X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhagar.qc;h=e2274faafa6175287c42e5b9dddd16e2753b802b;hb=fd20a1f1eae2b2ba955ce9ddedc20cd151a6f362;hp=609b59ec8bf6953c8182b7269b2097668ec00762;hpb=02f618451f5c061d2b1e407fac81fed18a636726;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index 609b59ec8..e2274faaf 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -63,22 +63,32 @@ spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); } // NO bounce protection, as bounces are limited! -void W_Hagar_Explode() -{SELFPARAM(); +void W_Hagar_Explode(entity this) +{ self.event_damage = func_null; RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other); remove(self); } -void W_Hagar_Explode2() -{SELFPARAM(); +void W_Hagar_Explode_use(entity this, entity actor, entity trigger) +{ + WITHSELF(this, W_Hagar_Explode(this)); +} + +void W_Hagar_Explode2(entity this) +{ self.event_damage = func_null; RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other); remove(self); } +void W_Hagar_Explode2_use(entity this, entity actor, entity trigger) +{ + WITHSELF(this, W_Hagar_Explode2(this)); +} + void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(this.health <= 0) @@ -100,21 +110,21 @@ void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage this.angles = vectoangles(this.velocity); if(this.health <= 0) - WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think)); + W_PrepareExplosionByDamage(this, attacker, getthink(this)); } -void W_Hagar_Touch() -{SELFPARAM(); +void W_Hagar_Touch(entity this) +{ PROJECTILE_TOUCH; - self.use(); + this.use(this, NULL, NULL); } -void W_Hagar_Touch2() -{SELFPARAM(); +void W_Hagar_Touch2(entity this) +{ PROJECTILE_TOUCH; if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) { - self.use(); + this.use(this, NULL, NULL); } else { self.cnt++; Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1); @@ -124,8 +134,8 @@ void W_Hagar_Touch2() } } -void W_Hagar_Attack(Weapon thiswep) -{SELFPARAM(); +void W_Hagar_Attack(Weapon thiswep, entity actor) +{entity this = actor; entity missile; W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo)); @@ -145,9 +155,9 @@ void W_Hagar_Attack(Weapon thiswep) missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; - missile.touch = W_Hagar_Touch; - missile.use = W_Hagar_Explode; - missile.think = adaptor_think2use_hittype_splash; + settouch(missile, W_Hagar_Touch); + missile.use = W_Hagar_Explode_use; + setthink(missile, adaptor_think2use_hittype_splash); missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id; @@ -166,8 +176,8 @@ void W_Hagar_Attack(Weapon thiswep) MUTATOR_CALLHOOK(EditProjectile, self, missile); } -void W_Hagar_Attack2(Weapon thiswep) -{SELFPARAM(); +void W_Hagar_Attack2(Weapon thiswep, entity actor) +{entity this = actor; entity missile; W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo)); @@ -187,10 +197,10 @@ void W_Hagar_Attack2(Weapon thiswep) missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; - missile.touch = W_Hagar_Touch2; + settouch(missile, W_Hagar_Touch2); missile.cnt = 0; - missile.use = W_Hagar_Explode2; - missile.think = adaptor_think2use_hittype_splash; + missile.use = W_Hagar_Explode2_use; + setthink(missile, adaptor_think2use_hittype_splash); missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; @@ -210,8 +220,8 @@ void W_Hagar_Attack2(Weapon thiswep) } .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; -void W_Hagar_Attack2_Load_Release(.entity weaponentity) -{SELFPARAM(); +void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) +{entity this = actor; // time to release the rockets we've loaded entity missile; @@ -246,9 +256,9 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity) missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; - missile.touch = W_Hagar_Touch; // not bouncy - missile.use = W_Hagar_Explode2; - missile.think = adaptor_think2use_hittype_splash; + settouch(missile, W_Hagar_Touch); // not bouncy + missile.use = W_Hagar_Explode2_use; + setthink(missile, adaptor_think2use_hittype_splash); missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; @@ -289,8 +299,8 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity) self.hagar_load = 0; } -void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity) -{SELFPARAM(); +void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) +{entity this = actor; // loadable hagar secondary attack, must always run each frame if(time < game_starttime) @@ -378,7 +388,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity) if(!PHYS_INPUT_BUTTON_ATCK2(self) || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) { self.(weaponentity).state = WS_READY; - W_Hagar_Attack2_Load_Release(weaponentity); + W_Hagar_Attack2_Load_Release(self, weaponentity); } } else @@ -387,7 +397,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity) self.hagar_warning = false; // we aren't checking ammo during an attack, so we must do it here - if(!(thiswep.wr_checkammo1(thiswep) + thiswep.wr_checkammo2(thiswep))) + if(!(thiswep.wr_checkammo1(thiswep, self) + thiswep.wr_checkammo2(thiswep, self))) if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { // note: this doesn't force the switch @@ -397,12 +407,43 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity) } } -METHOD(Hagar, wr_aim, void(entity thiswep)) +void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) +{ + if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock) + { + w_ready(thiswep, actor, weaponentity, fire); + return; + } + + if(!thiswep.wr_checkammo1(thiswep, actor)) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + w_ready(thiswep, actor, weaponentity, fire); + return; + } + + W_Hagar_Attack(thiswep, actor); + + int slot = weaponslot(weaponentity); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(); + int theframe = WFRAME_FIRE1; + entity this = actor.(weaponentity); + if(this) + { + if(this.wframe == WFRAME_FIRE1) + theframe = WFRAME_DONTCHANGE; + } + weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto); +} + +METHOD(Hagar, wr_aim, void(entity thiswep, entity actor)) { + entity this = actor; if(random()>0.15) - PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming - PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); } METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { @@ -410,38 +451,37 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); if(loadable_secondary) - W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame + W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); - } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire))) - { - W_Hagar_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); - } } + else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) + W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire); + } else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary)) { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire))) { - W_Hagar_Attack2(thiswep); + W_Hagar_Attack2(thiswep, actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); } } } -METHOD(Hagar, wr_gonethink, void(entity thiswep)) +METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor)) { // we lost the weapon and want to prepare switching away - if(self.hagar_load) + if(actor.hagar_load) { .entity weaponentity = weaponentities[0]; // TODO: unhardcode - self.(weaponentity).state = WS_READY; - W_Hagar_Attack2_Load_Release(weaponentity); + actor.(weaponentity).state = WS_READY; + W_Hagar_Attack2_Load_Release(actor, weaponentity); } } -METHOD(Hagar, wr_setup, void(entity thiswep)) +METHOD(Hagar, wr_setup, void(entity thiswep, entity actor)) { + entity this = actor; self.hagar_loadblock = false; if(self.hagar_load) @@ -450,31 +490,33 @@ METHOD(Hagar, wr_setup, void(entity thiswep)) self.hagar_load = 0; } } -METHOD(Hagar, wr_checkammo1, bool(entity thiswep)) +METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor)) { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo); - ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo); + ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); return ammo_amount; } -METHOD(Hagar, wr_checkammo2, bool(entity thiswep)) +METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor)) { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); - ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); + ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } -METHOD(Hagar, wr_resetplayer, void(entity thiswep)) +METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor)) { + entity this = actor; self.hagar_load = 0; } -METHOD(Hagar, wr_playerdeath, void(entity thiswep)) +METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor)) { .entity weaponentity = weaponentities[0]; // TODO: unhardcode // if we have any rockets loaded when we die, release them - if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) - W_Hagar_Attack2_Load_Release(weaponentity); + if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) + W_Hagar_Attack2_Load_Release(actor, weaponentity); } METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { + entity this = actor; if(!self.hagar_load) // require releasing loaded rockets first W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD); } @@ -493,8 +535,9 @@ METHOD(Hagar, wr_killmessage, Notification(entity thiswep)) #endif #ifdef CSQC -METHOD(Hagar, wr_impacteffect, void(entity thiswep)) +METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor)) { + entity this = actor; vector org2; org2 = w_org + w_backoff * 6; pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);