X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhlac.qc;h=79bf08193ec05b9b38e3fa1ac1be46ca102043f3;hb=42847fddd58877c481212d07cd914d3741434ecd;hp=c176e84c677ee90da7b1ee6e23ffc2c3d1cf4305;hpb=3220cab5a7b69ced4a641504a6a5f4eccf2d3bfc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index c176e84c6..79bf08193 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -1,12 +1,13 @@ +#include "hlac.qh" #ifndef IMPLEMENTATION CLASS(HLAC, Weapon) -/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells) -/* impulse */ ATTRIB(HLAC, impulse, int, 6) +/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(HLAC, impulse, int, 6); /* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0'); /* modelname */ ATTRIB(HLAC, mdl, string, "hlac"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM); #endif /* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac"); @@ -54,22 +55,22 @@ REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); #ifdef SVQC spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); } -void W_HLAC_Touch(entity this) +void W_HLAC_Touch(entity this, entity toucher) { float isprimary; - PROJECTILE_TOUCH(this); + PROJECTILE_TOUCH(this, toucher); this.event_damage = func_null; isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); - RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, other); + RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher); - remove(this); + delete(this); } -void W_HLAC_Attack(Weapon thiswep, entity actor) +void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; float spread; @@ -81,7 +82,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor) if(actor.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); - W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); if(!autocvar_g_norecoil) { @@ -95,7 +96,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor) missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); setorigin(missile, w_shotorg); @@ -110,6 +111,8 @@ void W_HLAC_Attack(Weapon thiswep, entity actor) missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.projectiledeathtype = WEP_HLAC.m_id; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); @@ -117,7 +120,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor) MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -void W_HLAC_Attack2(entity actor) +void W_HLAC_Attack2(entity actor, .entity weaponentity) { entity missile; float spread; @@ -128,7 +131,7 @@ void W_HLAC_Attack2(entity actor) if(actor.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); - W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = new(hlacbolt); @@ -137,7 +140,7 @@ void W_HLAC_Attack2(entity actor) missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); setorigin(missile, w_shotorg); @@ -152,6 +155,8 @@ void W_HLAC_Attack2(entity actor) missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY; @@ -181,7 +186,7 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int int slot = weaponslot(weaponentity); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor); - W_HLAC_Attack(WEP_HLAC, actor); + W_HLAC_Attack(WEP_HLAC, actor, weaponentity); actor.misc_bulletcounter = actor.misc_bulletcounter + 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } @@ -191,14 +196,14 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int } } -void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor) +void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity) { float i; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo)); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) - W_HLAC_Attack2(actor); + W_HLAC_Attack2(actor, weaponentity); if(!autocvar_g_norecoil) { @@ -220,7 +225,7 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire))) { actor.misc_bulletcounter = 0; - W_HLAC_Attack(thiswep, actor); + W_HLAC_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } } @@ -229,7 +234,7 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire))) { - W_HLAC_Attack2_Frame(thiswep, actor); + W_HLAC_Attack2_Frame(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); } } @@ -248,7 +253,7 @@ METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor)) } METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); + W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); } METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) {