]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Move MinstaNex to the new settings system as well
authorSamual Lenks <samual@xonotic.org>
Sun, 8 Dec 2013 20:17:13 +0000 (15:17 -0500)
committerSamual Lenks <samual@xonotic.org>
Sun, 8 Dec 2013 20:17:13 +0000 (15:17 -0500)
qcsrc/common/weapons/w_minstanex.qc
qcsrc/server/autocvars.qh

index b5bfd6b973bde7295f16742dabd21fba19a3e2c6..d9e3cd15811f72a4b407ddc27e849bec4e56bd2a 100644 (file)
@@ -11,7 +11,29 @@ REGISTER_WEAPON(
 /* fullname */ _("MinstaNex")
 );
 
+#define MINSTANEX_SETTINGS(w_cvar,w_prop) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, ammo) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, animtime) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, refire) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, ammo) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, animtime) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, damage) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, delay) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, edgedamage) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, force) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, lifetime) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, radius) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, refire) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, shotangle) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, speed) \
+       w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, spread) \
+       w_prop(WEP_MINSTANEX, minstanex, reloading_ammo, reload_ammo) \
+       w_prop(WEP_MINSTANEX, minstanex, reloading_time, reload_time) \
+       w_prop(WEP_MINSTANEX, minstanex, switchdelay_raise, switchdelay_raise) \
+       w_prop(WEP_MINSTANEX, minstanex, switchdelay_drop, switchdelay_drop)
+
 #ifdef SVQC
+MINSTANEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float minstanex_lasthit;
 .float jump_interval;
 #endif
@@ -79,7 +101,7 @@ void W_MinstaNex_Attack (void)
                        break;
        }
        
-       W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
+       W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo)), WEP_CVAR(minstanex, reload_ammo));
 }
 
 float w_minstanex(float req)
@@ -88,7 +110,7 @@ float w_minstanex(float req)
        float minstanex_ammo;
 
        // now multiple WR_s use this
-       minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
+       minstanex_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo));
 
        switch(req)
        {
@@ -97,23 +119,23 @@ float w_minstanex(float req)
                        if(self.ammo_cells > 0)
                                self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
                        else
-                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); // WEAPONTODO: replace with proper minstanex cvars
+                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(minstanex, speed), 0, WEP_CVAR_SEC(minstanex, lifetime), FALSE); // WEAPONTODO: replace with proper minstanex cvars
                                
                        return TRUE;
                }
                case WR_THINK:
                {
                        // if the laser uses load, we also consider its ammo for reloading
-                       if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload
+                       if(WEP_CVAR(minstanex, reload_ammo) && WEP_CVAR_SEC(minstanex, ammo) && self.clip_load < min(minstanex_ammo, WEP_CVAR_SEC(minstanex, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
+                       else if(WEP_CVAR(minstanex, reload_ammo) && self.clip_load < minstanex_ammo) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
                        else if (self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
+                               if (weapon_prepareattack(0, WEP_CVAR_PRI(minstanex, refire)))
                                {
                                        W_MinstaNex_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(minstanex, animtime), w_ready);
                                }
                        }
                        else if (self.BUTTON_ATCK2)
@@ -122,31 +144,31 @@ float w_minstanex(float req)
                                if (weapon_prepareattack(1, -1))
                                {
                                        // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
-                                       self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
+                                       self.jump_interval = time + WEP_CVAR_SEC(minstanex, refire) * W_WeaponRateFactor();
                                        
                                        // decrease ammo for the laser?
-                                       if(autocvar_g_balance_minstanex_laser_ammo)
-                                               W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
+                                       if(WEP_CVAR_SEC(minstanex, ammo))
+                                               W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(minstanex, ammo), WEP_CVAR(minstanex, reload_ammo));
 
                                        // ugly minstagib hack to reuse the fire mode of the laser
                                        float w;
                                        w = self.weapon;
                                        self.weapon = WEP_BLASTER;
-                                       W_Blaster_Attack( // WEAPONTODO: replace with proper minstanex cvars
-                                               WEP_CVAR_PRI(blaster, shotangle),
-                                               WEP_CVAR_PRI(blaster, damage),
-                                               WEP_CVAR_PRI(blaster, edgedamage),
-                                               WEP_CVAR_PRI(blaster, radius),
-                                               WEP_CVAR_PRI(blaster, force),
-                                               WEP_CVAR_PRI(blaster, speed),
-                                               WEP_CVAR_PRI(blaster, spread),
-                                               WEP_CVAR_PRI(blaster, delay),
-                                               WEP_CVAR_PRI(blaster, lifetime)
+                                       W_Blaster_Attack(
+                                               WEP_CVAR_SEC(minstanex, shotangle),
+                                               WEP_CVAR_SEC(minstanex, damage),
+                                               WEP_CVAR_SEC(minstanex, edgedamage),
+                                               WEP_CVAR_SEC(minstanex, radius),
+                                               WEP_CVAR_SEC(minstanex, force),
+                                               WEP_CVAR_SEC(minstanex, speed),
+                                               WEP_CVAR_SEC(minstanex, spread),
+                                               WEP_CVAR_SEC(minstanex, delay),
+                                               WEP_CVAR_SEC(minstanex, lifetime)
                                        );
                                        self.weapon = w;
                                        
                                        // now do normal refire
-                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(minstanex, animtime), w_ready);
                                }
                        }
                        
@@ -154,15 +176,16 @@ float w_minstanex(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/nexflash.md3");
-                       precache_model ("models/weapons/g_minstanex.md3");
-                       precache_model ("models/weapons/v_minstanex.md3");
-                       precache_model ("models/weapons/h_minstanex.iqm");
-                       precache_sound ("weapons/minstanexfire.wav");
-                       precache_sound ("weapons/nexwhoosh1.wav");
-                       precache_sound ("weapons/nexwhoosh2.wav");
-                       precache_sound ("weapons/nexwhoosh3.wav");
-                       W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously? 
+                       precache_model("models/nexflash.md3");
+                       precache_model("models/weapons/g_minstanex.md3");
+                       precache_model("models/weapons/v_minstanex.md3");
+                       precache_model("models/weapons/h_minstanex.iqm");
+                       precache_sound("weapons/minstanexfire.wav");
+                       precache_sound("weapons/nexwhoosh1.wav");
+                       precache_sound("weapons/nexwhoosh2.wav");
+                       precache_sound("weapons/nexwhoosh3.wav");
+                       //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
+                       MINSTANEX_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_SETUP:
@@ -179,12 +202,17 @@ float w_minstanex(float req)
                }
                case WR_CHECKAMMO2:
                {
-                       if(!autocvar_g_balance_minstanex_laser_ammo)
+                       if(!WEP_CVAR_SEC(minstanex, ammo))
                                return TRUE;
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
-                       ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
+                       ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(minstanex, ammo);
+                       ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= WEP_CVAR_SEC(minstanex, ammo);
                        return ammo_amount;
                }
+               case WR_CONFIG:
+               {
+                       MINSTANEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
                case WR_RESETPLAYER:
                {
                        self.minstanex_lasthit = 0;
@@ -193,8 +221,8 @@ float w_minstanex(float req)
                case WR_RELOAD:
                {
                        float used_ammo;
-                       if(autocvar_g_balance_minstanex_laser_ammo)
-                               used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
+                       if(WEP_CVAR_SEC(minstanex, ammo))
+                               used_ammo = min(minstanex_ammo, WEP_CVAR_SEC(minstanex, ammo));
                        else
                                used_ammo = minstanex_ammo;
 
index d8082647353165fd7574cccd6cb6d4a2cf1eccee..ad88d691f165bb28715f43646e76057b44ce2afe 100644 (file)
@@ -190,13 +190,6 @@ float autocvar_g_balance_kill_antispam;
 //float autocvar_g_balance_laser_shockwave_spread_max;
 //float autocvar_g_balance_laser_shockwave_spread_min;
 //float autocvar_g_balance_minelayer_reload_ammo;
-float autocvar_g_balance_minstanex_ammo;
-float autocvar_g_balance_minstanex_laser_ammo;
-float autocvar_g_balance_minstanex_laser_animtime;
-float autocvar_g_balance_minstanex_laser_refire;
-float autocvar_g_balance_minstanex_animtime;
-float autocvar_g_balance_minstanex_refire;
-float autocvar_g_balance_minstanex_reload_ammo;
 //float autocvar_g_balance_nex_reload_ammo;
 float autocvar_g_balance_nexball_primary_animtime;
 float autocvar_g_balance_nexball_primary_refire;