X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhagar.qc;h=d41ad95b9302cbee75425bfe38ffce8f331e414d;hp=16c9599239440040151bd4a65730079510e5dce5;hb=fc15d72b041c9a748b605ba28735380fbe5b5b01;hpb=547a4228c0f88d9b226efe1026ee6085309c0c89 diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index 16c959923..d41ad95b9 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -13,48 +13,49 @@ CLASS(Hagar, Weapon) /* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8); /* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar"); /* refname */ ATTRIB(Hagar, netname, string, "hagar"); -/* wepname */ ATTRIB(Hagar, message, string, _("Hagar")); +/* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, damageforcescale, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, health, float, BOTH) \ + P(class, prefix, lifetime, float, PRI) \ + P(class, prefix, lifetime_min, float, SEC) \ + P(class, prefix, lifetime_rand, float, SEC) \ + P(class, prefix, load, float, SEC) \ + P(class, prefix, load_abort, float, SEC) \ + P(class, prefix, load_animtime, float, SEC) \ + P(class, prefix, load_hold, float, SEC) \ + P(class, prefix, load_linkexplode, float, SEC) \ + P(class, prefix, load_max, float, SEC) \ + P(class, prefix, load_releasedeath, float, SEC) \ + P(class, prefix, load_speed, float, SEC) \ + P(class, prefix, load_spread, float, SEC) \ + P(class, prefix, load_spread_bias, float, SEC) \ + 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, speed, float, BOTH) \ + P(class, prefix, spread, float, BOTH) \ + 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, Hagar, hagar) +#undef X + ENDCLASS(Hagar) -REGISTER_WEAPON(HAGAR, NEW(Hagar)); - -#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar) -#define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, BOTH, damageforcescale) \ - w_cvar(id, sn, BOTH, health) \ - w_cvar(id, sn, PRI, lifetime) \ - w_cvar(id, sn, SEC, load) \ - w_cvar(id, sn, SEC, load_max) \ - w_cvar(id, sn, SEC, load_abort) \ - w_cvar(id, sn, SEC, load_animtime) \ - w_cvar(id, sn, SEC, load_hold) \ - w_cvar(id, sn, SEC, load_speed) \ - w_cvar(id, sn, SEC, load_releasedeath) \ - w_cvar(id, sn, SEC, load_spread) \ - w_cvar(id, sn, SEC, load_spread_bias) \ - w_cvar(id, sn, SEC, load_linkexplode) \ - w_cvar(id, sn, SEC, lifetime_min) \ - w_cvar(id, sn, SEC, lifetime_rand) \ - w_cvar(id, sn, NONE, secondary) \ - 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(HAGAR, hagar, NEW(Hagar)); -#ifdef SVQC -HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #endif #ifdef IMPLEMENTATION #ifdef SVQC @@ -62,80 +63,89 @@ spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); } // NO bounce protection, as bounces are limited! -void W_Hagar_Explode(void) -{SELFPARAM(); - self.event_damage = func_null; - RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other); +void W_Hagar_Explode(entity this) +{ + this.event_damage = func_null; + RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, other); + + remove(this); +} - remove(self); +void W_Hagar_Explode_use(entity this, entity actor, entity trigger) +{ + W_Hagar_Explode(this); } -void W_Hagar_Explode2(void) -{SELFPARAM(); - self.event_damage = func_null; - RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other); +void W_Hagar_Explode2(entity this) +{ + this.event_damage = func_null; + RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, other); - remove(self); + remove(this); } -void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.health <= 0) +void W_Hagar_Explode2_use(entity this, entity actor, entity trigger) +{ + W_Hagar_Explode2(this); +} + +void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if(this.health <= 0) return; - float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true) + float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true) && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) - && (self.projectiledeathtype & HITTYPE_SECONDARY)); + && (this.projectiledeathtype & HITTYPE_SECONDARY)); if(is_linkexplode) is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode)); else is_linkexplode = -1; // not secondary load, so continue as normal without exception. - if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode)) + if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode)) return; // g_projectiles_damage says to halt - self.health = self.health - damage; - self.angles = vectoangles(self.velocity); + this.health = this.health - damage; + this.angles = vectoangles(this.velocity); - if(self.health <= 0) - W_PrepareExplosionByDamage(attacker, self.think); + if(this.health <= 0) + W_PrepareExplosionByDamage(this, attacker, getthink(this)); } -void W_Hagar_Touch(void) -{SELFPARAM(); - PROJECTILE_TOUCH; - self.use(); +void W_Hagar_Touch(entity this) +{ + PROJECTILE_TOUCH(this); + this.use(this, NULL, NULL); } -void W_Hagar_Touch2(void) -{SELFPARAM(); - PROJECTILE_TOUCH; +void W_Hagar_Touch2(entity this) +{ + PROJECTILE_TOUCH(this); - if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) { - self.use(); + if(this.cnt > 0 || other.takedamage == DAMAGE_AIM) { + this.use(this, NULL, NULL); } else { - self.cnt++; - Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1); - self.angles = vectoangles(self.velocity); - self.owner = world; - self.projectiledeathtype |= HITTYPE_BOUNCE; + this.cnt++; + Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1); + this.angles = vectoangles(this.velocity); + this.owner = NULL; + this.projectiledeathtype |= HITTYPE_BOUNCE; } } -void W_Hagar_Attack(Weapon thiswep) -{SELFPARAM(); +void W_Hagar_Attack(Weapon thiswep, entity actor) +{ entity missile; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo)); - W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); + W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - missile = spawn(); - missile.owner = missile.realowner = self; - missile.classname = "missile"; + missile = new(missile); + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage); @@ -145,9 +155,9 @@ void W_Hagar_Attack(Weapon thiswep) missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; - missile.touch = W_Hagar_Touch; - missile.use = W_Hagar_Explode; - missile.think = adaptor_think2use_hittype_splash; + settouch(missile, W_Hagar_Touch); + missile.use = W_Hagar_Explode_use; + setthink(missile, adaptor_think2use_hittype_splash); missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id; @@ -163,22 +173,21 @@ void W_Hagar_Attack(Weapon thiswep) CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -void W_Hagar_Attack2(Weapon thiswep) -{SELFPARAM(); +void W_Hagar_Attack2(Weapon thiswep, entity actor) +{ entity missile; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo)); - W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - missile = spawn(); - missile.owner = missile.realowner = self; - missile.classname = "missile"; + missile = new(missile); + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); @@ -188,10 +197,10 @@ void W_Hagar_Attack2(Weapon thiswep) missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; - missile.touch = W_Hagar_Touch2; + settouch(missile, W_Hagar_Touch2); missile.cnt = 0; - missile.use = W_Hagar_Explode2; - missile.think = adaptor_think2use_hittype_splash; + missile.use = W_Hagar_Explode2_use; + setthink(missile, adaptor_think2use_hittype_splash); missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; @@ -207,12 +216,12 @@ void W_Hagar_Attack2(Weapon thiswep) CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; -void W_Hagar_Attack2_Load_Release(void) -{SELFPARAM(); +void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) +{ // time to release the rockets we've loaded entity missile; @@ -220,25 +229,24 @@ void W_Hagar_Attack2_Load_Release(void) vector s; vector forward, right, up; - if(!self.hagar_load) + if(!actor.hagar_load) return; - weapon_prepareattack_do(self, true, WEP_CVAR_SEC(hagar, refire)); + weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); forward = v_forward; right = v_right; up = v_up; - shots = self.hagar_load; - missile = world; + shots = actor.hagar_load; + missile = NULL; for(counter = 0; counter < shots; ++counter) { - missile = spawn(); - missile.owner = missile.realowner = self; - missile.classname = "missile"; + missile = new(missile); + missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); @@ -248,9 +256,9 @@ void W_Hagar_Attack2_Load_Release(void) missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; - missile.touch = W_Hagar_Touch; // not bouncy - missile.use = W_Hagar_Explode2; - missile.think = adaptor_think2use_hittype_splash; + settouch(missile, W_Hagar_Touch); // not bouncy + missile.use = W_Hagar_Explode2_use; + setthink(missile, adaptor_think2use_hittype_splash); missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; @@ -283,51 +291,51 @@ void W_Hagar_Attack2_Load_Release(void) CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); - MUTATOR_CALLHOOK(EditProjectile, self, missile); + MUTATOR_CALLHOOK(EditProjectile, actor, missile); } - weapon_thinkf(self, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); - self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(); - self.hagar_load = 0; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); + actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor); + actor.hagar_load = 0; } -void W_Hagar_Attack2_Load(Weapon thiswep) -{SELFPARAM(); +void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) +{ // loadable hagar secondary attack, must always run each frame if(time < game_starttime) return; - bool loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max); + bool loaded = actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max); // this is different than WR_CHECKAMMO when it comes to reloading bool enough_ammo; - if(self.items & IT_UNLIMITED_WEAPON_AMMO) + if(actor.items & IT_UNLIMITED_WEAPON_AMMO) enough_ammo = true; else if(autocvar_g_balance_hagar_reload_ammo) - enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); + enough_ammo = actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); else - enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); + enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); bool stopped = loaded || !enough_ammo; - if(self.BUTTON_ATCK2) + if(PHYS_INPUT_BUTTON_ATCK2(actor)) { - if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort)) + if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort)) { - if(self.hagar_load) + if(actor.hagar_load) { // if we pressed primary fire while loading, unload all rockets and abort - self.weaponentity.state = WS_READY; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo - self.hagar_load = 0; - sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); + actor.(weaponentity).state = WS_READY; + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo + actor.hagar_load = 0; + sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); // pause until we can load rockets again, once we re-press the alt fire button - self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); + actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor); // require letting go of the alt fire button before we can load again - self.hagar_loadblock = true; + actor.hagar_loadblock = true; } } else @@ -335,189 +343,209 @@ void W_Hagar_Attack2_Load(Weapon thiswep) // check if we can attempt to load another rocket if(!stopped) { - if(!self.hagar_loadblock && self.hagar_loadstep < time) + if(!actor.hagar_loadblock && actor.hagar_loadstep < time) { - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo)); - self.weaponentity.state = WS_INUSE; - self.hagar_load += 1; - sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo)); + actor.(weaponentity).state = WS_INUSE; + actor.hagar_load += 1; + sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most - if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) + if(actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) stopped = true; else - self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); + actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor); } } - if(stopped && !self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame + if(stopped && !actor.hagar_loadbeep && actor.hagar_load) // prevents the beep from playing each frame { // if this is the last rocket we can load, play a beep sound to notify the player - sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); - self.hagar_loadbeep = true; - self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(); + sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); + actor.hagar_loadbeep = true; + actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor); } } } - else if(self.hagar_loadblock) + else if(actor.hagar_loadblock) { // the alt fire button has been released, so re-enable loading if blocked - self.hagar_loadblock = false; + actor.hagar_loadblock = false; } - if(self.hagar_load) + if(actor.hagar_load) { // play warning sound if we're about to release - if(stopped && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0) + if(stopped && actor.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0) { - if(!self.hagar_warning) // prevents the beep from playing each frame + if(!actor.hagar_warning) // prevents the beep from playing each frame { // we're about to automatically release after holding time, play a beep sound to notify the player - sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); - self.hagar_warning = true; + sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); + actor.hagar_warning = true; } } // release if player let go of button or if they've held it in too long - if(!self.BUTTON_ATCK2 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) + if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) { - self.weaponentity.state = WS_READY; - W_Hagar_Attack2_Load_Release(); + actor.(weaponentity).state = WS_READY; + W_Hagar_Attack2_Load_Release(actor, weaponentity); } } else { - self.hagar_loadbeep = false; - self.hagar_warning = false; + actor.hagar_loadbeep = false; + actor.hagar_warning = false; // we aren't checking ammo during an attack, so we must do it here - Weapon w = get_weaponinfo(self.weapon); - if(!(w.wr_checkammo1(w) + w.wr_checkammo2(w))) - if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!(thiswep.wr_checkammo1(thiswep, actor) + thiswep.wr_checkammo2(thiswep, actor))) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { // note: this doesn't force the switch - W_SwitchToOtherWeapon(self); + W_SwitchToOtherWeapon(actor); return; } } } - METHOD(Hagar, wr_aim, void(entity thiswep)) - { - if(random()>0.15) - self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); - else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming - self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); - } - METHOD(Hagar, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) - { - float loadable_secondary; - loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); - - if(loadable_secondary) - W_Hagar_Attack2_Load(thiswep); // must always run each frame - if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); - } else if(fire1 && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset - { - if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(hagar, refire))) - { - W_Hagar_Attack(thiswep); - weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); - } - } - else if(fire2 && !loadable_secondary && WEP_CVAR(hagar, secondary)) - { - if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(hagar, refire))) - { - W_Hagar_Attack2(thiswep); - weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); - } - } - } - METHOD(Hagar, wr_gonethink, void(entity thiswep)) - { - // we lost the weapon and want to prepare switching away - if(self.hagar_load) - { - self.weaponentity.state = WS_READY; - W_Hagar_Attack2_Load_Release(); - } - } - METHOD(Hagar, wr_init, void(entity thiswep)) - { - HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } - METHOD(Hagar, wr_setup, void(entity thiswep)) - { - self.hagar_loadblock = false; +void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) +{ + if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock) + { + w_ready(thiswep, actor, weaponentity, fire); + return; + } - if(self.hagar_load) - { - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary - self.hagar_load = 0; - } - } - METHOD(Hagar, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo); - ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); - return ammo_amount; - } - METHOD(Hagar, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); - ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); - return ammo_amount; - } - METHOD(Hagar, wr_config, void(entity thiswep)) - { - HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } - METHOD(Hagar, wr_resetplayer, void(entity thiswep)) - { - self.hagar_load = 0; - } - METHOD(Hagar, wr_playerdeath, void(entity thiswep)) - { - // if we have any rockets loaded when we die, release them - if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) - W_Hagar_Attack2_Load_Release(); - } - METHOD(Hagar, wr_reload, void(entity thiswep)) - { - if(!self.hagar_load) // require releasing loaded rockets first - W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD)); - } - METHOD(Hagar, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_HAGAR_SUICIDE; - } - METHOD(Hagar, wr_killmessage, int(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_HAGAR_MURDER_BURST; - else - return WEAPON_HAGAR_MURDER_SPRAY; - } + if(!thiswep.wr_checkammo1(thiswep, actor)) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + w_ready(thiswep, actor, weaponentity, fire); + return; + } + + W_Hagar_Attack(thiswep, actor); + + int slot = weaponslot(weaponentity); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor); + int theframe = WFRAME_FIRE1; + entity this = actor.(weaponentity); + if(this) + { + if(this.wframe == WFRAME_FIRE1) + theframe = WFRAME_DONTCHANGE; + } + weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto); +} + +METHOD(Hagar, wr_aim, void(entity thiswep, entity actor)) +{ + if(random()>0.15) + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); +} +METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + float loadable_secondary; + loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); + + if(loadable_secondary) + W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame + if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } + else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) + W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire); + } + else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire))) + { + W_Hagar_Attack2(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); + } + } +} +METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor)) +{ + // we lost the weapon and want to prepare switching away + if(actor.hagar_load) + { + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + actor.(weaponentity).state = WS_READY; + W_Hagar_Attack2_Load_Release(actor, weaponentity); + } +} +METHOD(Hagar, wr_setup, void(entity thiswep, entity actor)) +{ + actor.hagar_loadblock = false; + + if(actor.hagar_load) + { + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo if necessary + actor.hagar_load = 0; + } +} +METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor)) +{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo); + ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); + return ammo_amount; +} +METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); + ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); + return ammo_amount; +} +METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor)) +{ + actor.hagar_load = 0; +} +METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor)) +{ + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + // if we have any rockets loaded when we die, release them + if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) + W_Hagar_Attack2_Load_Release(actor, weaponentity); +} +METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + if(!actor.hagar_load) // require releasing loaded rockets first + W_Reload(actor, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD); +} +METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_HAGAR_SUICIDE; +} +METHOD(Hagar, wr_killmessage, Notification(entity thiswep)) +{ + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_HAGAR_MURDER_BURST; + else + return WEAPON_HAGAR_MURDER_SPRAY; +} #endif #ifdef CSQC - METHOD(Hagar, wr_impacteffect, void(entity thiswep)) - { - vector org2; - org2 = w_org + w_backoff * 6; - pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1); - if(!w_issilent) - { - if(w_random<0.15) - sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM); - else if(w_random<0.7) - sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM); - else - sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM); - } - } +METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 6; + pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1); + if(!w_issilent) + { + if(w_random<0.15) + sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM); + else if(w_random<0.7) + sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM); + else + sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM); + } +} #endif #endif