w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifndef MENUQC
-#define ARC_MAX_SEGMENTS 20
+const float ARC_MAX_SEGMENTS = 20;
vector arc_shotorigin[4];
.vector beam_start;
.vector beam_dir;
.vector beam_wantdir;
.float beam_type;
-#define ARC_BT_MISS 0x00
-#define ARC_BT_WALL 0x01
-#define ARC_BT_HEAL 0x02
-#define ARC_BT_HIT 0x03
-#define ARC_BT_BURST_MISS 0x10
-#define ARC_BT_BURST_WALL 0x11
-#define ARC_BT_BURST_HEAL 0x12
-#define ARC_BT_BURST_HIT 0x13
-#define ARC_BT_BURSTMASK 0x10
-
-#define ARC_SF_SETTINGS 1
-#define ARC_SF_START 2
-#define ARC_SF_WANTDIR 4
-#define ARC_SF_BEAMDIR 8
-#define ARC_SF_BEAMTYPE 16
-#define ARC_SF_LOCALMASK 14
+const float ARC_BT_MISS = 0x00;
+const float ARC_BT_WALL = 0x01;
+const float ARC_BT_HEAL = 0x02;
+const float ARC_BT_HIT = 0x03;
+const float ARC_BT_BURST_MISS = 0x10;
+const float ARC_BT_BURST_WALL = 0x11;
+const float ARC_BT_BURST_HEAL = 0x12;
+const float ARC_BT_BURST_HIT = 0x13;
+const float ARC_BT_BURSTMASK = 0x10;
+
+const float ARC_SF_SETTINGS = 1;
+const float ARC_SF_START = 2;
+const float ARC_SF_WANTDIR = 4;
+const float ARC_SF_BEAMDIR = 8;
+const float ARC_SF_BEAMTYPE = 16;
+const float ARC_SF_LOCALMASK = 14;
#endif
#ifdef SVQC
ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
}
if(sf & ARC_SF_START) // starting location
{
- WriteCoord(MSG_ENTITY, self.beam_start_x);
- WriteCoord(MSG_ENTITY, self.beam_start_y);
- WriteCoord(MSG_ENTITY, self.beam_start_z);
+ WriteCoord(MSG_ENTITY, self.beam_start.x);
+ WriteCoord(MSG_ENTITY, self.beam_start.y);
+ WriteCoord(MSG_ENTITY, self.beam_start.z);
}
if(sf & ARC_SF_WANTDIR) // want/aim direction
{
- WriteCoord(MSG_ENTITY, self.beam_wantdir_x);
- WriteCoord(MSG_ENTITY, self.beam_wantdir_y);
- WriteCoord(MSG_ENTITY, self.beam_wantdir_z);
+ WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
+ WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
+ WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- WriteCoord(MSG_ENTITY, self.beam_dir_x);
- WriteCoord(MSG_ENTITY, self.beam_dir_y);
- WriteCoord(MSG_ENTITY, self.beam_dir_z);
+ WriteCoord(MSG_ENTITY, self.beam_dir.x);
+ WriteCoord(MSG_ENTITY, self.beam_dir.y);
+ WriteCoord(MSG_ENTITY, self.beam_dir.z);
}
if(sf & ARC_SF_BEAMTYPE) // beam type
{
WriteByte(MSG_ENTITY, self.beam_type);
}
- return TRUE;
+ return true;
}
void Reset_ArcBeam(entity player, vector forward)
if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
{
if(!self.beam_bursting)
- self.beam_bursting = TRUE;
+ self.beam_bursting = true;
burst = ARC_BT_BURSTMASK;
}
W_SetupShot_Range(
self.owner,
- TRUE,
+ true,
0,
"",
0,
if(!self.beam_initialized)
{
self.beam_dir = w_shotdir;
- self.beam_initialized = TRUE;
+ self.beam_initialized = true;
}
// WEAPONTODO: Detect player velocity so that the beam curves when moving too
beam.think = W_Arc_Beam_Think;
beam.owner = self;
beam.movetype = MOVETYPE_NONE;
- beam.bot_dodge = TRUE;
+ beam.bot_dodge = true;
beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
beam.beam_bursting = burst;
- Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
+ Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
entity oldself = self;
self = beam;
void Arc_Smoke()
{
makevectors(self.v_angle);
- W_SetupShot_Range(self,TRUE,0,"",0,0,0);
+ W_SetupShot_Range(self,true,0,"",0,0,0);
vector smoke_origin = w_shotorg + self.velocity*frametime;
if ( self.arc_overheat > time )
WEP_CVAR(arc, beam_botaimspeed),
0,
WEP_CVAR(arc, beam_botaimlifetime),
- FALSE
+ false
);
}
else
1000000,
0,
0.001,
- FALSE
+ false
);
}
- return TRUE;
+ return true;
}
case WR_THINK:
{
if(self.arc_BUTTON_ATCK_prev)
{
#if 0
- if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+ if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
else
#endif
}
}
- return TRUE;
+ return true;
}
if(self.arc_BUTTON_ATCK_prev != 0)
}
#endif
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/arc_loop_overheat.wav");
if(!arc_shotorigin[0])
{
- arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
- arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
- arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
- arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
+ arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 1);
+ arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 2);
+ arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 3);
+ arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 4);
}
- ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_CHECKAMMO1:
{
}
case WR_CONFIG:
{
- ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_KILLMESSAGE:
{
weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
self.arc_overheat = 0;
self.arc_cooldown = 0;
- return TRUE;
+ return true;
}
case WR_PICKUP:
{
- if ( !client_hasweapon(self, WEP_ARC, FALSE, FALSE) &&
+ if ( !client_hasweapon(self, WEP_ARC, false, false) &&
weapon_dropevent_item.arc_overheat > time )
{
self.arc_overheat = weapon_dropevent_item.arc_overheat;
self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
}
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
{
entity e;
for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
- e.beam_initialized = FALSE;
+ e.beam_initialized = false;
}
for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
- e.beam_initialized = FALSE;
+ e.beam_initialized = false;
}
}
// move shot origin to the actual gun muzzle origin
vector origin_offset =
- right * -self.beam_shotorigin_y
- + up * self.beam_shotorigin_z;
+ right * -self.beam_shotorigin.y
+ + up * self.beam_shotorigin.z;
start_pos = start_pos + origin_offset;
// Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
- traceline(start_pos, start_pos + forward * self.beam_shotorigin_x, MOVE_NORMAL, self);
+ traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
start_pos = trace_endpos;
// calculate the aim direction now
if(!self.beam_initialized)
{
self.beam_dir = wantdir;
- self.beam_initialized = TRUE;
+ self.beam_initialized = true;
}
if(self.beam_dir != wantdir)
void Ent_ReadArcBeam(float isnew)
{
- float sf = ReadByte();
+ int sf = ReadByte();
entity flash;
if(isnew)
{
// calculate shot origin offset from gun alignment
- float gunalign = autocvar_cl_gunalign;
+ int gunalign = autocvar_cl_gunalign;
if(gunalign != 1 && gunalign != 2 && gunalign != 4)
gunalign = 3; // default value
--gunalign;
self.beam_color = randomvec();
self.beam_alpha = 1;
self.beam_thickness = 8;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = FALSE;
+ self.beam_traileffect = false;
+ self.beam_hiteffect = false;
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
case WR_IMPACTEFFECT:
{
// todo
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/arc_loop.wav");
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif