X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhlac.qc;h=9d82c34f22f384ac643e73672f0f291596bf0587;hb=dd2b9a194fa4b844241392bfc136b953abf94a7a;hp=b0d57951b70b1fc3260f43ea38bf76717c3a9027;hpb=66189615a05cc66dd0ee544a2bbc841c4f426193;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index b0d57951b..9d82c34f2 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -54,11 +54,11 @@ REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); #ifdef SVQC spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); } -void W_HLAC_Touch() -{SELFPARAM(); +void W_HLAC_Touch(entity this) +{ float isprimary; - PROJECTILE_TOUCH; + PROJECTILE_TOUCH(this); self.event_damage = func_null; @@ -69,8 +69,8 @@ void W_HLAC_Touch() remove(self); } -void W_HLAC_Attack(Weapon thiswep) -{SELFPARAM(); +void W_HLAC_Attack(Weapon thiswep, entity actor) +{entity this = actor; entity missile; float spread; @@ -104,8 +104,8 @@ void W_HLAC_Attack(Weapon thiswep) W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread); //missile.angles = vectoangles(missile.velocity); // csqc - missile.touch = W_HLAC_Touch; - missile.think = SUB_Remove_self; + settouch(missile, W_HLAC_Touch); + setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime); @@ -117,8 +117,8 @@ void W_HLAC_Attack(Weapon thiswep) MUTATOR_CALLHOOK(EditProjectile, self, missile); } -void W_HLAC_Attack2() -{SELFPARAM(); +void W_HLAC_Attack2(entity actor) +{entity this = actor; entity missile; float spread; @@ -146,8 +146,8 @@ void W_HLAC_Attack2() W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread); //missile.angles = vectoangles(missile.velocity); // csqc - missile.touch = W_HLAC_Touch; - missile.think = SUB_Remove_self; + settouch(missile, W_HLAC_Touch); + setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime); @@ -171,7 +171,7 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int if(PHYS_INPUT_BUTTON_ATCK(actor)) { - if(!thiswep.wr_checkammo1(thiswep)) + if(!thiswep.wr_checkammo1(thiswep, actor)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); @@ -180,8 +180,8 @@ 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(); - W_HLAC_Attack(WEP_HLAC); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor); + W_HLAC_Attack(WEP_HLAC, actor); actor.misc_bulletcounter = actor.misc_bulletcounter + 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } @@ -191,14 +191,14 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int } } -void W_HLAC_Attack2_Frame(Weapon thiswep) -{SELFPARAM(); +void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor) +{entity this = actor; float i; W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo)); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) - W_HLAC_Attack2(); + W_HLAC_Attack2(actor); if(!autocvar_g_norecoil) { @@ -207,10 +207,10 @@ void W_HLAC_Attack2_Frame(Weapon thiswep) } } -METHOD(HLAC, wr_aim, void(entity thiswep)) +METHOD(HLAC, wr_aim, void(entity thiswep, entity actor)) { - SELFPARAM(); - PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); + entity this = actor; + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); } METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { @@ -221,7 +221,7 @@ 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); + W_HLAC_Attack(thiswep, actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } } @@ -230,29 +230,26 @@ 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); + W_HLAC_Attack2_Frame(thiswep, actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); } } } -METHOD(HLAC, wr_checkammo1, bool(entity thiswep)) +METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor)) { - SELFPARAM(); - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); - ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); + ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); return ammo_amount; } -METHOD(HLAC, wr_checkammo2, bool(entity thiswep)) +METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor)) { - SELFPARAM(); - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); - ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); + ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); return ammo_amount; } METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - SELFPARAM(); - W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); + W_Reload(actor, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); } METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) { @@ -266,9 +263,9 @@ METHOD(HLAC, wr_killmessage, Notification(entity thiswep)) #endif #ifdef CSQC -METHOD(HLAC, wr_impacteffect, void(entity thiswep)) +METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor)) { - SELFPARAM(); + entity this = actor; vector org2; org2 = w_org + w_backoff * 6; pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);