X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmortar.qc;h=d804ed481bc1d772585ea671d32a4391957b5b00;hb=df9ec32eafb1f4c17749f59192daf3dfa0e3974e;hp=be51ebc076fd5dea7c0290fb2a71dd52ef3c1dec;hpb=91a98939f9d6bb81888223e24ac18a748997cd5d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index be51ebc07..d804ed481 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -1,19 +1,21 @@ #ifndef IMPLEMENTATION -REGISTER_WEAPON( -/* WEP_##id */ MORTAR, -/* function */ W_Mortar, -/* ammotype */ ammo_rockets, -/* impulse */ 4, -/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, -/* rating */ BOT_PICKUP_RATING_MID, -/* color */ '1 0 0', -/* modelname */ "gl", -/* model */ MDL_MORTAR_ITEM, -/* crosshair */ "gfx/crosshairgrenadelauncher 0.7", -/* wepimg */ "weapongrenadelauncher", -/* refname */ "mortar", -/* wepname */ _("Mortar") -); +CLASS(Mortar, Weapon) +/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets) +/* impulse */ ATTRIB(Mortar, impulse, int, 4) +/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); +/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0'); +/* modelname */ ATTRIB(Mortar, mdl, string, "gl"); +#ifndef MENUQC +/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM); +#endif +/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher"); +/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7); +/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher"); +/* refname */ ATTRIB(Mortar, netname, string, "mortar"); +/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar")); +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) \ @@ -56,8 +58,8 @@ MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); } -void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); } +spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); } +spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); } void W_Mortar_Grenade_Explode(void) {SELFPARAM(); @@ -196,11 +198,11 @@ void W_Mortar_Grenade_Touch2(void) } } -void W_Mortar_Attack(void) +void W_Mortar_Attack(Weapon thiswep) {SELFPARAM(); entity gren; - W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo)); + W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo)); W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage)); w_shotdir = v_forward; // no TrueAim for grenades please @@ -245,11 +247,11 @@ void W_Mortar_Attack(void) MUTATOR_CALLHOOK(EditProjectile, self, gren); } -void W_Mortar_Attack2(void) +void W_Mortar_Attack2(Weapon thiswep) {SELFPARAM(); entity gren; - W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo)); + W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo)); W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage)); w_shotdir = v_forward; // no TrueAim for grenades please @@ -294,14 +296,8 @@ void W_Mortar_Attack2(void) } .float bot_secondary_grenademooth; -bool W_Mortar(entity thiswep, int req) -{SELFPARAM(); - entity nade; - float nadefound; - float ammo_amount; - switch(req) - { - case WR_AIM: + + METHOD(Mortar, wr_aim, void(entity thiswep)) { self.BUTTON_ATCK = false; self.BUTTON_ATCK2 = false; @@ -321,8 +317,6 @@ bool W_Mortar(entity thiswep, int req) if(random() < 0.02) self.bot_secondary_grenademooth = 0; } } - - return true; } /*case WR_CALCINFO: { @@ -340,114 +334,93 @@ bool W_Mortar(entity thiswep, int req) 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; */ - case WR_THINK: + METHOD(Mortar, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) { - if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload - _WEP_ACTION(self.weapon, WR_RELOAD); - else if(self.BUTTON_ATCK) + 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) { - if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire))) + if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(mortar, refire))) { - W_Mortar_Attack(); - weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready); + W_Mortar_Attack(thiswep); + weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready); } } - else if(self.BUTTON_ATCK2) + else if(fire2) { if(WEP_CVAR_SEC(mortar, remote_detonateprimary)) { - nadefound = 0; - for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self) + bool nadefound = false; + entity nade; + for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor) { if(!nade.gl_detonate_later) { nade.gl_detonate_later = true; - nadefound = 1; + nadefound = true; } } if(nadefound) - sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); + sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); } - else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire))) + else if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(mortar, refire))) { - W_Mortar_Attack2(); - weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready); + W_Mortar_Attack2(thiswep); + weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready); } } - - return true; } - case WR_INIT: + METHOD(Mortar, wr_init, void(entity thiswep)) { MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; } - case WR_CHECKAMMO1: + METHOD(Mortar, wr_checkammo1, bool(entity thiswep)) { - ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo); + float ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo); ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo); return ammo_amount; } - case WR_CHECKAMMO2: + METHOD(Mortar, wr_checkammo2, bool(entity thiswep)) { - ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo); + float ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo); ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo); return ammo_amount; } - case WR_CONFIG: + METHOD(Mortar, wr_config, void(entity thiswep)) { MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; } - case WR_RELOAD: + METHOD(Mortar, wr_reload, void(entity thiswep)) { - W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO - return true; + W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO } - case WR_SUICIDEMESSAGE: + METHOD(Mortar, wr_suicidemessage, int(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MORTAR_SUICIDE_BOUNCE; else return WEAPON_MORTAR_SUICIDE_EXPLODE; } - case WR_KILLMESSAGE: + METHOD(Mortar, wr_killmessage, int(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MORTAR_MURDER_BOUNCE; else return WEAPON_MORTAR_MURDER_EXPLODE; } - } - return false; -} + #endif #ifdef CSQC -bool W_Mortar(entity thiswep, int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: + + METHOD(Mortar, wr_impacteffect, void(entity thiswep)) { vector org2; org2 = w_org + w_backoff * 12; pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM); - - return true; - } - case WR_INIT: - { - return true; } - case WR_ZOOMRETICLE: - { - // no weapon specific image for this weapon - return false; - } - } - return false; -} + #endif #endif