]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 9c7aff3acab2af395a02bbb10313b025628d6ec3..f6d730fcb1f9dffc28331e6d17e718558f190779 100644 (file)
@@ -1,3 +1,4 @@
+#include "shotgun.qh"
 #ifndef IMPLEMENTATION
 CLASS(Shotgun, Weapon)
 /* ammotype  */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells);
@@ -6,7 +7,7 @@ CLASS(Shotgun, Weapon)
 /* rating    */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
 /* color     */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
 /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
 #endif
 /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
@@ -60,11 +61,11 @@ spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
 
 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
 {
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
 
        W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
        for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
-               fireBullet(actor, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
 
        Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
 
@@ -198,10 +199,10 @@ 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)
 {
-       if (!thiswep.wr_checkammo2(thiswep, actor))
+       if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
-               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
@@ -212,10 +213,10 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity
 }
 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if (!thiswep.wr_checkammo2(thiswep, actor))
+       if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
-               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
@@ -224,18 +225,18 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
-.float shotgun_primarytime[MAX_WEAPONSLOTS];
+.float shotgun_primarytime;
 
-METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor))
+METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
-        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
     else
-        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
 }
 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+    if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
     {
         // don't force reload an empty shotgun if its melee attack is active
         if(WEP_CVAR(shotgun, secondary) < 2) {
@@ -246,32 +247,30 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
     {
         if(fire & 1)
         {
-               int slot = weaponslot(weaponentity);
-            if(time >= actor.shotgun_primarytime[slot]) // handle refire separately so the secondary can be fired straight after a primary
+            if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
                 {
                     W_Shotgun_Attack(thiswep, actor, weaponentity, true);
-                    actor.shotgun_primarytime[slot] = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
+                    actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                 }
             }
         }
         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
         {
-               int slot = weaponslot(weaponentity);
-            if(time >= actor.shotgun_primarytime[slot]) // handle refire separately so the secondary can be fired straight after a primary
+            if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
                 {
                     W_Shotgun_Attack(thiswep, actor, weaponentity, false);
-                    actor.shotgun_primarytime[slot] = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
+                    actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                 }
             }
         }
     }
-    if(actor.clip_load >= 0) // we are not currently reloading
+    if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
     if(WEP_CVAR(shotgun, secondary) == 1)
     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)))
@@ -280,17 +279,13 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
     }
 }
-METHOD(Shotgun, wr_setup, void(entity thiswep, entity actor))
-{
-    actor.ammo_field = ammo_none;
-}
-METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
-    ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
     return ammo_amount;
 }
-METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     if(IS_BOT_CLIENT(actor))
     if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
@@ -301,7 +296,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor))
         case 2: // secondary triple shot
         {
             float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
-            ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
             return ammo_amount;
         }
         default: return false; // secondary unavailable