]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vortex.qc
Merge branch 'master' into terencehill/keyhunt
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
index 0faccbbb73eec00d61f717dd45cb5da2b56851ea..f7f20d2e8d4933ca5c39d65a4d5a66f7f08fb2a6 100644 (file)
@@ -1,12 +1,13 @@
+#include "vortex.qh"
 #ifndef IMPLEMENTATION
 CLASS(Vortex, Weapon)
-/* ammotype  */ ATTRIB(Vortex, ammo_field, .int, ammo_cells)
-/* impulse   */ ATTRIB(Vortex, impulse, int, 7)
+/* ammotype  */ ATTRIB(Vortex, ammo_field, .int, ammo_cells);
+/* impulse   */ ATTRIB(Vortex, impulse, int, 7);
 /* flags     */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
 /* rating    */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
 /* color     */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
 #endif
 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
@@ -68,7 +69,7 @@ REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
 REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
 REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
 
-#if defined(CSQC)
+#if defined(GAMEQC)
 float autocvar_g_weapon_charge_colormod_red_full;
 float autocvar_g_weapon_charge_colormod_red_half;
 float autocvar_g_weapon_charge_colormod_green_full;
@@ -77,11 +78,11 @@ float autocvar_g_weapon_charge_colormod_blue_half;
 float autocvar_g_weapon_charge_colormod_green_half;
 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
 
-METHOD(Vortex, wr_glow, vector(Vortex this))
+METHOD(Vortex, wr_glow, vector(Vortex this, entity actor))
 {
-       if (!STAT(WEP_CVAR_vortex_charge)) return '0 0 0';
-       float charge = STAT(VORTEX_CHARGE);
-       float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit);
+       if (!STAT(WEP_CVAR_vortex_charge, actor)) return '0 0 0';
+       float charge = STAT(VORTEX_CHARGE, actor);
+       float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit, actor);
        vector g;
        g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
        g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
@@ -128,9 +129,9 @@ NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
 
        if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
        if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
-               WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+               WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
        else
-               WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+               WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
        return true;
 }
 #endif
@@ -142,21 +143,23 @@ spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
 REGISTER_MUTATOR(vortex_charge, true);
 
 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
-{SELFPARAM();
+{
+    entity player = M_ARGV(0, entity);
+
        // WEAPONTODO
-       float xyspeed = vlen(vec2(self.velocity));
-       if (PS(self).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
+       float xyspeed = vlen(vec2(player.velocity));
+       if (PS(player).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
        {
                // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
                xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
                float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
                // add the extra charge
-               self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+               player.vortex_charge = min(1, player.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
        }
 }
 
-void W_Vortex_Attack(Weapon thiswep, float issecondary)
-{SELFPARAM();
+void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
+{
        float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
 
        mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
@@ -168,12 +171,12 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary)
        myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
 
        float flying;
-       flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+       flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
 
        if(WEP_CVAR(vortex, charge))
        {
-               charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge;
-               self.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
+               charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.vortex_charge;
+               actor.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
                // O RLY? -- divVerent
                // YA RLY -- FruitieX
        }
@@ -182,43 +185,42 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary)
        mydmg *= charge;
        myforce *= charge;
 
-       W_SetupShot(self, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
+       W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
        if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
        {
-               sound(self, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+               sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
        }
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
+       FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
 
        if(yoda && flying)
-               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
-       if(damage_goodhits && self.vortex_lasthit)
+               Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+       if(damage_goodhits && actor.vortex_lasthit)
        {
-               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+               Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
                damage_goodhits = 0; // only every second time
        }
 
-       self.vortex_lasthit = damage_goodhits;
+       actor.vortex_lasthit = damage_goodhits;
 
        //beam and muzzle flash done on client
        SendCSQCVortexBeamParticle(charge);
 
-       W_DecreaseAmmo(thiswep, self, myammo);
+       W_DecreaseAmmo(thiswep, actor, myammo);
 }
 
 .float vortex_chargepool_pauseregen_finished;
 
-METHOD(Vortex, wr_aim, void(entity thiswep))
+METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    if(bot_aim(self, 1000000, 0, 1, false))
-        PHYS_INPUT_BUTTON_ATCK(self) = true;
+    if(bot_aim(actor, 1000000, 0, 1, false))
+        PHYS_INPUT_BUTTON_ATCK(actor) = true;
     else
     {
         if(WEP_CVAR(vortex, charge))
-            PHYS_INPUT_BUTTON_ATCK2(self) = true;
+            PHYS_INPUT_BUTTON_ATCK2(actor) = true;
     }
 }
 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
@@ -242,7 +244,7 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
             {
-                W_Vortex_Attack(thiswep, 0);
+                W_Vortex_Attack(thiswep, actor, weaponentity, 0);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
             }
         }
@@ -314,33 +316,30 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
                 {
-                    W_Vortex_Attack(thiswep, 1);
+                    W_Vortex_Attack(thiswep, actor, weaponentity, 1);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
                 }
             }
         }
     }
 }
-METHOD(Vortex, wr_setup, void(entity thiswep))
+METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    self.vortex_lasthit = 0;
+    actor.vortex_lasthit = 0;
 }
-METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
+METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
-    ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
+    ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
     return ammo_amount;
 }
-METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
+METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor))
 {
-    SELFPARAM();
     if(WEP_CVAR(vortex, secondary))
     {
         // don't allow charging if we don't have enough ammo
-        float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
-        ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
+        float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
+        ammo_amount += actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
         return ammo_amount;
     }
     else
@@ -348,21 +347,19 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
         return false; // zoom is not a fire mode
     }
 }
-METHOD(Vortex, wr_resetplayer, void(entity thiswep))
+METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     if (WEP_CVAR(vortex, charge)) {
         if (WEP_CVAR_SEC(vortex, chargepool)) {
-            self.vortex_chargepool_ammo = 1;
+            actor.vortex_chargepool_ammo = 1;
         }
-        self.vortex_charge = WEP_CVAR(vortex, charge_start);
+        actor.vortex_charge = WEP_CVAR(vortex, charge_start);
     }
-    self.vortex_lasthit = 0;
+    actor.vortex_lasthit = 0;
 }
 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
+    W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
 }
 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -376,13 +373,13 @@ METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Vortex, wr_impacteffect, void(entity thiswep))
+METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2 = w_org + w_backoff * 6;
     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
     if(!w_issilent)
-        sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
+        sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
 }
 METHOD(Vortex, wr_init, void(entity thiswep))
 {