From: terencehill Date: Mon, 6 Feb 2023 17:43:11 +0000 (+0100) Subject: Clean blaster code up to reduce code and fields X-Git-Tag: xonotic-v0.8.6~177 X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=commitdiff_plain;h=187d18d8120eb544d08f1088ca44e81e22bc3a25 Clean blaster code up to reduce code and fields --- diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index 6902f48532..690fa891c4 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -7,20 +7,21 @@ void W_Blaster_Touch(entity this, entity toucher) PROJECTILE_TOUCH(this, toucher); this.event_damage = func_null; + bool isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); RadiusDamageForSource( this, (this.origin + (this.mins + this.maxs) * 0.5), this.velocity, this.realowner, - this.blaster_damage, - this.blaster_edgedamage, - this.blaster_radius, + WEP_CVAR_BOTH(blaster, isprimary, damage), + WEP_CVAR_BOTH(blaster, isprimary, edgedamage), + WEP_CVAR_BOTH(blaster, isprimary, radius), NULL, NULL, false, - this.blaster_force, - this.blaster_force_zscale, + WEP_CVAR_BOTH(blaster, isprimary, force), + WEP_CVAR_BOTH(blaster, isprimary, force_zscale), this.projectiledeathtype, this.weaponentity_fld, toucher @@ -33,25 +34,19 @@ void W_Blaster_Think(entity this) { set_movetype(this, MOVETYPE_FLY); setthink(this, SUB_Remove); - this.nextthink = time + this.blaster_lifetime; + bool isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); + this.nextthink = time + WEP_CVAR_BOTH(blaster, isprimary, lifetime); CSQCProjectile(this, true, PROJECTILE_BLASTER, true); } void W_Blaster_Attack( entity actor, .entity weaponentity, - float atk_deathtype, - float atk_shotangle, - float atk_damage, - float atk_edgedamage, - float atk_radius, - float atk_force, - float atk_force_zscale, - float atk_speed, - float atk_spread, - float atk_delay, - float atk_lifetime) + float atk_deathtype) { + bool isprimary = !(atk_deathtype & HITTYPE_SECONDARY); + float atk_shotangle = WEP_CVAR_BOTH(blaster, isprimary, shotangle); + float atk_damage = WEP_CVAR_BOTH(blaster, isprimary, damage); vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD); W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype); @@ -63,26 +58,12 @@ void W_Blaster_Attack( missile.bot_dodgerating = atk_damage; PROJECTILE_MAKETRIGGER(missile); - missile.blaster_damage = atk_damage; - missile.blaster_edgedamage = atk_edgedamage; - missile.blaster_radius = atk_radius; - missile.blaster_force = atk_force; - missile.blaster_force_zscale = atk_force_zscale; - missile.blaster_lifetime = atk_lifetime; - setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - W_SetupProjVelocity_Explicit( - missile, - w_shotdir, - v_up, - atk_speed, - 0, - 0, - atk_spread, - false - ); + float atk_speed = WEP_CVAR_BOTH(blaster, isprimary, speed); + float atk_spread = WEP_CVAR_BOTH(blaster, isprimary, spread); + W_SetupProjVelocity_Explicit(missile, w_shotdir, v_up, atk_speed, 0, 0, atk_spread, false); missile.angles = vectoangles(missile.velocity); @@ -97,7 +78,7 @@ void W_Blaster_Attack( missile.projectiledeathtype = atk_deathtype; missile.weaponentity_fld = weaponentity; setthink(missile, W_Blaster_Think); - missile.nextthink = time + atk_delay; + missile.nextthink = time + WEP_CVAR_BOTH(blaster, isprimary, delay); MUTATOR_CALLHOOK(EditProjectile, actor, missile); @@ -126,21 +107,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire))) { - W_Blaster_Attack( - actor, - weaponentity, - WEP_BLASTER.m_id, - WEP_CVAR_PRI(blaster, shotangle), - WEP_CVAR_PRI(blaster, damage), - WEP_CVAR_PRI(blaster, edgedamage), - WEP_CVAR_PRI(blaster, radius), - WEP_CVAR_PRI(blaster, force), - WEP_CVAR_PRI(blaster, force_zscale), - WEP_CVAR_PRI(blaster, speed), - WEP_CVAR_PRI(blaster, spread), - WEP_CVAR_PRI(blaster, delay), - WEP_CVAR_PRI(blaster, lifetime) - ); + W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready); } } @@ -159,21 +126,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire))) { - W_Blaster_Attack( - actor, - weaponentity, - WEP_BLASTER.m_id | HITTYPE_SECONDARY, - WEP_CVAR_SEC(blaster, shotangle), - WEP_CVAR_SEC(blaster, damage), - WEP_CVAR_SEC(blaster, edgedamage), - WEP_CVAR_SEC(blaster, radius), - WEP_CVAR_SEC(blaster, force), - WEP_CVAR_SEC(blaster, force_zscale), - WEP_CVAR_SEC(blaster, speed), - WEP_CVAR_SEC(blaster, spread), - WEP_CVAR_SEC(blaster, delay), - WEP_CVAR_SEC(blaster, lifetime) - ); + W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready); } diff --git a/qcsrc/common/weapons/weapon/blaster.qh b/qcsrc/common/weapons/weapon/blaster.qh index 6eebd4c39e..8e95559d1b 100644 --- a/qcsrc/common/weapons/weapon/blaster.qh +++ b/qcsrc/common/weapons/weapon/blaster.qh @@ -57,30 +57,9 @@ OffhandBlaster OFFHAND_BLASTER; STATIC_INIT(OFFHAND_BLASTER) { OFFHAND_BLASTER = NEW(OffhandBlaster); } #ifdef SVQC -.float blaster_damage; -.float blaster_edgedamage; -.float blaster_radius; -.float blaster_force; -.float blaster_force_zscale; -.float blaster_lifetime; - // Will be demacroed after WEP_CVAR macros are also demacroed. #define BLASTER_SECONDARY_ATTACK(weapon_name, actor, weaponentity) \ makevectors(actor.v_angle); \ - W_Blaster_Attack( \ - actor, \ - weaponentity, \ - WEP_BLASTER.m_id | HITTYPE_SECONDARY, \ - WEP_CVAR_SEC(weapon_name, shotangle), \ - WEP_CVAR_SEC(weapon_name, damage), \ - WEP_CVAR_SEC(weapon_name, edgedamage), \ - WEP_CVAR_SEC(weapon_name, radius), \ - WEP_CVAR_SEC(weapon_name, force), \ - WEP_CVAR_SEC(weapon_name, force_zscale), \ - WEP_CVAR_SEC(weapon_name, speed), \ - WEP_CVAR_SEC(weapon_name, spread), \ - WEP_CVAR_SEC(weapon_name, delay), \ - WEP_CVAR_SEC(weapon_name, lifetime) \ - ); + W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY); #endif