]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shockwave.qc
Merge branch 'terencehill/lms_itemtimes_fix' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shockwave.qc
index 713ac59c75ed8aa122de7d00e65a3e0eecb1806a..46cb78e0a67e2d2b15b0640b342b6b87531d348c 100644 (file)
@@ -13,67 +13,69 @@ CLASS(Shockwave, Weapon)
 /* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
 /* wepimg    */ ATTRIB(Shockwave, model2, string, "weaponshotgun");
 /* refname   */ ATTRIB(Shockwave, netname, string, "shockwave");
-/* wepname   */ ATTRIB(Shockwave, message, string, _("Shockwave"));
+/* wepname   */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, blast_animtime, float, NONE) \
+               P(class, prefix, blast_damage, float, NONE) \
+               P(class, prefix, blast_distance, float, NONE) \
+               P(class, prefix, blast_edgedamage, float, NONE) \
+               P(class, prefix, blast_force, float, NONE) \
+               P(class, prefix, blast_force_forwardbias, float, NONE) \
+               P(class, prefix, blast_force_zscale, float, NONE) \
+               P(class, prefix, blast_jump_damage, float, NONE) \
+               P(class, prefix, blast_jump_edgedamage, float, NONE) \
+               P(class, prefix, blast_jump_force, float, NONE) \
+               P(class, prefix, blast_jump_force_velocitybias, float, NONE) \
+               P(class, prefix, blast_jump_force_zscale, float, NONE) \
+               P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \
+               P(class, prefix, blast_jump_multiplier_distance, float, NONE) \
+               P(class, prefix, blast_jump_multiplier_min, float, NONE) \
+               P(class, prefix, blast_jump_radius, float, NONE) \
+               P(class, prefix, blast_multiplier_accuracy, float, NONE) \
+               P(class, prefix, blast_multiplier_distance, float, NONE) \
+               P(class, prefix, blast_multiplier_min, float, NONE) \
+               P(class, prefix, blast_refire, float, NONE) \
+               P(class, prefix, blast_splash_damage, float, NONE) \
+               P(class, prefix, blast_splash_edgedamage, float, NONE) \
+               P(class, prefix, blast_splash_force, float, NONE) \
+               P(class, prefix, blast_splash_force_forwardbias, float, NONE) \
+               P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \
+               P(class, prefix, blast_splash_multiplier_distance, float, NONE) \
+               P(class, prefix, blast_splash_multiplier_min, float, NONE) \
+               P(class, prefix, blast_splash_radius, float, NONE) \
+               P(class, prefix, blast_spread_max, float, NONE) \
+               P(class, prefix, blast_spread_min, float, NONE) \
+               P(class, prefix, melee_animtime, float, NONE) \
+               P(class, prefix, melee_damage, float, NONE) \
+               P(class, prefix, melee_delay, float, NONE) \
+               P(class, prefix, melee_force, float, NONE) \
+               P(class, prefix, melee_multihit, float, NONE) \
+               P(class, prefix, melee_no_doubleslap, float, NONE) \
+               P(class, prefix, melee_nonplayerdamage, float, NONE) \
+               P(class, prefix, melee_range, float, NONE) \
+               P(class, prefix, melee_refire, float, NONE) \
+               P(class, prefix, melee_swing_side, float, NONE) \
+               P(class, prefix, melee_swing_up, float, NONE) \
+               P(class, prefix, melee_time, float, NONE) \
+               P(class, prefix, melee_traces, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, Shockwave, shockwave)
+#undef X
+
 ENDCLASS(Shockwave)
-REGISTER_WEAPON(SHOCKWAVE, NEW(Shockwave));
-
-#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
-#define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, NONE, blast_animtime) \
-       w_cvar(id, sn, NONE, blast_damage) \
-       w_cvar(id, sn, NONE, blast_distance) \
-       w_cvar(id, sn, NONE, blast_edgedamage) \
-       w_cvar(id, sn, NONE, blast_force) \
-       w_cvar(id, sn, NONE, blast_force_forwardbias) \
-       w_cvar(id, sn, NONE, blast_force_zscale) \
-       w_cvar(id, sn, NONE, blast_jump_damage) \
-       w_cvar(id, sn, NONE, blast_jump_edgedamage) \
-       w_cvar(id, sn, NONE, blast_jump_force) \
-       w_cvar(id, sn, NONE, blast_jump_force_velocitybias) \
-       w_cvar(id, sn, NONE, blast_jump_force_zscale) \
-       w_cvar(id, sn, NONE, blast_jump_multiplier_accuracy) \
-       w_cvar(id, sn, NONE, blast_jump_multiplier_distance) \
-       w_cvar(id, sn, NONE, blast_jump_multiplier_min) \
-       w_cvar(id, sn, NONE, blast_jump_radius) \
-       w_cvar(id, sn, NONE, blast_multiplier_accuracy) \
-       w_cvar(id, sn, NONE, blast_multiplier_distance) \
-       w_cvar(id, sn, NONE, blast_multiplier_min) \
-       w_cvar(id, sn, NONE, blast_refire) \
-       w_cvar(id, sn, NONE, blast_splash_damage) \
-       w_cvar(id, sn, NONE, blast_splash_edgedamage) \
-       w_cvar(id, sn, NONE, blast_splash_force) \
-       w_cvar(id, sn, NONE, blast_splash_force_forwardbias) \
-       w_cvar(id, sn, NONE, blast_splash_multiplier_accuracy) \
-       w_cvar(id, sn, NONE, blast_splash_multiplier_distance) \
-       w_cvar(id, sn, NONE, blast_splash_multiplier_min) \
-       w_cvar(id, sn, NONE, blast_splash_radius) \
-       w_cvar(id, sn, NONE, blast_spread_max) \
-       w_cvar(id, sn, NONE, blast_spread_min) \
-       w_cvar(id, sn, NONE, melee_animtime) \
-       w_cvar(id, sn, NONE, melee_damage) \
-       w_cvar(id, sn, NONE, melee_delay) \
-       w_cvar(id, sn, NONE, melee_force) \
-       w_cvar(id, sn, NONE, melee_multihit) \
-       w_cvar(id, sn, NONE, melee_no_doubleslap) \
-       w_cvar(id, sn, NONE, melee_nonplayerdamage) \
-       w_cvar(id, sn, NONE, melee_range) \
-       w_cvar(id, sn, NONE, melee_refire) \
-       w_cvar(id, sn, NONE, melee_swing_side) \
-       w_cvar(id, sn, NONE, melee_swing_up) \
-       w_cvar(id, sn, NONE, melee_time) \
-       w_cvar(id, sn, NONE, melee_traces) \
-       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(SHOCKWAVE, shockwave, NEW(Shockwave));
+
 
-#ifdef SVQC
-SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
 #ifdef CSQC
-void Net_ReadShockwaveParticle(void);
+void Net_ReadShockwaveParticle();
 .vector sw_shotorg;
 .vector sw_shotdir;
 .float sw_distance;
@@ -83,17 +85,20 @@ void Net_ReadShockwaveParticle(void);
 #endif
 #endif
 #ifdef IMPLEMENTATION
+
+REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
+
 #ifdef SVQC
-void spawnfunc_weapon_shockwave(void)
-{SELFPARAM();
+spawnfunc(weapon_shockwave)
+{
        //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
        if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
-               weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
+               weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
                return;
        }
-       weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
+       weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
 }
 
 const float MAX_SHOCKWAVE_HITS = 10;
@@ -107,7 +112,7 @@ float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
 
 // MELEE ATTACK MODE
-void W_Shockwave_Melee_Think(void)
+void W_Shockwave_Melee_Think()
 {SELFPARAM();
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -115,7 +120,7 @@ void W_Shockwave_Melee_Think(void)
        vector targpos;
 
        // check to see if we can still continue, otherwise give up now
-       if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
+       if(IS_DEAD(self.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
        {
                remove(self);
                return;
@@ -229,17 +234,17 @@ void W_Shockwave_Melee_Think(void)
        }
 }
 
-void W_Shockwave_Melee(void)
-{SELFPARAM();
-       sound(self, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
+void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
 
-       entity meleetemp;
-       meleetemp = spawn();
-       meleetemp.owner = meleetemp.realowner = self;
+       entity meleetemp = new(meleetemp);
+       make_pure(meleetemp);
+       meleetemp.owner = meleetemp.realowner = actor;
        meleetemp.think = W_Shockwave_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
-       W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
+       W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
 }
 
 // SHOCKWAVE ATTACK MODE
@@ -335,10 +340,9 @@ float W_Shockwave_Attack_CheckHit(
        return true;
 }
 
-void W_Shockwave_Send(void)
+void W_Shockwave_Send()
 {SELFPARAM();
-       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
-       WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
+       WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
        WriteCoord(MSG_BROADCAST, w_shotorg.x);
        WriteCoord(MSG_BROADCAST, w_shotorg.y);
        WriteCoord(MSG_BROADCAST, w_shotorg.z);
@@ -348,10 +352,10 @@ void W_Shockwave_Send(void)
        WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
        WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
        WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
-       WriteByte(MSG_BROADCAST, num_for_edict(self));
+       WriteByte(MSG_BROADCAST, etof(self));
 }
 
-void W_Shockwave_Attack(void)
+void W_Shockwave_Attack()
 {SELFPARAM();
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
@@ -439,7 +443,7 @@ void W_Shockwave_Attack(void)
                                        );
 
                                // figure out the direction of force
-                               vel = normalize(combine_to_vector(head.velocity.x, head.velocity.y, 0));
+                               vel = normalize(vec3(head.velocity.x, head.velocity.y, 0));
                                vel *=
                                        (
                                                bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
@@ -668,46 +672,37 @@ void W_Shockwave_Attack(void)
        }
 }
 
-               METHOD(Shockwave, wr_aim, bool(entity thiswep))
+               METHOD(Shockwave, wr_aim, void(entity thiswep))
                {
                        if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
                                { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); }
                        else
                                { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); }
-
-                       return true;
                }
-               METHOD(Shockwave, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+               METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
-                       if(fire1)
+                       if(fire & 1)
                        {
-                               if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
+                               if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
                                {
-                                       if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
+                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
                                        {
                                                W_Shockwave_Attack();
-                                               self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
+                                               actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
                                        }
                                }
                        }
-                       else if(fire2)
+                       else if(fire & 2)
                        {
-                               //if(self.clip_load >= 0) // we are not currently reloading
-                               if(!self.crouch) // no crouchmelee please
-                               if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
+                               //if(actor.clip_load >= 0) // we are not currently reloading
+                               if(!actor.crouch) // no crouchmelee please
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
                                {
                                        // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                                       weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
                                }
                        }
-
-                       return true;
-               }
-               METHOD(Shockwave, wr_init, bool(entity thiswep))
-               {
-                       SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
                METHOD(Shockwave, wr_checkammo1, bool(entity thiswep))
                {
@@ -718,16 +713,11 @@ void W_Shockwave_Attack(void)
                        // shockwave has infinite ammo
                        return true;
                }
-               METHOD(Shockwave, wr_config, bool(entity thiswep))
-               {
-                       SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
-               }
-               METHOD(Shockwave, wr_suicidemessage, bool(entity thiswep))
+               METHOD(Shockwave, wr_suicidemessage, int(entity thiswep))
                {
                        return WEAPON_THINKING_WITH_PORTALS;
                }
-               METHOD(Shockwave, wr_killmessage, bool(entity thiswep))
+               METHOD(Shockwave, wr_killmessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_SHOCKWAVE_MURDER_SLAP;
@@ -741,27 +731,27 @@ void W_Shockwave_Attack(void)
 const float SW_MAXALPHA = 0.5;
 const float SW_FADETIME = 0.4;
 const float SW_DISTTOMIN = 200;
-void Draw_Shockwave()
-{SELFPARAM();
+void Draw_Shockwave(entity this)
+{
        // fading/removal control
-       float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA);
-       if(a < ALPHA_MIN_VISIBLE) { remove(self); }
+       float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA);
+       if(a < ALPHA_MIN_VISIBLE) { remove(this); }
 
        // WEAPONTODO: save this only once when creating the entity
-       vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
+       vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
 
        // WEAPONTODO: trace to find what we actually hit
-       vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance));
+       vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
 
-       vectorvectors(self.sw_shotdir);
+       vectorvectors(this.sw_shotdir);
        vector right = v_right; // save this for when we do makevectors later
        vector up = v_up; // save this for when we do makevectors later
 
        // WEAPONTODO: combine and simplify these calculations
-       vector min_end = ((self.sw_shotorg + (self.sw_shotdir * SW_DISTTOMIN)) + (up * self.sw_spread_min));
-       vector max_end = (endpos + (up * self.sw_spread_max));
-       float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - self.sw_shotdir);
-       float spread_to_max = vlen(normalize(max_end - min_end) - self.sw_shotdir);
+       vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));
+       vector max_end = (endpos + (up * this.sw_spread_max));
+       float spread_to_min = vlen(normalize(min_end - this.sw_shotorg) - this.sw_shotdir);
+       float spread_to_max = vlen(normalize(max_end - min_end) - this.sw_shotdir);
 
        vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
        vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
@@ -778,14 +768,14 @@ void Draw_Shockwave()
 
                // first do the spread_to_min effect
                deviation = angle * spread_to_min;
-               deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
+               deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
                new_min_dist = SW_DISTTOMIN;
-               new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
-               //te_lightning2(world, new_min_end, self.sw_shotorg);
+               new_min_end = (this.sw_shotorg + (deviation * new_min_dist));
+               //te_lightning2(world, new_min_end, this.sw_shotorg);
 
                // then calculate spread_to_max effect
                deviation = angle * spread_to_max;
-               deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
+               deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
                new_max_dist = vlen(new_min_end - endpos);
                new_max_end = (new_min_end + (deviation * new_max_dist));
                //te_lightning2(world, new_end, prev_min_end);
@@ -803,7 +793,7 @@ void Draw_Shockwave()
                        R_BeginPolygon("", DRAWFLAG_NORMAL);
                        R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
                        R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
-                       R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+                       R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
                        R_EndPolygon();
 
                        // draw from min spread radius to max spread radius
@@ -825,7 +815,7 @@ void Draw_Shockwave()
                        R_BeginPolygon("", DRAWFLAG_NORMAL);
                        R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
                        R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
-                       R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+                       R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
                        R_EndPolygon();
 
                        // draw from min spread radius to max spread radius
@@ -839,7 +829,13 @@ void Draw_Shockwave()
        }
 }
 
-void Net_ReadShockwaveParticle(void)
+NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew)
+{
+       Net_ReadShockwaveParticle();
+       return true;
+}
+
+void Net_ReadShockwaveParticle()
 {
        entity shockwave;
        shockwave = spawn();
@@ -857,22 +853,12 @@ void Net_ReadShockwaveParticle(void)
        shockwave.sw_time = time;
 }
 
-               METHOD(Shockwave, wr_impacteffect, bool(entity thiswep))
+               METHOD(Shockwave, wr_impacteffect, void(entity thiswep))
                {
                        // handled by Net_ReadShockwaveParticle
                        //vector org2;
                        //org2 = w_org + w_backoff * 2;
-                       //pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
-                       return false;
-               }
-               METHOD(Shockwave, wr_init, bool(entity thiswep))
-               {
-                       return false;
-               }
-               METHOD(Shockwave, wr_zoomreticle, bool(entity thiswep))
-               {
-                       // no weapon specific image for this weapon
-                       return false;
+                       //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
                }
 
 #endif