]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_blaster.qc
More work on Laser->Blaster transition
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_blaster.qc
index cac732c8bbe12234e03d97bc78ca30a4e074982a..e77df11bdde346e969e96a675888f215d969b217 100644 (file)
@@ -1,7 +1,7 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ LASER,
-/* function */ W_Laser,
+/* WEP_##id */ BLASTER,
+/* function */ W_Blaster,
 /* ammotype */ 0,
 /* impulse  */ 1,
 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
@@ -10,78 +10,112 @@ REGISTER_WEAPON(
 /* netname  */ "laser",
 /* fullname */ _("Blaster")
 );
+
+#define BLASTER_SETTINGS(w_cvar,w_prop) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, ammo) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, animtime) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, damage) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, delay) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, edgedamage) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, force) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, lifetime) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, radius) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, refire) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, shotangle) \
+       w_cvar(WEP_BLASTER, blaster, MO_BOTH, speed) \
+       w_cvar(WEP_BLASTER, blaster, MO_NONE, secondary) \
+       w_prop(WEP_BLASTER, blaster, reloading_ammo, reload_ammo) \
+       w_prop(WEP_BLASTER, blaster, reloading_time, reload_time) \
+       w_prop(WEP_BLASTER, blaster, switchdelay_raise, switchdelay_raise) \
+       w_prop(WEP_BLASTER, blaster, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#define PROJISPRIMARY(ent) ent.dmg
+#endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_laser() { weapon_defaultspawnfunc(WEP_LASER); }
+void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
+void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
 
-void W_Laser_Touch()
+void W_Blaster_Touch()
 {
        PROJECTILE_TOUCH;
 
        self.event_damage = func_null;
-       
-       if(self.dmg)
-               RadiusDamage(self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
-       else
-               RadiusDamage(self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
 
+       if(PROJISPRIMARY(self))
+       {
+               RadiusDamage(
+                       self,
+                       self.realowner,
+                       WEP_CVAR_PRI(blaster, damage),
+                       WEP_CVAR_PRI(blaster, edgedamage),
+                       WEP_CVAR_PRI(blaster, radius),
+                       world,
+                       world,
+                       WEP_CVAR_PRI(blaster, force),
+                       self.projectiledeathtype,
+                       other
+               );
+       }
+       else
+       {
+               RadiusDamage(
+                       self,
+                       self.realowner,
+                       WEP_CVAR_SEC(blaster, damage),
+                       WEP_CVAR_SEC(blaster, edgedamage),
+                       WEP_CVAR_SEC(blaster, radius),
+                       world,
+                       world,
+                       WEP_CVAR_SEC(blaster, force),
+                       self.projectiledeathtype,
+                       other
+               );
+       }
+       
        remove(self);
 }
 
-void W_Laser_Think()
+void W_Blaster_Think()
 {
        self.movetype = MOVETYPE_FLY;
        self.think = SUB_Remove;
-       
-       if(self.dmg)
-               self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
-       else
-               self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
-               
-       CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
+       self.nextthink = time + WEP_CVAR_BOTH(blaster, PROJISPRIMARY(self), lifetime);
+       CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
 }
 
-void W_Laser_Attack(float issecondary)
+void W_Blaster_Attack(float isprimary)
 {
-       entity missile;
-       vector s_forward;
-       float a;
-
-       a = autocvar_g_balance_laser_primary_shotangle;
-       s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
+       float a = WEP_CVAR_BOTH(blaster, isprimary, shotangle);
+       vector s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
 
-       //if(nodamage)
-       //      W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
-       /*else*/if(issecondary == 1)
-               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
-       else
-               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
+       W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR_BOTH(blaster, isprimary, damage));
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn();
+       entity missile = spawn();
        missile.owner = missile.realowner = self;
-       missile.classname = "laserbolt";
-       missile.dmg = 0;
+       missile.classname = "laserbolt"; // WEAPONTODO
        missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
-
+       missile.bot_dodgerating = WEP_CVAR_BOTH(blaster, isprimary, damage);
+       PROJISPRIMARY(missile) = isprimary;
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_LASER;
 
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
-
-       W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
+       WEP_SETUPPROJVELOCITY(missile, blaster, MO_BOTH, isprimary);
        missile.angles = vectoangles(missile.velocity);
+       
        //missile.glow_color = 250; // 244, 250
        //missile.glow_size = 120;
-       missile.touch = W_Laser_Touch;
 
+       missile.touch = W_Blaster_Touch;
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
-
-       missile.think = W_Laser_Think;
-       missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
+       missile.missile_flags = MIF_SPLASH;
+       missile.projectiledeathtype = WEP_BLASTER; 
+       missile.think = W_Blaster_Think;
+       missile.nextthink = time + WEP_CVAR_BOTH(blaster, isprimary, delay);
 
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 
@@ -94,7 +128,7 @@ void W_Laser_Attack(float issecondary)
                self = oldself;
        }
 }
-float W_Laser(float request)
+float W_Blaster(float request)
 {
        switch(request)
        {
@@ -122,7 +156,7 @@ float W_Laser(float request)
                                if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
                                {
                                        W_DecreaseAmmo(ammo_none, 1, TRUE); // WEAPONTODO is this necessary?
-                                       W_Laser_Attack(FALSE);
+                                       W_Blaster_Attack(FALSE);
                                        weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
                                }
                        }
@@ -142,7 +176,7 @@ float W_Laser(float request)
                                                if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
                                                {
                                                        W_DecreaseAmmo(ammo_none, 1, TRUE);
-                                                       W_Laser_Attack(TRUE);
+                                                       W_Blaster_Attack(TRUE);
                                                        weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
                                                }
 
@@ -195,7 +229,7 @@ float W_Laser(float request)
 }
 #endif
 #ifdef CSQC
-float W_Laser(float request)
+float W_Blaster(float request)
 {
        switch(request)
        {