X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhlac.qc;h=b8cf3485e30418165cfc027cbfae13cffe9fef95;hb=047e80d3190ef626c6029a655677ff1a08e66e3a;hp=8e0ce6f11844f2faf1e7e0d78b6ece8172db7af9;hpb=802d673ea15260b02ce6760839cc40a2a57b21b1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index 8e0ce6f11..b8cf3485e 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -1,19 +1,21 @@ #ifndef IMPLEMENTATION -REGISTER_WEAPON( -/* WEP_##id */ HLAC, -/* function */ W_HLAC, -/* ammotype */ ammo_cells, -/* impulse */ 6, -/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, -/* rating */ BOT_PICKUP_RATING_MID, -/* color */ '0 1 0', -/* modelname */ "hlac", -/* simplemdl */ "foobar", -/* crosshair */ "gfx/crosshairhlac 0.6", -/* wepimg */ "weaponhlac", -/* refname */ "hlac", -/* wepname */ _("Heavy Laser Assault Cannon") -); +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"); +#ifndef MENUQC +/* 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, message, string, _("Heavy Laser Assault Cannon")); +ENDCLASS(HLAC) +REGISTER_WEAPON(HLAC, NEW(HLAC)); #define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac) #define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ @@ -65,19 +67,19 @@ void W_HLAC_Touch(void) remove(self); } -void W_HLAC_Attack(void) +void W_HLAC_Attack(Weapon thiswep) {SELFPARAM(); entity missile; float spread; - W_DecreaseAmmo(WEP_CVAR_PRI(hlac, ammo)); + W_DecreaseAmmo(thiswep, WEP_CVAR_PRI(hlac, ammo)); spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter); spread = min(spread,WEP_CVAR_PRI(hlac, spread_max)); if(self.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); - W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); + W_SetupShot(self, 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) { @@ -125,7 +127,7 @@ void W_HLAC_Attack2(void) if(self.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); - W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); + W_SetupShot(self, 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 = spawn(); @@ -159,26 +161,26 @@ void W_HLAC_Attack2(void) } // weapon frames -void W_HLAC_Attack_Frame(void) +void W_HLAC_Attack_Frame(Weapon thiswep, bool fire1, bool fire2) {SELFPARAM(); if(self.weapon != self.switchweapon) // abort immediately if switching { - w_ready(); + w_ready(thiswep, fire1, fire2); return; } if(self.BUTTON_ATCK) { - if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) + if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1)) if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); - w_ready(); + w_ready(thiswep, fire1, fire2); return; } ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(); - W_HLAC_Attack(); + W_HLAC_Attack(WEP_HLAC); self.misc_bulletcounter = self.misc_bulletcounter + 1; weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } @@ -188,11 +190,11 @@ void W_HLAC_Attack_Frame(void) } } -void W_HLAC_Attack2_Frame(void) +void W_HLAC_Attack2_Frame(Weapon thiswep) {SELFPARAM(); float i; - W_DecreaseAmmo(WEP_CVAR_SEC(hlac, ammo)); + W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(hlac, ammo)); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) W_HLAC_Attack2(); @@ -204,111 +206,94 @@ void W_HLAC_Attack2_Frame(void) } } -bool W_HLAC(int req) -{SELFPARAM(); - float ammo_amount; - switch(req) - { - case WR_AIM: + METHOD(HLAC, wr_aim, bool(entity thiswep)) { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); return true; } - case WR_THINK: + METHOD(HLAC, wr_think, bool(entity thiswep, bool fire1, bool fire2)) { if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload - WEP_ACTION(self.weapon, WR_RELOAD); - else if(self.BUTTON_ATCK) + _WEP_ACTION(self.weapon, WR_RELOAD); + else if(fire1) { if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire))) { self.misc_bulletcounter = 0; - W_HLAC_Attack(); + W_HLAC_Attack(thiswep); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } } - else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary)) + else if(fire2 && WEP_CVAR(hlac, secondary)) { if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire))) { - W_HLAC_Attack2_Frame(); + W_HLAC_Attack2_Frame(thiswep); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); } } return true; } - case WR_INIT: + METHOD(HLAC, wr_init, bool(entity thiswep)) { - precache_model(W_Model("g_hlac.md3")); - precache_model(W_Model("v_hlac.md3")); - precache_model(W_Model("h_hlac.iqm")); - precache_sound(W_Sound("lasergun_fire")); HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); return true; } - case WR_CHECKAMMO1: + METHOD(HLAC, wr_checkammo1, bool(entity thiswep)) { - ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo); + float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo); ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); return ammo_amount; } - case WR_CHECKAMMO2: + METHOD(HLAC, wr_checkammo2, bool(entity thiswep)) { - ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo); + float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo); ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); return ammo_amount; } - case WR_CONFIG: + METHOD(HLAC, wr_config, bool(entity thiswep)) { HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); return true; } - case WR_RELOAD: + METHOD(HLAC, wr_reload, bool(entity thiswep)) { - W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), W_Sound("reload")); + W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD)); return true; } - case WR_SUICIDEMESSAGE: + METHOD(HLAC, wr_suicidemessage, bool(entity thiswep)) { return WEAPON_HLAC_SUICIDE; } - case WR_KILLMESSAGE: + METHOD(HLAC, wr_killmessage, bool(entity thiswep)) { return WEAPON_HLAC_MURDER; } - } - return false; -} + #endif #ifdef CSQC -bool W_HLAC(int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: + + METHOD(HLAC, wr_impacteffect, bool(entity thiswep)) { vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1); if(!w_issilent) - sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); return true; } - case WR_INIT: + METHOD(HLAC, wr_init, bool(entity thiswep)) { - precache_sound(W_Sound("laserimpact")); return true; } - case WR_ZOOMRETICLE: + METHOD(HLAC, wr_zoomreticle, bool(entity thiswep)) { // no weapon specific image for this weapon return false; } - } - return false; -} + #endif #endif