]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'master' into Mario/killsound
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index c453870127c451eaa140879b2af8a6b7b089a869..7e77d34709db43a8332847accc46447dde3e3ab8 100644 (file)
@@ -4,7 +4,7 @@ CLASS(Arc, Weapon)
 /* ammotype  */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
 /* impulse   */ ATTRIB(Arc, impulse, int, 3);
 /* flags     */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
-/* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
 /* color     */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
 #ifdef GAMEQC
@@ -102,7 +102,7 @@ const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
 #endif
 #ifdef SVQC
 .entity arc_beam;
-.bool arc_BUTTON_ATCK_prev[MAX_WEAPONSLOTS]; // for better animation control
+.bool arc_BUTTON_ATCK_prev; // for better animation control
 .float beam_prev;
 .float beam_initialized;
 .float beam_bursting;
@@ -291,6 +291,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
        missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
        missile.event_damage = W_Arc_Bolt_Damage;
        missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
 
        settouch(missile, W_Arc_Bolt_Touch);
        missile.use = W_Arc_Bolt_Explode_use;
@@ -316,14 +317,15 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
 void W_Arc_Beam_Think(entity this)
 {
        .entity weaponentity = this.weaponentity_fld;
-       if(this != this.owner.(weaponentity).arc_beam)
+       entity own = this.owner;
+       if(this != own.(weaponentity).arc_beam)
        {
                delete(this);
                return;
        }
 
        float burst = 0;
-       if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
+       if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
        {
                if(!this.beam_bursting)
                        this.beam_bursting = true;
@@ -333,17 +335,19 @@ void W_Arc_Beam_Think(entity this)
        Weapon thiswep = WEP_ARC;
 
        if(
-               !IS_PLAYER(this.owner)
+               !IS_PLAYER(own)
                ||
-               (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+               (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
                ||
-               IS_DEAD(this.owner)
+               IS_DEAD(own)
                ||
-               forbidWeaponUse(this.owner)
+               forbidWeaponUse(own)
                ||
-               (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
+               own.(weaponentity).m_switchweapon != WEP_ARC
                ||
-               this.owner.vehicle
+               (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
+               ||
+               own.vehicle
                ||
                (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
        )
@@ -363,8 +367,8 @@ void W_Arc_Beam_Think(entity this)
                        if ( cooldown_speed )
                        {
                                if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
-                                       this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
-                               this.owner.arc_cooldown = cooldown_speed;
+                                       own.arc_overheat = time + this.beam_heat / cooldown_speed;
+                               own.arc_cooldown = cooldown_speed;
                        }
 
                        if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
@@ -375,14 +379,12 @@ void W_Arc_Beam_Think(entity this)
                        }
                }
 
-               if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
-               entity own = this.owner;
-               Weapon w = WEP_ARC;
-               if(!w.wr_checkammo1(w, own, weaponentity) && !w.wr_checkammo2(w, own, weaponentity))
-               if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
+               if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
                        W_SwitchToOtherWeapon(own, weaponentity);
+                       own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
                }
                delete(this);
                return;
@@ -390,7 +392,7 @@ void W_Arc_Beam_Think(entity this)
 
        // decrease ammo
        float coefficient = frametime;
-       if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                float rootammo;
                if(burst)
@@ -400,17 +402,17 @@ void W_Arc_Beam_Think(entity this)
 
                if(rootammo)
                {
-                       coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
-                       this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
+                       coefficient = min(coefficient, own.(thiswep.ammo_field) / rootammo);
+                       own.(thiswep.ammo_field) = max(0, own.(thiswep.ammo_field) - (rootammo * frametime));
                }
        }
        float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
        this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
 
-       makevectors(this.owner.v_angle);
+       makevectors(own.v_angle);
 
        W_SetupShot_Range(
-               this.owner,
+               own,
                weaponentity, // TODO
                true,
                0,
@@ -421,7 +423,7 @@ void W_Arc_Beam_Think(entity this)
        );
 
        // After teleport, "lock" the beam until the teleport is confirmed.
-       if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
+       if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
                w_shotdir = this.beam_dir;
        }
 
@@ -536,12 +538,12 @@ void W_Arc_Beam_Think(entity this)
                vector new_dir = normalize(new_origin - last_origin);
 
                WarpZone_traceline_antilag(
-                       this.owner,
+                       own,
                        last_origin,
                        new_origin,
                        MOVE_NORMAL,
-                       this.owner,
-                       ANTILAG_LATENCY(this.owner)
+                       own,
+                       ANTILAG_LATENCY(own)
                );
 
                // Do all the transforms for warpzones right now, as we already
@@ -575,7 +577,7 @@ void W_Arc_Beam_Think(entity this)
                                vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
                        );
 
-                       if(is_player && SAME_TEAM(this.owner, trace_ent))
+                       if(is_player && SAME_TEAM(own, trace_ent))
                        {
                                float roothealth, rootarmor;
                                if(burst)
@@ -631,10 +633,10 @@ void W_Arc_Beam_Think(entity this)
                                else
                                        { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
 
-                               if(accuracy_isgooddamage(this.owner, trace_ent))
+                               if(accuracy_isgooddamage(own, trace_ent))
                                {
                                        accuracy_add(
-                                               this.owner,
+                                               own,
                                                WEP_ARC.m_id,
                                                0,
                                                rootdamage * coefficient * falloff
@@ -643,8 +645,8 @@ void W_Arc_Beam_Think(entity this)
 
                                Damage(
                                        trace_ent,
-                                       this.owner,
-                                       this.owner,
+                                       own,
+                                       own,
                                        rootdamage * coefficient * falloff,
                                        WEP_ARC.m_id,
                                        hitorigin,
@@ -675,7 +677,7 @@ void W_Arc_Beam_Think(entity this)
                this.beam_type = new_beam_type;
        }
 
-       this.owner.(weaponentity).beam_prev = time;
+       own.(weaponentity).beam_prev = time;
        this.nextthink = time;
 }
 
@@ -736,12 +738,13 @@ void Arc_Smoke(entity actor, .entity weaponentity)
        }
 }
 
-METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
+METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(WEP_CVAR(arc, beam_botaimspeed))
     {
         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
                actor,
+               weaponentity,
             WEP_CVAR(arc, beam_botaimspeed),
             0,
             WEP_CVAR(arc, beam_botaimlifetime),
@@ -752,6 +755,7 @@ METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
     {
         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
                actor,
+               weaponentity,
             1000000,
             0,
             0.001,
@@ -765,13 +769,12 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
     Arc_Smoke(actor, weaponentity);
 
     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
-    int slot = weaponslot(weaponentity);
 
     if (time >= actor.arc_overheat)
     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
     {
 
-        if(actor.arc_BUTTON_ATCK_prev[slot])
+        if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
         {
             #if 0
             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
@@ -787,10 +790,10 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
             {
                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
 
-                if(!actor.arc_BUTTON_ATCK_prev[slot])
+                if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
                 {
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                    actor.arc_BUTTON_ATCK_prev[slot] = true;
+                    actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
                 }
             }
         }
@@ -806,13 +809,14 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
         }
     }
 
-    if(actor.arc_BUTTON_ATCK_prev[slot])
+    if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
     {
+       int slot = weaponslot(weaponentity);
         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
     }
-    actor.arc_BUTTON_ATCK_prev[slot] = false;
+    actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
 
     #if 0
     if(fire & 2)
@@ -844,7 +848,7 @@ METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponenti
     if(WEP_CVAR(arc, bolt))
     {
         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
-        ammo_amount += actor.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
         return ammo_amount;
     }
     else
@@ -864,8 +868,7 @@ METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
     actor.arc_overheat = 0;
     actor.arc_cooldown = 0;
-    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       actor.arc_BUTTON_ATCK_prev[slot] = false;
+    actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
 }
 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
 {
@@ -881,14 +884,16 @@ METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
     actor.arc_overheat = 0;
     actor.arc_cooldown = 0;
     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       actor.arc_BUTTON_ATCK_prev[slot] = false;
+    {
+       .entity weaponentity = weaponentities[slot];
+       actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
+    }
 }
 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
 {
     actor.arc_overheat = 0;
     actor.arc_cooldown = 0;
-    int slot = weaponslot(weaponentity);
-    actor.arc_BUTTON_ATCK_prev[slot] = false;
+    actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
 }
 #endif
 #ifdef CSQC
@@ -1303,17 +1308,9 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
 
        if(isnew)
        {
-               int gunalign = W_GunAlign(NULL, STAT(GUNALIGN));
+               int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
 
-               this.beam_shotorigin = arc_shotorigin[gunalign]; // quick
-               for(int j = 1; j < 5; ++j)
-               {
-                       if(gunaligns[j] == viewmodels[slot])
-                       {
-                               this.beam_shotorigin = arc_shotorigin[j - 1]; // accurate
-                               break;
-                       }
-               }
+               this.beam_shotorigin = arc_shotorigin[gunalign];
 
                // set other main attributes of the beam
                this.draw = Draw_ArcBeam;