#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ HLAC,
-/* function */ W_HLAC,
-/* ammotype */ ammo_cells,
-/* impulse */ 6,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0 1 0',
-/* modelname */ "hlac",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.6",
-/* wepimg */ "weaponhlac",
-/* refname */ "hlac",
-/* wepname */ _("Heavy Laser Assault Cannon")
-);
+CLASS(HLAC, Weapon)
+/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(HLAC, impulse, int, 6)
+/* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
+/* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
+#ifndef MENUQC
+/* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
+#endif
+/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac");
+/* refname */ ATTRIB(HLAC, netname, string, "hlac");
+/* wepname */ ATTRIB(HLAC, message, string, _("Heavy Laser Assault Cannon"));
+ENDCLASS(HLAC)
+REGISTER_WEAPON(HLAC, NEW(HLAC));
#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
#define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
remove(self);
}
-void W_HLAC_Attack(void)
+void W_HLAC_Attack(Weapon thiswep)
{SELFPARAM();
entity missile;
float spread;
- W_DecreaseAmmo(WEP_CVAR_PRI(hlac, ammo));
+ W_DecreaseAmmo(thiswep, WEP_CVAR_PRI(hlac, ammo));
spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
if(self.crouch)
spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
- W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+ W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
if(!autocvar_g_norecoil)
{
if(self.crouch)
spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
- W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+ W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
}
// weapon frames
-void W_HLAC_Attack_Frame(void)
+void W_HLAC_Attack_Frame(Weapon thiswep, bool fire1, bool fire2)
{SELFPARAM();
if(self.weapon != self.switchweapon) // abort immediately if switching
{
- w_ready();
+ w_ready(thiswep, fire1, fire2);
return;
}
if(self.BUTTON_ATCK)
{
- if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+ if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
+ w_ready(thiswep, fire1, fire2);
return;
}
ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
- W_HLAC_Attack();
+ W_HLAC_Attack(WEP_HLAC);
self.misc_bulletcounter = self.misc_bulletcounter + 1;
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
}
}
-void W_HLAC_Attack2_Frame(void)
+void W_HLAC_Attack2_Frame(Weapon thiswep)
{SELFPARAM();
float i;
- W_DecreaseAmmo(WEP_CVAR_SEC(hlac, ammo));
+ W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(hlac, ammo));
for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
W_HLAC_Attack2();
}
}
-bool W_HLAC(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(HLAC, wr_aim, bool(entity thiswep))
{
self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
return true;
}
- case WR_THINK:
+ METHOD(HLAC, wr_think, bool(entity thiswep, bool fire1, bool fire2))
{
if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(self.BUTTON_ATCK)
+ _WEP_ACTION(self.weapon, WR_RELOAD);
+ else if(fire1)
{
if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
{
self.misc_bulletcounter = 0;
- W_HLAC_Attack();
+ W_HLAC_Attack(thiswep);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
}
- else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
+ else if(fire2 && WEP_CVAR(hlac, secondary))
{
if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
{
- W_HLAC_Attack2_Frame();
+ W_HLAC_Attack2_Frame(thiswep);
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
}
}
return true;
}
- case WR_INIT:
+ METHOD(HLAC, wr_init, bool(entity thiswep))
{
- precache_model(W_Model("g_hlac.md3"));
- precache_model(W_Model("v_hlac.md3"));
- precache_model(W_Model("h_hlac.iqm"));
- precache_sound(W_Sound("lasergun_fire"));
HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
- case WR_CHECKAMMO1:
+ METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
+ float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
+ float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(HLAC, wr_config, bool(entity thiswep))
{
HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
return true;
}
- case WR_RELOAD:
+ METHOD(HLAC, wr_reload, bool(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), W_Sound("reload"));
+ W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
return true;
}
- case WR_SUICIDEMESSAGE:
+ METHOD(HLAC, wr_suicidemessage, bool(entity thiswep))
{
return WEAPON_HLAC_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(HLAC, wr_killmessage, bool(entity thiswep))
{
return WEAPON_HLAC_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_HLAC(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(HLAC, wr_impacteffect, bool(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
return true;
}
- case WR_INIT:
+ METHOD(HLAC, wr_init, bool(entity thiswep))
{
- precache_sound(W_Sound("laserimpact"));
return true;
}
- case WR_ZOOMRETICLE:
+ METHOD(HLAC, wr_zoomreticle, bool(entity thiswep))
{
// no weapon specific image for this weapon
return false;
}
- }
- return false;
-}
+
#endif
#endif