d87a52df3ecc..69f12eb457c6533caa5af4d6831946cd9c75ae8b 100644 (file)
@@ -1,12 +1,13 @@
+#include "hagar.qh"
 #ifndef IMPLEMENTATION
 CLASS(Hagar, Weapon)
-/* ammotype  */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets)
-/* impulse   */ ATTRIB(Hagar, impulse, int, 8)
+/* ammotype  */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets);
+/* impulse   */ ATTRIB(Hagar, impulse, int, 8);
 /* flags     */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
 /* rating    */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
 /* color     */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
 /* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
 #endif
 /* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
@@ -68,7 +69,7 @@ void W_Hagar_Explode(entity this, entity directhitentity)
        this.event_damage = func_null;
        RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity);
 
-       remove(this);
+       delete(this);
 }
 
 void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
@@ -81,7 +82,7 @@ void W_Hagar_Explode2(entity this, entity directhitentity)
        this.event_damage = func_null;
        RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity);
 
-       remove(this);
+       delete(this);
 }
 
 void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
@@ -134,13 +135,13 @@ void W_Hagar_Touch2(entity this, entity toucher)
        }
 }
 
-void W_Hagar_Attack(Weapon thiswep, entity actor)
+void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -154,6 +155,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor)
        missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
 
        settouch(missile, W_Hagar_Touch);
        missile.use = W_Hagar_Explode_use;
@@ -169,6 +171,8 @@ void W_Hagar_Attack(Weapon thiswep, entity actor)
 
        missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
@@ -176,13 +180,13 @@ void W_Hagar_Attack(Weapon thiswep, entity actor)
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
-void W_Hagar_Attack2(Weapon thiswep, entity actor)
+void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -196,6 +200,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor)
        missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
 
        settouch(missile, W_Hagar_Touch2);
        missile.cnt = 0;
@@ -212,6 +217,8 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor)
 
        missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
@@ -234,7 +241,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
 
        weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -255,6 +262,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
                missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
                missile.event_damage = W_Hagar_Damage;
                missile.damagedbycontents = true;
+               IL_PUSH(g_damagedbycontents, missile);
 
                settouch(missile, W_Hagar_Touch); // not bouncy
                missile.use = W_Hagar_Explode2_use;
@@ -288,6 +296,8 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
 
                missile.angles = vectoangles(missile.velocity);
                missile.flags = FL_PROJECTILE;
+               IL_PUSH(g_projectiles, missile);
+               IL_PUSH(g_bot_dodge, missile);
 
                CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
@@ -423,7 +433,7 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
                return;
        }
 
-       W_Hagar_Attack(thiswep, actor);
+       W_Hagar_Attack(thiswep, actor, weaponentity);
 
        int slot = weaponslot(weaponentity);
        ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
@@ -463,19 +473,18 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
         {
-            W_Hagar_Attack2(thiswep, actor);
+            W_Hagar_Attack2(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
         }
     }
 }
-METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor))
+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)
     {
-        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-        actor.(weaponentity).state = WS_READY;
-        W_Hagar_Attack2_Load_Release(actor, weaponentity);
+       actor.(weaponentity).state = WS_READY;
+       W_Hagar_Attack2_Load_Release(actor, weaponentity);
     }
 }
 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
@@ -504,17 +513,16 @@ METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
 {
     actor.hagar_load = 0;
 }
-METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor))
+METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    .entity weaponentity = weaponentities[0]; // TODO: unhardcode
     // if we have any rockets loaded when we die, release them
     if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
-        W_Hagar_Attack2_Load_Release(actor, weaponentity);
+       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
-        W_Reload(actor, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
+        W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
 }
 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
 {