]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'master' into TimePath/unified_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 05f4cf6ab0bec6d3cdf88b381714882cfbc382b8..813fce32807b0e123838c2bf2ced2c68b2a3452f 100644 (file)
@@ -1,19 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ SHOTGUN,
-/* function  */ W_Shotgun,
-/* ammotype  */ ammo_shells,
-/* impulse   */ 2,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating    */ BOT_PICKUP_RATING_LOW,
-/* color     */ '0.5 0.25 0',
-/* modelname */ "shotgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairshotgun 0.65",
-/* wepimg    */ "weaponshotgun",
-/* refname   */ "shotgun",
-/* wepname   */ _("Shotgun")
-);
+CLASS(Shotgun, Weapon)
+/* ammotype  */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells)
+/* impulse   */ ATTRIB(Shotgun, impulse, int, 2)
+/* flags     */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating    */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
+/* color     */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
+#ifndef MENUQC
+/* model     */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
+/* wepimg    */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
+/* refname   */ ATTRIB(Shotgun, netname, string, "shotgun");
+/* wepname   */ ATTRIB(Shotgun, message, string, _("Shotgun"));
+ENDCLASS(Shotgun)
+REGISTER_WEAPON(SHOTGUN, NEW(Shotgun));
 
 #define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
 #define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
@@ -54,12 +56,12 @@ SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #ifdef SVQC
 spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(WEP_SHOTGUN.m_id); }
 
-void W_Shotgun_Attack(float isprimary)
+void W_Shotgun_Attack(Weapon thiswep, float isprimary)
 {SELFPARAM();
        float   sc;
        entity flash;
 
-       W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(shotgun, ammo));
 
        W_SetupShot(self, true, 5, SND(SHOTGUN_FIRE), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
        for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
@@ -78,7 +80,7 @@ void W_Shotgun_Attack(float isprimary)
        flash.think = SUB_Remove;
        flash.nextthink = time + 0.06;
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(flash, '5 0 0');
+       W_AttachToShotorg(self, flash, '5 0 0');
 }
 
 .float swing_prev;
@@ -179,128 +181,121 @@ void W_Shotgun_Melee_Think(void)
        }
 }
 
-void W_Shotgun_Attack2(void)
-{SELFPARAM();
-       sound(self, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
+void W_Shotgun_Attack2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+       sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
+       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
 
        entity meleetemp;
        meleetemp = spawn();
-       meleetemp.realowner = self;
+       meleetemp.realowner = actor;
        meleetemp.think = W_Shotgun_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
-       W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+       W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
 }
 
 // alternate secondary weapon frames
-void W_Shotgun_Attack3_Frame2()
-{SELFPARAM();
-       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+       Weapon w = get_weaponinfo(actor.weapon);
+       if (!w.wr_checkammo2(w))
+       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
-               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-               w_ready();
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+               w_ready(thiswep, actor, fire1, fire2);
                return;
        }
 
-       sound(self, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
-       W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
+       sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
+       W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound
+       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
-void W_Shotgun_Attack3_Frame1()
-{SELFPARAM();
-       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+       Weapon w = get_weaponinfo(actor.weapon);
+       if (!w.wr_checkammo2(w))
+       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
-               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-               w_ready();
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+               w_ready(thiswep, actor, fire1, fire2);
                return;
        }
 
-       W_Shotgun_Attack(false);
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
+       W_Shotgun_Attack(WEP_SHOTGUN, false);
+       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
 .float shotgun_primarytime;
 
-float W_Shotgun(float req)
-{SELFPARAM();
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(Shotgun, wr_aim, void(entity thiswep))
                {
                        if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
                                self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
                        else
                                self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
-
-                       return true;
                }
-               case WR_THINK:
+               METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
                {
-                       if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+                       if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
                        {
                                // don't force reload an empty shotgun if its melee attack is active
-                               if(WEP_CVAR(shotgun, secondary) < 2)
-                                       WEP_ACTION(self.weapon, WR_RELOAD);
+                               if(WEP_CVAR(shotgun, secondary) < 2) {
+                                       Weapon w = get_weaponinfo(actor.weapon);
+                                       w.wr_reload(w);
+                               }
                        }
                        else
                        {
-                               if(self.BUTTON_ATCK)
+                               if(fire1)
                                {
-                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                                       if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
-                                               if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
+                                               if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(shotgun, animtime)))
                                                {
-                                                       W_Shotgun_Attack(true);
-                                                       self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+                                                       W_Shotgun_Attack(thiswep, true);
+                                                       actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
+                                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                                                }
                                        }
                                }
-                               else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
+                               else if(fire2 && WEP_CVAR(shotgun, secondary) == 2)
                                {
-                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                                       if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
-                                               if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
+                                               if(weapon_prepareattack(actor, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
                                                {
-                                                       W_Shotgun_Attack(false);
-                                                       self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+                                                       W_Shotgun_Attack(thiswep, false);
+                                                       actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
+                                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                                                }
                                        }
                                }
                        }
-                       if(self.clip_load >= 0) // we are not currently reloading
-                       if(!self.crouch) // no crouchmelee please
+                       if(actor.clip_load >= 0) // we are not currently reloading
+                       if(!actor.crouch) // no crouchmelee please
                        if(WEP_CVAR(shotgun, secondary) == 1)
-                       if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
-                       if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
+                       if((fire1 && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || fire2)
+                       if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(shotgun, refire)))
                        {
                                // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                               weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+                               weapon_thinkf(actor, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
                        }
-
-                       return true;
                }
-               case WR_INIT:
+               METHOD(Shotgun, wr_init, void(entity thiswep))
                {
                        SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
-               case WR_SETUP:
+               METHOD(Shotgun, wr_setup, void(entity thiswep))
                {
                        self.ammo_field = ammo_none;
-                       return true;
                }
-               case WR_CHECKAMMO1:
+               METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
                {
-                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                       float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
                        ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
                        return ammo_amount;
                }
-               case WR_CHECKAMMO2:
+               METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
                {
                        if(IS_BOT_CLIENT(self))
                        if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
@@ -310,48 +305,40 @@ float W_Shotgun(float req)
                                case 1: return true; // melee does not use ammo
                                case 2: // secondary triple shot
                                {
-                                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                                       float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
                                        ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
                                        return ammo_amount;
                                }
                                default: return false; // secondary unavailable
                        }
                }
-               case WR_CONFIG:
+               METHOD(Shotgun, wr_config, void(entity thiswep))
                {
                        SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               case WR_RELOAD:
+               METHOD(Shotgun, wr_reload, void(entity thiswep))
                {
-                       W_Reload(WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
-                       return true;
+                       W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
                }
-               case WR_SUICIDEMESSAGE:
+               METHOD(Shotgun, wr_suicidemessage, int(entity thiswep))
                {
                        return WEAPON_THINKING_WITH_PORTALS;
                }
-               case WR_KILLMESSAGE:
+               METHOD(Shotgun, wr_killmessage, int(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_SHOTGUN_MURDER_SLAP;
                        else
                                return WEAPON_SHOTGUN_MURDER;
                }
-       }
-       return false;
-}
+
 #endif
 #ifdef CSQC
 .float prevric;
-float W_Shotgun(float req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
+
+               METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
                {
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
+                       vector org2 = w_org + w_backoff * 2;
                        pointparticles(particleeffectnum(EFFECT_SHOTGUN_IMPACT), org2, w_backoff * 1000, 1);
                        if(!w_issilent && time - self.prevric > 0.25)
                        {
@@ -363,20 +350,7 @@ float W_Shotgun(float req)
                                        sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
                                self.prevric = time;
                        }
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       return true;
                }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
+
 #endif
 #endif