]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/unit/raptor.qc
Allow to display tooltips in XonoticRegisteredSettingsList, add tooltip for "Models"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / unit / raptor.qc
index 4624835a21555f25a2e936f20164bb4b0c120102..d2ddea77316b0c83b7d974bc83b02fe3708ea950 100644 (file)
@@ -1,9 +1,11 @@
 #ifndef VEHICLE_RAPTOR
 #define VEHICLE_RAPTOR
 #include "raptor.qh"
-REGISTER_VEHICLE(
+#ifndef MENUQC
+int v_raptor(int);
+#endif
+REGISTER_VEHICLE_SIMPLE(
 /* VEH_##id   */ RAPTOR,
-/* function   */ v_raptor,
 /* spawnflags */ VHF_DMGSHAKE | VHF_DMGROLL,
 /* mins,maxs  */ '-80 -80 0', '80 80 70',
 /* model         */ "models/vehicles/raptor.dpm",
@@ -12,7 +14,12 @@ REGISTER_VEHICLE(
 /* tags                  */ "", "tag_hud", "tag_camera",
 /* netname       */ "raptor",
 /* fullname   */ _("Raptor")
-);
+) {
+    this.m_icon = "vehicle_raptor";
+#ifndef MENUQC
+    this.vehicle_func = v_raptor;
+#endif
+}
 #endif
 
 #ifdef IMPLEMENTATION
@@ -188,7 +195,7 @@ void raptor_bombdrop()
 
 void raptor_fire_cannon(entity gun, string tagname)
 {
-       vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
+       vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, W_Sound("lasergun_fire"),
                                                   gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
                                                   autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
                                                   DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
@@ -218,7 +225,7 @@ void raptor_land()
        }
 
        self.nextthink  = time;
-       
+
        CSQCMODEL_AUTOUPDATE();
 }
 
@@ -314,7 +321,7 @@ float raptor_frame()
        player = self;
        raptor = self.vehicle;
        self   = raptor;
-       
+
        vehicles_painframe();
        /*
        ftmp = vlen(self.velocity);
@@ -646,11 +653,11 @@ float raptor_takeoff()
        player = self;
        raptor = self.vehicle;
        self   = raptor;
-       
+
        self.nextthink = time;
        CSQCMODEL_AUTOUPDATE();
        self.nextthink = 0; // will this work?
-       
+
        if(self.sound_nexttime < time)
        {
                self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
@@ -720,11 +727,11 @@ void raptor_diethink()
 
        if(random() < 0.05)
        {
-               sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
-               Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+               sound (self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
+               Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
        }
        self.nextthink = time;
-       
+
        CSQCMODEL_AUTOUPDATE();
 }
 
@@ -796,7 +803,7 @@ float v_raptor(float req)
                {
                        if(autocvar_g_vehicle_raptor_bouncepain)
                                vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
-                               
+
                        return true;
                }
                case VR_ENTER:
@@ -835,7 +842,7 @@ float v_raptor(float req)
                        self.nextthink                  = time;
                        self.wait                               = time + 5 + (random() * 5);
 
-                       Send_Effect("explosion_medium", findbetterlocation (self.origin, 16), '0 0 0', 1);
+                       Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (self.origin, 16), '0 0 0', 1);
 
                        self.velocity_z += 600;
 
@@ -923,12 +930,12 @@ float v_raptor(float req)
                        self.movetype      = MOVETYPE_TOSS;
                        self.solid                = SOLID_SLIDEBOX;
                        self.vehicle_energy = 1;
-                       
+
                        self.PlayerPhysplug = raptor_frame;
 
                        self.bomb1.gun1.avelocity_y = 90;
                        self.bomb1.gun2.avelocity_y = -90;
-                       
+
                        self.delay = time;
 
                        self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
@@ -951,13 +958,13 @@ float v_raptor(float req)
 
                        if(autocvar_g_vehicle_raptor_energy_regen)
                                self.vehicle_flags |= VHF_ENERGYREGEN;
-                               
+
                        self.vehicle_exit = raptor_exit;
                        self.respawntime = autocvar_g_vehicle_raptor_respawntime;
                        self.vehicle_health = autocvar_g_vehicle_raptor_health;
                        self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
                        self.max_health = self.vehicle_health;
-                               
+
                        return true;
                }
                case VR_PRECACHE:
@@ -972,7 +979,7 @@ float v_raptor(float req)
                        precache_sound ("vehicles/raptor_fly.wav");
                        precache_sound ("vehicles/raptor_speed.wav");
                        precache_sound ("vehicles/missile_alarm.wav");
-               
+
                        return true;
                }
        }
@@ -1041,8 +1048,8 @@ float v_raptor(float req)
                                case RSM_BOMB:  crosshair = vCROSS_BURST; break;
                                default:        crosshair = vCROSS_BURST;
                        }
-                       
-                       Vehicles_drawHUD("vehicle_raptor", "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
+
+                       Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
                                                         "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
                                                         "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
                                                         crosshair);