]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vortex.qc
Move some weapon stats into wepent fields, and make spectating weapons a bit more...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
index 454cb8bfba1b3cb53d59bbb7ced9081fc265c5b5..7790d681ff82a2449229ec60afb6752ac67a9521 100644 (file)
@@ -71,8 +71,6 @@ NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
 #endif
 
 #ifdef SVQC
-spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
-spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
 
 REGISTER_MUTATOR(vortex_charge, true);
 
@@ -170,9 +168,6 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
     if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
         actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
 
-    if(weaponslot(weaponentity) == 0)
-        actor.vortex_charge = actor.(weaponentity).vortex_charge;
-
     if(WEP_CVAR_SEC(vortex, chargepool))
         if(actor.(weaponentity).vortex_chargepool_ammo < 1)
         {
@@ -181,9 +176,6 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
             actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
         }
 
-    if(weaponslot(weaponentity) == 0)
-        actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo;
-
     if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     } else
@@ -210,11 +202,11 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
                         if(WEP_CVAR_SEC(vortex, ammo))
                         {
                             // always deplete if secondary is held
-                            actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+                            actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
 
                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
                             actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
-                            dt = min(dt, actor.vortex_chargepool_ammo);
+                            dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
                             dt = max(0, dt);
 
                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
@@ -241,11 +233,11 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
                                 }
                                 else
                                 {
-                                    dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+                                    dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
                                     dt = max(0, dt);
                                     if(dt > 0)
                                     {
-                                        actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
+                                        SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
                                     }
                                 }
                             }
@@ -277,7 +269,7 @@ METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity
 }
 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
+    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
     return ammo_amount;
 }
@@ -286,7 +278,7 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone
     if(WEP_CVAR(vortex, secondary))
     {
         // don't allow charging if we don't have enough ammo
-        float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
+        float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
         ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
         return ammo_amount;
     }
@@ -298,10 +290,6 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone
 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
 {
     if (WEP_CVAR(vortex, charge)) {
-        if (WEP_CVAR_SEC(vortex, chargepool)) {
-            actor.vortex_chargepool_ammo = 1;
-        }
-        actor.vortex_charge = WEP_CVAR(vortex, charge_start);
         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
         {
             .entity weaponentity = weaponentities[slot];
@@ -360,5 +348,9 @@ METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
         return false;
     }
 }
+METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
+{
+    return button_attack2 && !WEP_CVAR(vortex, secondary);
+}
 
 #endif