]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hlac.qc
Merge branch 'master' into TimePath/notifications
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
index da772a8a2b5403e1253a1091581582b7d5c08989..901634506057566d96024b525f7e7eae0f54d8a0 100644 (file)
@@ -169,7 +169,7 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
                return;
        }
 
-       if(actor.BUTTON_ATCK)
+       if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
                if(!thiswep.wr_checkammo1(thiswep))
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
@@ -207,69 +207,69 @@ void W_HLAC_Attack2_Frame(Weapon thiswep)
        }
 }
 
-               METHOD(HLAC, wr_aim, void(entity thiswep))
-               {
-                       self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
-               }
-               METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
-                               thiswep.wr_reload(thiswep, actor, weaponentity);
-                       } else if(fire & 1)
-                       {
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
-                               {
-                                       actor.misc_bulletcounter = 0;
-                                       W_HLAC_Attack(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
-                               }
-                       }
-
-                       else if((fire & 2) && WEP_CVAR(hlac, secondary))
-                       {
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
-                               {
-                                       W_HLAC_Attack2_Frame(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
-                               }
-                       }
-               }
-               METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
-                       return ammo_amount;
-               }
-               METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
-                       return ammo_amount;
-               }
-               METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-               {
-                       W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
-               }
-               METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
-               {
-                       return WEAPON_HLAC_SUICIDE;
-               }
-               METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
-               {
-                       return WEAPON_HLAC_MURDER;
-               }
+METHOD(HLAC, wr_aim, void(entity thiswep))
+{
+    PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+}
+METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else if(fire & 1)
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
+        {
+            actor.misc_bulletcounter = 0;
+            W_HLAC_Attack(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+        }
+    }
+
+    else if((fire & 2) && WEP_CVAR(hlac, secondary))
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
+        {
+            W_HLAC_Attack2_Frame(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
+        }
+    }
+}
+METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
+{
+    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
+    ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
+    return ammo_amount;
+}
+METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
+{
+    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
+    ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
+    return ammo_amount;
+}
+METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
+}
+METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_HLAC_SUICIDE;
+}
+METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
+{
+    return WEAPON_HLAC_MURDER;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(HLAC, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
-               }
+METHOD(HLAC, wr_impacteffect, void(entity thiswep))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 6;
+    pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+    if(!w_issilent)
+        sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
+}
 
 #endif
 #endif