X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshotgun.qc;h=dba351eb61178cc15df70a887f0c5ce617098545;hp=3ac26958ad00d82e946a76218d4367a32a207b25;hb=692cb758fe8f25fa078bfd5885333ee031885600;hpb=1cbef966e133966c5b5f0f5b58fbd1a5851ed35b diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 3ac26958a..dba351eb6 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -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 }