]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/electro.qc
Merge branch 'master' into TimePath/notifications
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
index dde736ba0e6b89e0982440bc03c5864d87c40716..f539b1492c56b7e4c5876de232687adc9b2fdf1f 100644 (file)
@@ -411,7 +411,7 @@ void W_Electro_Attack_Orb(Weapon thiswep)
 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {SELFPARAM();
        if(self.electro_count > 1)
-       if(self.BUTTON_ATCK2)
+       if(PHYS_INPUT_BUTTON_ATCK2(self))
        if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
        {
                W_Electro_Attack_Orb(WEP_ELECTRO);
@@ -425,152 +425,152 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i
 
 .float bot_secondary_electromooth;
 
-               METHOD(Electro, wr_aim, void(entity thiswep))
-               {
-                       self.BUTTON_ATCK = self.BUTTON_ATCK2 = false;
-                       if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; }
-                       if(self.bot_secondary_electromooth == 0)
-                       {
-                               float shoot;
-
-                               if(WEP_CVAR_PRI(electro, speed))
-                                       shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
-                               else
-                                       shoot = bot_aim(1000000, 0, 0.001, false);
-
-                               if(shoot)
-                               {
-                                       self.BUTTON_ATCK = true;
-                                       if(random() < 0.01) self.bot_secondary_electromooth = 1;
-                               }
-                       }
-                       else
-                       {
-                               if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
-                               {
-                                       self.BUTTON_ATCK2 = true;
-                                       if(random() < 0.03) self.bot_secondary_electromooth = 0;
-                               }
-                       }
-               }
-               METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
-                       {
-                               float ammo_amount = 0;
-                               if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
-                                       ammo_amount = 1;
-                               if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
-                                       ammo_amount += 1;
-
-                               if(!ammo_amount)
-                               {
-                                       thiswep.wr_reload(thiswep, actor, weaponentity);
-                                       return;
-                               }
-                       }
-
-                       if(fire & 1)
-                       {
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
-                               {
-                                               W_Electro_Attack_Bolt(thiswep);
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
-                               }
-                       }
-                       else if(fire & 2)
-                       {
-                               if(time >= actor.electro_secondarytime)
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
-                               {
-                                       W_Electro_Attack_Orb(thiswep);
-                                       actor.electro_count = WEP_CVAR_SEC(electro, count);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
-                                       actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
-                               }
-                       }
-               }
-               METHOD(Electro, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
-                       ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Electro, wr_checkammo2, bool(entity thiswep))
-               {
-                       float ammo_amount;
-                       if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
-                       {
-                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
-                               ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
-                       }
-                       else
-                       {
-                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
-                               ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
-                       }
-                       return ammo_amount;
-               }
-               METHOD(Electro, wr_resetplayer, void(entity thiswep))
-               {
-                       self.electro_secondarytime = time;
-               }
-               METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-               {
-                       W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
-               }
-               METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_ELECTRO_SUICIDE_ORBS;
-                       else
-                               return WEAPON_ELECTRO_SUICIDE_BOLT;
-               }
-               METHOD(Electro, wr_killmessage, Notification(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                       {
-                               return WEAPON_ELECTRO_MURDER_ORBS;
-                       }
-                       else
-                       {
-                               if(w_deathtype & HITTYPE_BOUNCE)
-                                       return WEAPON_ELECTRO_MURDER_COMBO;
-                               else
-                                       return WEAPON_ELECTRO_MURDER_BOLT;
-                       }
-               }
+METHOD(Electro, wr_aim, void(entity thiswep))
+{
+    PHYS_INPUT_BUTTON_ATCK(self) = PHYS_INPUT_BUTTON_ATCK2(self) = false;
+    if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; }
+    if(self.bot_secondary_electromooth == 0)
+    {
+        float shoot;
+
+        if(WEP_CVAR_PRI(electro, speed))
+            shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
+        else
+            shoot = bot_aim(1000000, 0, 0.001, false);
+
+        if(shoot)
+        {
+            PHYS_INPUT_BUTTON_ATCK(self) = true;
+            if(random() < 0.01) self.bot_secondary_electromooth = 1;
+        }
+    }
+    else
+    {
+        if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
+        {
+            PHYS_INPUT_BUTTON_ATCK2(self) = true;
+            if(random() < 0.03) self.bot_secondary_electromooth = 0;
+        }
+    }
+}
+METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
+    {
+        float ammo_amount = 0;
+        if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
+            ammo_amount = 1;
+        if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
+            ammo_amount += 1;
+
+        if(!ammo_amount)
+        {
+            thiswep.wr_reload(thiswep, actor, weaponentity);
+            return;
+        }
+    }
+
+    if(fire & 1)
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
+        {
+                W_Electro_Attack_Bolt(thiswep);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+        }
+    }
+    else if(fire & 2)
+    {
+        if(time >= actor.electro_secondarytime)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
+        {
+            W_Electro_Attack_Orb(thiswep);
+            actor.electro_count = WEP_CVAR_SEC(electro, count);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+            actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
+        }
+    }
+}
+METHOD(Electro, wr_checkammo1, bool(entity thiswep))
+{
+    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
+    ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
+    return ammo_amount;
+}
+METHOD(Electro, wr_checkammo2, bool(entity thiswep))
+{
+    float ammo_amount;
+    if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
+    {
+        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+        ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+    }
+    else
+    {
+        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
+        ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
+    }
+    return ammo_amount;
+}
+METHOD(Electro, wr_resetplayer, void(entity thiswep))
+{
+    self.electro_secondarytime = time;
+}
+METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
+}
+METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_ELECTRO_SUICIDE_ORBS;
+    else
+        return WEAPON_ELECTRO_SUICIDE_BOLT;
+}
+METHOD(Electro, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+    {
+        return WEAPON_ELECTRO_MURDER_ORBS;
+    }
+    else
+    {
+        if(w_deathtype & HITTYPE_BOUNCE)
+            return WEAPON_ELECTRO_MURDER_COMBO;
+        else
+            return WEAPON_ELECTRO_MURDER_BOLT;
+    }
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(Electro, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                       {
-                               pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
-                               if(!w_issilent)
-                                       sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
-                       }
-                       else
-                       {
-                               if(w_deathtype & HITTYPE_BOUNCE)
-                               {
-                                       // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
-                                       pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
-                                       if(!w_issilent)
-                                               sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
-                               }
-                               else
-                               {
-                                       pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
-                                       if(!w_issilent)
-                                               sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
-                               }
-                       }
-               }
+METHOD(Electro, wr_impacteffect, void(entity thiswep))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 6;
+    if(w_deathtype & HITTYPE_SECONDARY)
+    {
+        pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
+        if(!w_issilent)
+            sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+    }
+    else
+    {
+        if(w_deathtype & HITTYPE_BOUNCE)
+        {
+            // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
+            pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
+            if(!w_issilent)
+                sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
+        }
+        else
+        {
+            pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
+            if(!w_issilent)
+                sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+        }
+    }
+}
 
 #endif
 #endif