]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/porto.qc
Makefile: use `-I.`
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / porto.qc
index 2663d3dd6fe5102bf704adf970e7add1b0eb818c..59731c95429d3a816f00b43c9912d128d51ee381 100644 (file)
@@ -14,38 +14,46 @@ CLASS(PortoLaunch, Weapon)
 /* wepimg    */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
 /* refname   */ ATTRIB(PortoLaunch, netname, string, "porto");
 /* wepname   */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, lifetime, float, BOTH) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, speed, float, BOTH) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, weaponreplace, string,NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, PortoLaunch, porto)
+#undef X
 ENDCLASS(PortoLaunch)
-REGISTER_WEAPON(PORTO, NEW(PortoLaunch));
-
-#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
-#define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, lifetime) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch));
 
 #ifdef SVQC
-PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .entity porto_current;
 .vector porto_v_angle; // holds "held" view angles
 .float porto_v_angle_held;
 .vector right_vector;
+.float porto_forbidden;
 #endif
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-#include "../../triggers/trigger/jumppads.qh"
+#include <common/triggers/trigger/jumppads.qh>
 
 spawnfunc(weapon_porto) { weapon_defaultspawnfunc(this, WEP_PORTO); }
 
-void W_Porto_Success(void)
+REGISTER_MUTATOR(porto_ticker, true);
+MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) {
+       FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.porto_forbidden = max(0, it.porto_forbidden - 1)));
+}
+
+void W_Porto_Success()
 {SELFPARAM();
        if(self.realowner == world)
        {
@@ -101,7 +109,7 @@ void W_Porto_Remove(entity p)
        }
 }
 
-void W_Porto_Think(void)
+void W_Porto_Think()
 {SELFPARAM();
        trace_plane_normal = '0 0 0';
        if(self.realowner.playerid != self.playerid)
@@ -110,7 +118,7 @@ void W_Porto_Think(void)
                W_Porto_Fail(0);
 }
 
-void W_Porto_Touch(void)
+void W_Porto_Touch()
 {SELFPARAM();
        vector norm;
 
@@ -123,7 +131,7 @@ void W_Porto_Touch(void)
        norm = trace_plane_normal;
        if(trace_ent.iscreature)
        {
-               traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN.z, MOVE_WORLDONLY, self);
+               traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * STAT(PL_MIN, NULL).z, MOVE_WORLDONLY, self);
                if(trace_fraction >= 1)
                        return;
                if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
@@ -243,11 +251,10 @@ void W_Porto_Attack(float type)
 
        //Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn();
+       gren = new(porto);
        gren.cnt = type;
        gren.owner = gren.realowner = self;
        gren.playerid = self.playerid;
-       gren.classname = "porto";
        gren.bot_dodge = true;
        gren.bot_dodgerating = 200;
        gren.movetype = MOVETYPE_BOUNCEMISSILE;
@@ -294,37 +301,33 @@ void W_Porto_Attack(float type)
                                if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false))
                                        self.BUTTON_ATCK = true;
                }
-               METHOD(PortoLaunch, wr_config, void(entity this))
-               {
-                       PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(WEP_CVAR(porto, secondary))
                        {
-                               if(fire1)
+                               if(fire & 1)
                                if(!actor.porto_current)
                                if(!actor.porto_forbidden)
-                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(porto, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
                                {
                                        W_Porto_Attack(0);
-                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
                                }
 
-                               if(fire2)
+                               if(fire & 2)
                                if(!actor.porto_current)
                                if(!actor.porto_forbidden)
-                               if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(porto, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
                                {
                                        W_Porto_Attack(1);
-                                       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
                                }
                        }
                        else
                        {
                                if(actor.porto_v_angle_held)
                                {
-                                       if(!fire2)
+                                       if(!(fire & 2))
                                        {
                                                actor.porto_v_angle_held = 0;
 
@@ -333,7 +336,7 @@ void W_Porto_Attack(float type)
                                }
                                else
                                {
-                                       if(fire2)
+                                       if(fire & 2)
                                        {
                                                actor.porto_v_angle = actor.v_angle;
                                                actor.porto_v_angle_held = 1;
@@ -344,13 +347,13 @@ void W_Porto_Attack(float type)
                                if(actor.porto_v_angle_held)
                                        makevectors(actor.porto_v_angle); // override the previously set angles
 
-                               if(fire1)
+                               if(fire & 1)
                                if(!actor.porto_current)
                                if(!actor.porto_forbidden)
-                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(porto, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
                                {
                                        W_Porto_Attack(-1);
-                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
                                }
                        }
                }
@@ -364,10 +367,6 @@ void W_Porto_Attack(float type)
                        // always allow infinite ammo
                        return true;
                }
-               METHOD(PortoLaunch, wr_init, void(entity this))
-               {
-                       PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
                METHOD(PortoLaunch, wr_setup, void(entity thiswep))
                {
                        SELFPARAM();