]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'terencehill/menu_optimization' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 3ac26958ad00d82e946a76218d4367a32a207b25..dba351eb61178cc15df70a887f0c5ce617098545 100644 (file)
@@ -14,43 +14,45 @@ CLASS(Shotgun, Weapon)
 /* wepimg    */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
 /* refname   */ ATTRIB(Shotgun, netname, string, "shotgun");
 /* wepname   */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, alt_animtime, float, SEC) \
+               P(class, prefix, alt_refire, float, SEC) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, bullets, float, PRI) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, melee_delay, float, SEC) \
+               P(class, prefix, melee_multihit, float, SEC) \
+               P(class, prefix, melee_nonplayerdamage, float, SEC) \
+               P(class, prefix, melee_no_doubleslap, float, SEC) \
+               P(class, prefix, melee_range, float, SEC) \
+               P(class, prefix, melee_swing_side, float, SEC) \
+               P(class, prefix, melee_swing_up, float, SEC) \
+               P(class, prefix, melee_time, float, SEC) \
+               P(class, prefix, melee_traces, float, SEC) \
+               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, solidpenetration, float, PRI) \
+               P(class, prefix, spread, 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, Shotgun, shotgun)
+#undef X
+
 ENDCLASS(Shotgun)
-REGISTER_WEAPON(SHOTGUN, NEW(Shotgun));
-
-#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
-#define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, PRI,  ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, PRI,  bullets) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, PRI,  solidpenetration) \
-       w_cvar(id, sn, PRI,  spread) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_cvar(id, sn, SEC,  melee_time) \
-       w_cvar(id, sn, SEC,  melee_no_doubleslap) \
-       w_cvar(id, sn, SEC,  melee_traces) \
-       w_cvar(id, sn, SEC,  melee_swing_up) \
-       w_cvar(id, sn, SEC,  melee_swing_side) \
-       w_cvar(id, sn, SEC,  melee_nonplayerdamage) \
-       w_cvar(id, sn, SEC,  melee_multihit) \
-       w_cvar(id, sn, SEC,  melee_delay) \
-       w_cvar(id, sn, SEC,  melee_range) \
-       w_cvar(id, sn, SEC,  alt_animtime) \
-       w_cvar(id, sn, SEC,  alt_refire) \
-       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(SHOTGUN, shotgun, NEW(Shotgun));
+
 
-#ifdef SVQC
-SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
@@ -106,7 +108,7 @@ void W_Shotgun_Melee_Think()
        f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
 
        // check to see if we can still continue, otherwise give up now
-       if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
+       if(IS_DEAD(self.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
        {
                remove(self);
                return;
@@ -197,8 +199,7 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f
 // alternate secondary weapon frames
 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       Weapon w = get_weaponinfo(actor.weapon);
-       if (!w.wr_checkammo2(w))
+       if (!thiswep.wr_checkammo2(thiswep))
        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
@@ -212,8 +213,7 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity
 }
 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       Weapon w = get_weaponinfo(actor.weapon);
-       if (!w.wr_checkammo2(w))
+       if (!thiswep.wr_checkammo2(thiswep))
        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
@@ -229,7 +229,7 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity
 
                METHOD(Shotgun, wr_aim, void(entity thiswep))
                {
-                       if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
+                       if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
                                self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
                        else
                                self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
@@ -240,8 +240,7 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity
                        {
                                // don't force reload an empty shotgun if its melee attack is active
                                if(WEP_CVAR(shotgun, secondary) < 2) {
-                                       Weapon w = get_weaponinfo(actor.weapon);
-                                       w.wr_reload(w);
+                                       thiswep.wr_reload(thiswep, actor, weaponentity);
                                }
                        }
                        else
@@ -274,49 +273,41 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity
                        if(actor.clip_load >= 0) // we are not currently reloading
                        if(!actor.crouch) // no crouchmelee please
                        if(WEP_CVAR(shotgun, secondary) == 1)
-                       if(((fire & 1) && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+                       if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
                        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
                        {
                                // attempt forcing playback of the anim by switching to another anim (that we never play) here...
                                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
                        }
                }
-               METHOD(Shotgun, wr_init, void(entity thiswep))
-               {
-                       SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
                METHOD(Shotgun, wr_setup, void(entity thiswep))
                {
                        self.ammo_field = ammo_none;
                }
                METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
                {
-                       float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
                        ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
                        return ammo_amount;
                }
                METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
                {
                        if(IS_BOT_CLIENT(self))
-                       if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
+                       if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
                                return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
                        switch(WEP_CVAR(shotgun, secondary))
                        {
                                case 1: return true; // melee does not use ammo
                                case 2: // secondary triple shot
                                {
-                                       float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
                                        ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
                                        return ammo_amount;
                                }
                                default: return false; // secondary unavailable
                        }
                }
-               METHOD(Shotgun, wr_config, void(entity thiswep))
-               {
-                       SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(Shotgun, wr_reload, void(entity thiswep))
+               METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
                {
                        W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
                }