]> 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 2c9ed7f8df6c31ad7054fc662c5d5a7709a82c1d..901634506057566d96024b525f7e7eae0f54d8a0 100644 (file)
@@ -14,45 +14,47 @@ CLASS(HLAC, Weapon)
 /* wepimg    */ ATTRIB(HLAC, model2, string, "weaponhlac");
 /* refname   */ ATTRIB(HLAC, netname, string, "hlac");
 /* wepname   */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, edgedamage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, lifetime, float, BOTH) \
+               P(class, prefix, radius, float, BOTH) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, shots, float, SEC) \
+               P(class, prefix, speed, float, BOTH) \
+               P(class, prefix, spread, float, SEC) \
+               P(class, prefix, spread_add, float, PRI) \
+               P(class, prefix, spread_crouchmod, float, BOTH) \
+               P(class, prefix, spread_max, float, PRI) \
+               P(class, prefix, spread_min, float, PRI) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, weaponreplace, string,NONE) \
+               P(class, prefix, weaponstartoverride, float, NONE) \
+               P(class, prefix, weaponstart, float, NONE) \
+               P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, HLAC, hlac)
+#undef X
+
 ENDCLASS(HLAC)
-REGISTER_WEAPON(HLAC, NEW(HLAC));
-
-#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
-#define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, edgedamage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, lifetime) \
-       w_cvar(id, sn, BOTH, radius) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, BOTH, spread_crouchmod) \
-       w_cvar(id, sn, PRI,  spread_add) \
-       w_cvar(id, sn, PRI,  spread_max) \
-       w_cvar(id, sn, PRI,  spread_min) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_cvar(id, sn, SEC,  shots) \
-       w_cvar(id, sn, SEC,  spread) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
+
 
-#ifdef SVQC
-HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
 spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
 
-void W_HLAC_Touch(void)
+void W_HLAC_Touch()
 {SELFPARAM();
        float isprimary;
 
@@ -87,9 +89,8 @@ void W_HLAC_Attack(Weapon thiswep)
                self.punchangle_y = random() - 0.5;
        }
 
-       missile = spawn();
+       missile = new(hlacbolt);
        missile.owner = missile.realowner = self;
-       missile.classname = "hlacbolt";
        missile.bot_dodge = true;
 
     missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
@@ -104,7 +105,7 @@ void W_HLAC_Attack(Weapon thiswep)
        //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
-       missile.think = SUB_Remove;
+       missile.think = SUB_Remove_self;
 
     missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
 
@@ -116,7 +117,7 @@ void W_HLAC_Attack(Weapon thiswep)
        MUTATOR_CALLHOOK(EditProjectile, self, missile);
 }
 
-void W_HLAC_Attack2(void)
+void W_HLAC_Attack2()
 {SELFPARAM();
        entity missile;
     float spread;
@@ -130,9 +131,8 @@ void W_HLAC_Attack2(void)
        W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn();
+       missile = new(hlacbolt);
        missile.owner = missile.realowner = self;
-       missile.classname = "hlacbolt";
        missile.bot_dodge = true;
 
     missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
@@ -147,7 +147,7 @@ void W_HLAC_Attack2(void)
        //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
-       missile.think = SUB_Remove;
+       missile.think = SUB_Remove_self;
 
     missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
 
@@ -161,33 +161,33 @@ void W_HLAC_Attack2(void)
 }
 
 // weapon frames
-void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, int slot, int fire)
+void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if(actor.weapon != actor.switchweapon) // abort immediately if switching
+       if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
        {
-               w_ready(thiswep, actor, slot, fire);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       if(actor.BUTTON_ATCK)
+       if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
-               Weapon w = get_weaponinfo(actor.weapon);
-               if(!w.wr_checkammo1(w))
+               if(!thiswep.wr_checkammo1(thiswep))
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-                       w_ready(thiswep, actor, slot, fire);
+                       w_ready(thiswep, actor, weaponentity, fire);
                        return;
                }
 
+               int slot = weaponslot(weaponentity);
                ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
                W_HLAC_Attack(WEP_HLAC);
                actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
-        weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
        }
        else
        {
-               weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
        }
 }
 
@@ -207,78 +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, int slot, 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
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
-                       } else if(fire & 1)
-                       {
-                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(hlac, refire)))
-                               {
-                                       actor.misc_bulletcounter = 0;
-                                       W_HLAC_Attack(thiswep);
-                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
-                               }
-                       }
-
-                       else if((fire & 2) && WEP_CVAR(hlac, secondary))
-                       {
-                               if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(hlac, refire)))
-                               {
-                                       W_HLAC_Attack2_Frame(thiswep);
-                                       weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
-                               }
-                       }
-               }
-               METHOD(HLAC, wr_init, void(entity thiswep))
-               {
-                       HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.WEP_AMMO(HLAC) >= 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.WEP_AMMO(HLAC) >= 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_config, void(entity thiswep))
-               {
-                       HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(HLAC, wr_reload, void(entity thiswep))
-               {
-                       W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
-               }
-               METHOD(HLAC, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_HLAC_SUICIDE;
-               }
-               METHOD(HLAC, wr_killmessage, int(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(particleeffectnum(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