]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/rifle.qc
Weapons: pass weapon index
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
index d994f01512427060016417c64534546673b21652..6b5ed19975f22fd5246182f1c5b97ff32e32533f 100644 (file)
@@ -49,9 +49,9 @@ RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); }
-void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); }
-void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); }
+spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); }
+spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
+spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
 
 void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
 {SELFPARAM();
@@ -90,7 +90,7 @@ void W_Rifle_Attack2(void)
 .float rifle_bullethail_frame;
 .float rifle_bullethail_animtime;
 .float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, int slot, int fire)
 {
        float r, sw, af;
 
@@ -99,7 +99,7 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, bool fire1, bool
        actor.switchweapon = actor.weapon;
        ATTACK_FINISHED(actor) = time;
        LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n");
-       r = weapon_prepareattack(actor, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
+       r = weapon_prepareattack(thiswep, actor, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
        if(actor.switchweapon == actor.weapon)
                actor.switchweapon = sw;
        if(r)
@@ -160,7 +160,7 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
                                }
                        }
                }
-               METHOD(Rifle, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(Rifle, wr_think, void(entity thiswep, entity actor, int slot, int fire))
                {
                        if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
                                Weapon w = get_weaponinfo(actor.weapon);
@@ -168,15 +168,15 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
                        } else
                        {
                                actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
-                               if(fire1)
-                               if(weapon_prepareattack_check(actor, false, WEP_CVAR_PRI(rifle, refire)))
+                               if(fire & 1)
+                               if(weapon_prepareattack_check(thiswep, actor, false, WEP_CVAR_PRI(rifle, refire)))
                                if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
                                {
                                        weapon_prepareattack_do(actor, false, WEP_CVAR_PRI(rifle, refire));
                                        W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
                                        actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
                                }
-                               if(fire2)
+                               if(fire & 2)
                                {
                                        if(WEP_CVAR(rifle, secondary))
                                        {
@@ -185,7 +185,7 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
                                                        w.wr_reload(w);
                                                } else
                                                {
-                                                       if(weapon_prepareattack_check(actor, true, WEP_CVAR_SEC(rifle, refire)))
+                                                       if(weapon_prepareattack_check(thiswep, actor, true, WEP_CVAR_SEC(rifle, refire)))
                                                        if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
                                                        {
                                                                weapon_prepareattack_do(actor, true, WEP_CVAR_SEC(rifle, refire));