/* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc");
/* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc");
/* wepname */ ATTRIB(RocketPropelledChainsaw, m_name, string, _("Rocket Propelled Chainsaw"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, NONE) \
+ P(class, prefix, animtime, float, NONE) \
+ P(class, prefix, damage2, float, NONE) \
+ P(class, prefix, damageforcescale, float, NONE) \
+ P(class, prefix, damage, float, NONE) \
+ P(class, prefix, edgedamage, float, NONE) \
+ P(class, prefix, force, float, NONE) \
+ P(class, prefix, health, float, NONE) \
+ P(class, prefix, lifetime, float, NONE) \
+ P(class, prefix, radius, float, NONE) \
+ P(class, prefix, refire, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, speedaccel, float, NONE) \
+ P(class, prefix, speed, float, NONE) \
+ 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, RocketPropelledChainsaw, rpc)
+#undef X
+
ENDCLASS(RocketPropelledChainsaw)
-REGISTER_WEAPON(RPC, NEW(RocketPropelledChainsaw));
-
-#define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
-#define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, ammo) \
- w_cvar(id, sn, NONE, animtime) \
- w_cvar(id, sn, NONE, damage) \
- w_cvar(id, sn, NONE, damage2) \
- w_cvar(id, sn, NONE, damageforcescale) \
- w_cvar(id, sn, NONE, edgedamage) \
- w_cvar(id, sn, NONE, force) \
- w_cvar(id, sn, NONE, health) \
- w_cvar(id, sn, NONE, lifetime) \
- w_cvar(id, sn, NONE, radius) \
- w_cvar(id, sn, NONE, refire) \
- w_cvar(id, sn, NONE, speed) \
- w_cvar(id, sn, NONE, speedaccel) \
- 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(RPC, rpc, NEW(RocketPropelledChainsaw));
-#ifdef SVQC
-RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); }
-void W_RocketPropelledChainsaw_Explode()
-{SELFPARAM();
+void W_RocketPropelledChainsaw_Explode(entity this)
+{
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
remove (self);
}
-void W_RocketPropelledChainsaw_Touch (void)
-{SELFPARAM();
+void W_RocketPropelledChainsaw_Touch (entity this)
+{
if(WarpZone_Projectile_Touch())
if(wasfreed(self))
return;
- W_RocketPropelledChainsaw_Explode();
+ W_RocketPropelledChainsaw_Explode(this);
}
-void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if (self.health <= 0)
+void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if (this.health <= 0)
return;
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- self.health = self.health - damage;
+ this.health = this.health - damage;
- if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
+ if (this.health <= 0)
+ W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode);
}
-void W_RocketPropelledChainsaw_Think()
-{SELFPARAM();
+void W_RocketPropelledChainsaw_Think(entity this)
+{
if(self.cnt <= time)
{
remove(self);
entity flash = spawn ();
W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo));
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(missile);
setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
- missile.touch = W_RocketPropelledChainsaw_Touch;
+ settouch(missile, W_RocketPropelledChainsaw_Touch);
- missile.think = W_RocketPropelledChainsaw_Think;
+ setthink(missile, W_RocketPropelledChainsaw_Think);
missile.cnt = time + WEP_CVAR(rpc, lifetime);
missile.nextthink = time;
missile.flags = FL_PROJECTILE;
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
- METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
- {
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
- }
- METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- } else
- {
- if (fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
- {
- W_RocketPropelledChainsaw_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
- }
- }
-
- if (fire & 2)
- {
- // to-do
- }
- }
- }
- METHOD(RocketPropelledChainsaw, wr_init, void(entity thiswep))
- {
- RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
- ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
- return ammo_amount;
- }
- METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
- {
- return false;
- }
- METHOD(RocketPropelledChainsaw, wr_config, void(entity thiswep))
- {
- RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep))
- {
- W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
- }
- METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep))
- {
- if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_RPC_SUICIDE_SPLASH;
- else
- return WEAPON_RPC_SUICIDE_DIRECT;
- }
- METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_BLASTER_MURDER;
- else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_RPC_MURDER_SPLASH;
- else
- return WEAPON_RPC_MURDER_DIRECT;
- }
+METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
+{
+ SELFPARAM();
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
+}
+
+METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ if (fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
+ {
+ W_RocketPropelledChainsaw_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
+ }
+ }
+
+ if (fire & 2)
+ {
+ // to-do
+ }
+ }
+}
+
+METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
+ ammo_amount += actor.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
+ return ammo_amount;
+}
+
+METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ return false;
+}
+
+METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ SELFPARAM();
+ W_Reload(self, WEP_CVAR(rpc, ammo), SND_RELOAD);
+}
+
+METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
+{
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_RPC_SUICIDE_SPLASH;
+ else
+ return WEAPON_RPC_SUICIDE_DIRECT;
+}
+
+METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_BLASTER_MURDER;
+ else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_RPC_MURDER_SPLASH;
+ else
+ return WEAPON_RPC_MURDER_DIRECT;
+}
#endif
#ifdef CSQC
- METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- }
+METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
+{
+ SELFPARAM();
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+}
#endif
#endif