X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fnades%2Fnades.qc;h=1c37195a35498ff4140c9ac1a52c7cd753b8541a;hb=0514f7948727cfa572b33bd29d1bdf2c13cd866d;hp=510fcf92e19345ca2d371d574f598af356a849df;hpb=729f7cf812441720792d8a0e3444f3c3828368b6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/nades/nades.qc b/qcsrc/common/mutators/mutator/nades/nades.qc index 510fcf92e..1c37195a3 100644 --- a/qcsrc/common/mutators/mutator/nades/nades.qc +++ b/qcsrc/common/mutators/mutator/nades/nades.qc @@ -1,6 +1,7 @@ #include "nades.qh" #include "../overkill/okmachinegun.qh" +#include "../overkill/okshotgun.qh" #ifdef SVQC bool autocvar_g_nades_nade_small; @@ -124,7 +125,7 @@ void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expan float bonusNades = STAT(NADE_BONUS); float bonusProgress = STAT(NADE_BONUS_SCORE); float bonusType = STAT(NADE_BONUS_TYPE); - Nade def = Nades_from(bonusType); + Nade def = REGISTRY_GET(Nades, bonusType); vector nadeColor = def.m_color; string nadeIcon = def.m_icon; @@ -180,7 +181,7 @@ void nade_timer_think(entity this) void nade_burn_spawn(entity _nade) { - CSQCProjectile(_nade, true, Nades_from(STAT(NADE_BONUS_TYPE, _nade)).m_projectile[true], true); + CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[true], true); } void nade_spawn(entity _nade) @@ -198,7 +199,7 @@ void nade_spawn(entity _nade) _nade.effects |= EF_LOWPRECISION; - CSQCProjectile(_nade, true, Nades_from(STAT(NADE_BONUS_TYPE, _nade)).m_projectile[false], true); + CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[false], true); } void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime) @@ -354,13 +355,10 @@ void napalm_fountain_think(entity this) void nade_napalm_boom(entity this) { - entity fountain; - int c; - for (c = 0; c < autocvar_g_nades_napalm_ball_count; c++) + for (int c = 0; c < autocvar_g_nades_napalm_ball_count; c++) nade_napalm_ball(this); - - fountain = spawn(); + entity fountain = new(nade_napalm_fountain); fountain.owner = this.owner; fountain.realowner = this.realowner; fountain.origin = this.origin; @@ -454,8 +452,7 @@ void nade_ice_think(entity this) void nade_ice_boom(entity this) { - entity fountain; - fountain = spawn(); + entity fountain = new(nade_ice_fountain); fountain.owner = this.owner; fountain.realowner = this.realowner; fountain.origin = this.origin; @@ -508,7 +505,7 @@ void nade_translocate_boom(entity this) void nade_spawn_boom(entity this) { - entity spawnloc = spawn(); + entity spawnloc = new(nade_spawn_loc); setorigin(spawnloc, this.origin); setsize(spawnloc, this.realowner.mins, this.realowner.maxs); set_movetype(spawnloc, MOVETYPE_NONE); @@ -550,7 +547,7 @@ entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, // NOTE: this function merely places an orb // you must add a custom touch function to the returned entity if desired // also set .colormod if you wish to have it colorized - entity orb = spawn(); // Net_LinkEntity sets the classname (TODO) + entity orb = new(nades_spawn_orb); orb.owner = own; orb.realowner = realown; setorigin(orb, org); @@ -670,7 +667,9 @@ void nade_heal_boom(entity this) void nade_monster_boom(entity this) { - entity e = spawnmonster(spawn(), this.pokenade_type, 0, this.realowner, this.realowner, this.origin, false, false, 1); + entity e = spawn(); + e.noalign = true; // don't drop to floor + e = spawnmonster(e, this.pokenade_type, MON_Null, this.realowner, this.realowner, this.origin, false, false, 1); if(autocvar_g_nades_pokenade_monster_lifetime > 0) e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime; @@ -711,7 +710,7 @@ void nade_boom(entity this) entity expef = NULL; bool nade_blast = true; - switch ( Nades_from(STAT(NADE_BONUS_TYPE, this)) ) + switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) ) { case NADE_TYPE_NAPALM: nade_blast = autocvar_g_nades_napalm_blast; @@ -773,7 +772,7 @@ void nade_boom(entity this) } if(this.takedamage) - switch ( Nades_from(STAT(NADE_BONUS_TYPE, this)) ) + switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) ) { case NADE_TYPE_NAPALM: nade_napalm_boom(this); break; case NADE_TYPE_ICE: nade_ice_boom(this); break; @@ -892,7 +891,7 @@ void nade_damage(entity this, entity inflictor, entity attacker, float damage, i } else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN)) damage = this.max_health * 0.1; - else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO + else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO { if(!(deathtype & HITTYPE_SECONDARY)) damage = this.max_health * 1.15; @@ -1071,7 +1070,10 @@ bool nade_customize(entity this, entity client) { //this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; if(!this.traileffectnum) - this.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(STAT(NADE_BONUS_TYPE, this)).m_projectile[false], this.team).eent_eff_name); + { + entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)); + this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[false], this.team).eent_eff_name); + } this.alpha = 1; } @@ -1085,7 +1087,7 @@ void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, strin STAT(NADE_BONUS_TYPE, n) = max(1, ntype); n.pokenade_type = pntype; - if(Nades_from(STAT(NADE_BONUS_TYPE, n)) == NADE_TYPE_Null) + if(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)) == NADE_TYPE_Null) STAT(NADE_BONUS_TYPE, n) = NADE_TYPE_NORMAL.m_id; .entity weaponentity = weaponentities[0]; // TODO: unhardcode @@ -1094,8 +1096,8 @@ void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, strin //setattachment(n, player, "bip01 l hand"); n.exteriormodeltoclient = player; setcefc(n, nade_customize); - n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(STAT(NADE_BONUS_TYPE, n)).m_projectile[false], player.team).eent_eff_name); - n.colormod = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_color; + n.traileffectnum = _particleeffectnum(Nade_TrailEffect(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_projectile[false], player.team).eent_eff_name); + n.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color; n.realowner = nowner; n.colormap = player.colormap; n.glowmod = player.glowmod; @@ -1106,19 +1108,19 @@ void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, strin n.projectiledeathtype = DEATH_NADE.m_id; n.weaponentity_fld = weaponentity; n.nade_lifetime = ntime; - n.alpha = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_alpha; + n.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha; setmodel(fn, MDL_NADE_VIEW); //setattachment(fn, player.(weaponentity), ""); fn.viewmodelforclient = player; fn.realowner = fn.owner = player; - fn.colormod = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_color; + fn.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color; fn.colormap = player.colormap; fn.glowmod = player.glowmod; setthink(fn, SUB_Remove); fn.nextthink = n.wait; fn.weaponentity_fld = weaponentity; - fn.alpha = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_alpha; + fn.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha; player.nade = n; player.fake_nade = fn; @@ -1202,7 +1204,7 @@ void nades_CheckThrow(entity this) _force /= autocvar_g_nades_nade_lifetime; _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce)); vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05); - dir = W_CalculateSpread(dir, autocvar_g_nades_spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style); + dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style); toss_nade(this, true, dir * _force, 0); } } @@ -1246,7 +1248,7 @@ CLASS(NadeOffhand, OffhandWeapon) _force /= autocvar_g_nades_nade_lifetime; _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce)); vector dir = (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1); - dir = W_CalculateSpread(dir, autocvar_g_nades_spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style); + dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style); toss_nade(player, false, dir * _force, 0); } }