X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhlac.qc;h=ae6c9a66372f4637ec28cfacb5890a82987f0e33;hb=1a02dfa42534cfd8697e6c4d0e1181e5ec6c1fc7;hp=d1b4286a20eeb5b2218c700a8f4aebf7dc1616a0;hpb=cdcdcf9dfdaea11bd43312ceca679a6bfc9b7bf3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index d1b4286a2..ae6c9a663 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -1,59 +1,6 @@ #include "hlac.qh" -#ifndef IMPLEMENTATION -CLASS(HLAC, Weapon) -/* 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"); -#ifdef GAMEQC -/* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM); -#endif -/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac"); -/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6); -/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac"); -/* refname */ ATTRIB(HLAC, netname, string, "hlac"); -/* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, lifetime, float, BOTH) \ - P(class, prefix, radius, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, secondary, float, NONE) \ - P(class, prefix, shots, float, SEC) \ - P(class, prefix, speed, float, BOTH) \ - P(class, prefix, spread, float, SEC) \ - P(class, prefix, spread_add, float, PRI) \ - P(class, prefix, spread_crouchmod, float, BOTH) \ - P(class, prefix, spread_max, float, PRI) \ - P(class, prefix, spread_min, float, PRI) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, weaponreplace, string,NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ - END() - W_PROPS(X, HLAC, hlac) -#undef X - -ENDCLASS(HLAC) -REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); - -#endif -#ifdef IMPLEMENTATION #ifdef SVQC -spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); } void W_HLAC_Touch(entity this, entity toucher) { @@ -214,7 +161,7 @@ void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity) METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 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)) { @@ -241,13 +188,13 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, } METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); return ammo_amount; } METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); return ammo_amount; } @@ -277,4 +224,3 @@ METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif