X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmortar.qc;h=08b79bb2687b0363658ed82e11b41d0186fe8376;hb=7fed93ee24b18a92cefd7435078585bc5ba8e852;hp=c1995745816ba1d7059743728ab81244d8f06309;hpb=7bd8f8562a392fda3ac881b1fbe2a35a5ef0f5c8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index c19957458..08b79bb26 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -13,44 +13,47 @@ CLASS(Mortar, Weapon) /* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7); /* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher"); /* refname */ ATTRIB(Mortar, netname, string, "mortar"); -/* wepname */ ATTRIB(Mortar, message, string, _("Mortar")); +/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bouncefactor, float, NONE) \ + P(class, prefix, bouncestop, float, NONE) \ + P(class, prefix, damageforcescale, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, health, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, lifetime_bounce, float, SEC) \ + P(class, prefix, lifetime_stick, 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, remote_detonateprimary, float, SEC) \ + P(class, prefix, remote_minbouncecnt, float, PRI) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, speed_up, float, BOTH) \ + P(class, prefix, speed_z, float, BOTH) \ + P(class, prefix, spread, float, BOTH) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, type, float, BOTH) \ + 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, Mortar, mortar) +#undef X ENDCLASS(Mortar) -REGISTER_WEAPON(MORTAR, NEW(Mortar)); - -#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar) -#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, NONE, bouncefactor) \ - w_cvar(id, sn, NONE, bouncestop) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, damageforcescale) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, health) \ - w_cvar(id, sn, BOTH, lifetime) \ - w_cvar(id, sn, SEC, lifetime_bounce) \ - w_cvar(id, sn, BOTH, lifetime_stick) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, SEC, remote_detonateprimary) \ - w_cvar(id, sn, PRI, remote_minbouncecnt) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, speed_up) \ - w_cvar(id, sn, BOTH, speed_z) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, BOTH, type) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar)); + #ifdef SVQC -MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float gl_detonate_later; .float gl_bouncecnt; #endif @@ -58,15 +61,15 @@ MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #ifdef IMPLEMENTATION #ifdef SVQC -spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); } +spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); } spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); } -void W_Mortar_Grenade_Explode(void) +void W_Mortar_Grenade_Explode() {SELFPARAM(); if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) - if(other.deadflag == DEAD_NO) + if(!IS_DEAD(other)) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); @@ -81,12 +84,12 @@ void W_Mortar_Grenade_Explode(void) remove(self); } -void W_Mortar_Grenade_Explode2(void) +void W_Mortar_Grenade_Explode2() {SELFPARAM(); if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) - if(other.deadflag == DEAD_NO) + if(!IS_DEAD(other)) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); @@ -102,21 +105,21 @@ void W_Mortar_Grenade_Explode2(void) } -void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.health <= 0) +void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if(this.health <= 0) return; - if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt - self.health = self.health - damage; + this.health = this.health - damage; - if(self.health <= 0) - W_PrepareExplosionByDamage(attacker, self.use); + if(this.health <= 0) + WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.use)); } -void W_Mortar_Grenade_Think1(void) +void W_Mortar_Grenade_Think1() {SELFPARAM(); self.nextthink = time; if(time > self.cnt) @@ -130,7 +133,7 @@ void W_Mortar_Grenade_Think1(void) W_Mortar_Grenade_Explode(); } -void W_Mortar_Grenade_Touch1(void) +void W_Mortar_Grenade_Touch1() {SELFPARAM(); PROJECTILE_TOUCH; if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile @@ -162,7 +165,7 @@ void W_Mortar_Grenade_Touch1(void) } } -void W_Mortar_Grenade_Touch2(void) +void W_Mortar_Grenade_Touch2() {SELFPARAM(); PROJECTILE_TOUCH; if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile @@ -209,9 +212,8 @@ void W_Mortar_Attack(Weapon thiswep) Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - gren = spawn(); + gren = new(grenade); gren.owner = gren.realowner = self; - gren.classname = "grenade"; gren.bot_dodge = true; gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage); gren.movetype = MOVETYPE_BOUNCE; @@ -258,9 +260,8 @@ void W_Mortar_Attack2(Weapon thiswep) Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - gren = spawn(); + gren = new(grenade); gren.owner = gren.realowner = self; - gren.classname = "grenade"; gren.bot_dodge = true; gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage); gren.movetype = MOVETYPE_BOUNCE; @@ -334,20 +335,19 @@ void W_Mortar_Attack2(Weapon thiswep) wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime)))); wepinfo_ter_dps = 0; */ - METHOD(Mortar, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) + METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); - } else if(fire1) + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if(fire & 1) { - if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(mortar, refire))) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire))) { W_Mortar_Attack(thiswep); - weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready); } } - else if(fire2) + else if(fire & 2) { if(WEP_CVAR_SEC(mortar, remote_detonateprimary)) { @@ -364,45 +364,37 @@ void W_Mortar_Attack2(Weapon thiswep) if(nadefound) sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); } - else if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(mortar, refire))) + else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire))) { W_Mortar_Attack2(thiswep); - weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready); } } } - METHOD(Mortar, wr_init, void(entity thiswep)) - { - MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Mortar, wr_checkammo1, bool(entity thiswep)) { - float ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo); + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo); ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo); return ammo_amount; } METHOD(Mortar, wr_checkammo2, bool(entity thiswep)) { - float ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo); + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo); ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo); return ammo_amount; } - METHOD(Mortar, wr_config, void(entity thiswep)) - { - MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } - METHOD(Mortar, wr_reload, void(entity thiswep)) + METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO } - METHOD(Mortar, wr_suicidemessage, int(entity thiswep)) + METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MORTAR_SUICIDE_BOUNCE; else return WEAPON_MORTAR_SUICIDE_EXPLODE; } - METHOD(Mortar, wr_killmessage, int(entity thiswep)) + METHOD(Mortar, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MORTAR_MURDER_BOUNCE; @@ -417,7 +409,7 @@ void W_Mortar_Attack2(Weapon thiswep) { vector org2; org2 = w_org + w_backoff * 12; - pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1); + pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM); }