]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Improve indentation consistency in weapon code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 56a48f2f3114c711acd24a612bbdec7e4971178b..3af9a18da5af96e9e5cac254beebc099e60d45a4 100644 (file)
@@ -40,9 +40,7 @@ bool W_Arc_Beam_Send(entity this, entity to, int sf)
        }
        if(sf & ARC_SF_BEAMDIR) // beam direction
        {
-               WriteAngle(MSG_ENTITY, this.beam_dir.x);
-               WriteAngle(MSG_ENTITY, this.beam_dir.y);
-               WriteAngle(MSG_ENTITY, this.beam_dir.z);
+               WriteAngleVector(MSG_ENTITY, this.beam_dir);
        }
        if(sf & ARC_SF_BEAMTYPE) // beam type
        {
@@ -104,16 +102,16 @@ void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
 
 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                return;
 
        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
                return; // g_projectiles_damage says to halt
 
-       TakeResource(this, RESOURCE_HEALTH, damage);
+       TakeResource(this, RES_HEALTH, damage);
        this.angles = vectoangles(this.velocity);
 
-       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, getthink(this));
 }
 
@@ -131,7 +129,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
 
-       Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        missile = new(missile);
        missile.owner = missile.realowner = actor;
@@ -140,7 +138,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
        missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
 
        missile.takedamage = DAMAGE_YES;
-       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(arc, bolt_health));
+       SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
        missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
        missile.event_damage = W_Arc_Bolt_Damage;
        missile.damagedbycontents = true;
@@ -232,7 +230,7 @@ void W_Arc_Beam_Think(entity this)
                }
 
                if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
-               if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
                {
                        // note: this doesn't force the switch
                        W_SwitchToOtherWeapon(own, weaponentity);
@@ -244,7 +242,7 @@ void W_Arc_Beam_Think(entity this)
 
        // decrease ammo
        float coefficient = frametime;
-       if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!(own.items & IT_UNLIMITED_AMMO))
        {
                float rootammo;
                if(burst)
@@ -254,8 +252,8 @@ void W_Arc_Beam_Think(entity this)
 
                if(rootammo)
                {
-                       coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
-                       SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
+                       coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
+                       SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
                }
        }
        float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
@@ -265,14 +263,14 @@ void W_Arc_Beam_Think(entity this)
 
        W_SetupShot_Range(
                own,
-               weaponentity, // TODO
+               weaponentity,
                true,
                0,
                SND_Null,
                0,
                WEP_CVAR(arc, beam_damage) * coefficient,
                WEP_CVAR(arc, beam_range),
-               WEP_ARC.m_id
+               thiswep.m_id
        );
 
        // After teleport, "lock" the beam until the teleport is confirmed.
@@ -428,13 +426,13 @@ void W_Arc_Beam_Think(entity this)
                        {
                                float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
                                float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
-                               float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RESOURCE_LIMIT_NONE);
+                               float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
                                Heal(trace_ent, own, (roothealth * coefficient), hplimit);
                                if(IS_PLAYER(trace_ent) && rootarmor)
                                {
-                                       if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
+                                       if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
                                        {
-                                               GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
+                                               GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
                                                trace_ent.pauserotarmor_finished = max(
                                                        trace_ent.pauserotarmor_finished,
                                                        time + autocvar_g_balance_pause_armor_rot
@@ -473,7 +471,7 @@ void W_Arc_Beam_Think(entity this)
                                {
                                        accuracy_add(
                                                own,
-                                               WEP_ARC.m_id,
+                                               WEP_ARC,
                                                0,
                                                rootdamage * coefficient * falloff
                                        );
@@ -539,17 +537,33 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
 
        getthink(beam)(beam);
 }
-void Arc_Smoke(entity actor, .entity weaponentity)
+void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
+       if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
+       {
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
+
+       // attack handled by the beam itself, this is just a loop to keep the attack happening!
+
+       // NOTE: arc doesn't use a refire
+       //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
+       actor.(weaponentity).wframe = WFRAME_FIRE1;
+       weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
+}
+void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       // TODO: spamming this without checking any refires is asking for trouble!
        makevectors(actor.v_angle);
-       W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
+       W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
 
        vector smoke_origin = w_shotorg + actor.velocity*frametime;
        if ( actor.arc_overheat > time )
        {
                if ( random() < actor.(weaponentity).arc_heat_percent )
                        Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
-               if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
+               if ( (fire & 1) || (fire & 2) )
                {
                        Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
                        if ( !actor.arc_smoke_sound )
@@ -567,8 +581,9 @@ void Arc_Smoke(entity actor, .entity weaponentity)
                        Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
        }
 
-       if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
-               !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
+       bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
+       bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
+       if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
        {
                actor.arc_smoke_sound = 0;
                sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
@@ -603,14 +618,14 @@ METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
     Arc_Player_SetHeat(actor, weaponentity);
-    Arc_Smoke(actor, weaponentity);
+    Arc_Smoke(thiswep, actor, weaponentity, fire);
 
     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
 
     if (time >= actor.arc_overheat)
     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
     {
-
+       #if 0
         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
         {
             #if 0
@@ -620,6 +635,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
             #endif
                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
         }
+        #endif
 
         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
         {
@@ -629,7 +645,8 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
 
                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
                 {
-                    weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                       actor.(weaponentity).wframe = WFRAME_FIRE1;
+                    weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
                 }
             }
@@ -648,10 +665,9 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
 
     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
     {
-       int slot = weaponslot(weaponentity);
         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-        ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
+        ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
     }
     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
 
@@ -678,19 +694,19 @@ METHOD(Arc, wr_init, void(entity thiswep))
 }
 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
+    return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
 }
 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     if(WEP_CVAR(arc, bolt))
     {
-        float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
+        float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
         return ammo_amount;
     }
     else
         return WEP_CVAR(arc, overheat_max) > 0 &&
-            ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
+            ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
 }
 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
 {
@@ -792,7 +808,7 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end)
                Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
        else
        {
-               R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
+               R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
                R_PolygonVertex(
                        top,
                        '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
@@ -875,16 +891,12 @@ void Draw_ArcBeam(entity this)
                // into a weapon system for client code.
 
                // find where we are aiming
-               makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
-               vector forward = v_forward;
-               vector right = v_right;
-               vector up = v_up;
+               vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
+               vector forward, right, up;
+               MAKE_VECTORS(myviewangle, forward, right, up);
                entity wepent = viewmodels[this.beam_slot];
 
-               if(autocvar_chase_active)
-                       this.beam_usevieworigin = 1;
-               else
-                       this.beam_usevieworigin = 2;
+               this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
 
                // decide upon start position
                if(this.beam_usevieworigin == 2)
@@ -894,11 +906,6 @@ void Draw_ArcBeam(entity this)
                else
                        { start_pos = this.origin; }
 
-               int v_shot_idx;  // used later
-               (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
-               if(v_shot_idx && this.beam_usevieworigin == 2)
-                       start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
-
                // trace forward with an estimation
                WarpZone_TraceLine(
                        start_pos,
@@ -907,6 +914,11 @@ void Draw_ArcBeam(entity this)
                        this
                );
 
+               int v_shot_idx;  // used later
+               (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
+               if(v_shot_idx && this.beam_usevieworigin == 2)
+                       start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
+
                // untransform in case our trace went through a warpzone
                vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
 
@@ -919,9 +931,7 @@ void Draw_ArcBeam(entity this)
                if(!v_shot_idx || this.beam_usevieworigin != 2)
                {
                        this.beam_shotorigin = wepent.movedir;
-                       origin_offset =
-                                right * -this.beam_shotorigin.y
-                               + up * this.beam_shotorigin.z;
+                       origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
                }
                else
                        this.beam_shotorigin = '0 0 0';
@@ -939,6 +949,8 @@ void Draw_ArcBeam(entity this)
                {
                        this.beam_dir = wantdir;
                        this.beam_initialized = true;
+
+                       this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
                }
 
                if(this.beam_dir != wantdir)
@@ -955,7 +967,7 @@ void Draw_ArcBeam(entity this)
                                // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
                                float blendfactor = bound(
                                        0,
-                                       (1 - (this.beam_returnspeed * frametime)),
+                                       (1 - (this.beam_returnspeed * dt)),
                                        min(this.beam_maxangle / angle, 1)
                                );
                                this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
@@ -965,7 +977,7 @@ void Draw_ArcBeam(entity this)
                                // the radius is not too far yet, no worries :D
                                float blendfactor = bound(
                                        0,
-                                       (1 - (this.beam_returnspeed * frametime)),
+                                       (1 - (this.beam_returnspeed * dt)),
                                        1
                                );
                                this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
@@ -1115,7 +1127,7 @@ void Draw_ArcBeam(entity this)
                        this.beam_hiteffect,
                        last_origin,
                        beamdir * -1,
-                       frametime * 2
+                       dt * 2
                );
        }
        if(this.beam_hitlight[0])
@@ -1136,7 +1148,7 @@ void Draw_ArcBeam(entity this)
                        this.beam_muzzleeffect,
                        original_start_pos + wantdir * 20,
                        wantdir * 1000,
-                       frametime * 0.1
+                       dt * 0.1
                );
        }
        if(this.beam_muzzlelight[0])
@@ -1189,7 +1201,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                flash = spawn();
                flash.owner = this;
                flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
-               flash.drawmask = MASK_NORMAL;
+               //flash.drawmask = MASK_NORMAL;
                flash.solid = SOLID_NOT;
                flash.avelocity_z = 5000;
                setattachment(flash, this, "");
@@ -1213,10 +1225,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
 
                if(ReadByte())
                {
-                       if(autocvar_chase_active)
-                               { this.beam_usevieworigin = 1; }
-                       else // use view origin
-                               { this.beam_usevieworigin = 2; }
+                       this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
                }
                else
                {
@@ -1261,9 +1270,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
 
        if(sf & ARC_SF_BEAMDIR) // beam direction
        {
-               this.angles_x = ReadAngle();
-               this.angles_y = ReadAngle();
-               this.angles_z = ReadAngle();
+               this.angles = ReadAngleVector();
        }
 
        if(sf & ARC_SF_BEAMTYPE) // beam type