// NO bounce protection, as bounces are limited!
-void W_Hagar_Explode()
-{SELFPARAM();
+void W_Hagar_Explode(entity this)
+{
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
remove(self);
}
-void W_Hagar_Explode2()
-{SELFPARAM();
+void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_Hagar_Explode(this));
+}
+
+void W_Hagar_Explode2(entity this)
+{
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
remove(self);
}
-void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_Hagar_Explode2(this));
+}
+
+void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
- float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true)
+ float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == this.owner) : true)
&& (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
- && (self.projectiledeathtype & HITTYPE_SECONDARY));
+ && (this.projectiledeathtype & HITTYPE_SECONDARY));
if(is_linkexplode)
is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
else
is_linkexplode = -1; // not secondary load, so continue as normal without exception.
- if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
return; // g_projectiles_damage says to halt
- self.health = self.health - damage;
- self.angles = vectoangles(self.velocity);
+ this.health = this.health - damage;
+ this.angles = vectoangles(this.velocity);
- if(self.health <= 0)
- W_PrepareExplosionByDamage(attacker, self.think);
+ if(this.health <= 0)
+ W_PrepareExplosionByDamage(this, attacker, getthink(this));
}
-void W_Hagar_Touch()
-{SELFPARAM();
+void W_Hagar_Touch(entity this)
+{
PROJECTILE_TOUCH;
- self.use();
+ this.use(this, NULL, NULL);
}
-void W_Hagar_Touch2()
-{SELFPARAM();
+void W_Hagar_Touch2(entity this)
+{
PROJECTILE_TOUCH;
if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
- self.use();
+ this.use(this, NULL, NULL);
} else {
self.cnt++;
Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
}
}
-void W_Hagar_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Hagar_Attack(Weapon thiswep, entity actor)
+{entity this = actor;
entity missile;
W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
- W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+ W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
- missile.touch = W_Hagar_Touch;
- missile.use = W_Hagar_Explode;
- missile.think = adaptor_think2use_hittype_splash;
+ settouch(missile, W_Hagar_Touch);
+ missile.use = W_Hagar_Explode_use;
+ setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR.m_id;
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-void W_Hagar_Attack2(Weapon thiswep)
-{SELFPARAM();
+void W_Hagar_Attack2(Weapon thiswep, entity actor)
+{entity this = actor;
entity missile;
W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
- W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
- missile.touch = W_Hagar_Touch2;
+ settouch(missile, W_Hagar_Touch2);
missile.cnt = 0;
- missile.use = W_Hagar_Explode2;
- missile.think = adaptor_think2use_hittype_splash;
+ missile.use = W_Hagar_Explode2_use;
+ setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
}
.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(.entity weaponentity)
-{SELFPARAM();
+void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
+{entity this = actor;
// time to release the rockets we've loaded
entity missile;
weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
- W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
forward = v_forward;
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
- missile.touch = W_Hagar_Touch; // not bouncy
- missile.use = W_Hagar_Explode2;
- missile.think = adaptor_think2use_hittype_splash;
+ settouch(missile, W_Hagar_Touch); // not bouncy
+ missile.use = W_Hagar_Explode2_use;
+ setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
self.hagar_load = 0;
}
-void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
-{SELFPARAM();
+void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
+{entity this = actor;
// loadable hagar secondary attack, must always run each frame
if(time < game_starttime)
bool stopped = loaded || !enough_ammo;
- if(self.BUTTON_ATCK2)
+ if(PHYS_INPUT_BUTTON_ATCK2(self))
{
- if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
+ if(PHYS_INPUT_BUTTON_ATCK(self) && WEP_CVAR_SEC(hagar, load_abort))
{
if(self.hagar_load)
{
}
// release if player let go of button or if they've held it in too long
- if(!self.BUTTON_ATCK2 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
+ if(!PHYS_INPUT_BUTTON_ATCK2(self) || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
{
self.(weaponentity).state = WS_READY;
- W_Hagar_Attack2_Load_Release(weaponentity);
+ W_Hagar_Attack2_Load_Release(self, weaponentity);
}
}
else
self.hagar_warning = false;
// we aren't checking ammo during an attack, so we must do it here
- if(!(thiswep.wr_checkammo1(thiswep) + thiswep.wr_checkammo2(thiswep)))
+ if(!(thiswep.wr_checkammo1(thiswep, self) + thiswep.wr_checkammo2(thiswep, self)))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
}
}
- METHOD(Hagar, wr_aim, void(entity thiswep))
- {
- if(random()>0.15)
- self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
- else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
- self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
- }
- METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- float loadable_secondary;
- loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
-
- if(loadable_secondary)
- W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
- if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
- {
- W_Hagar_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
- }
- }
- else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
- {
- W_Hagar_Attack2(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
- }
- }
- }
- METHOD(Hagar, wr_gonethink, void(entity thiswep))
- {
- // we lost the weapon and want to prepare switching away
- if(self.hagar_load)
- {
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- self.(weaponentity).state = WS_READY;
- W_Hagar_Attack2_Load_Release(weaponentity);
- }
- }
- METHOD(Hagar, wr_setup, void(entity thiswep))
- {
- self.hagar_loadblock = false;
+void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock)
+ {
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
- if(self.hagar_load)
- {
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
- self.hagar_load = 0;
- }
- }
- METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
- ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
- return ammo_amount;
- }
- METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
- ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
- return ammo_amount;
- }
- METHOD(Hagar, wr_resetplayer, void(entity thiswep))
- {
- self.hagar_load = 0;
- }
- METHOD(Hagar, wr_playerdeath, void(entity thiswep))
- {
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- // if we have any rockets loaded when we die, release them
- if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
- W_Hagar_Attack2_Load_Release(weaponentity);
- }
- METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- if(!self.hagar_load) // require releasing loaded rockets first
- W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
- }
- METHOD(Hagar, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_HAGAR_SUICIDE;
- }
- METHOD(Hagar, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_HAGAR_MURDER_BURST;
- else
- return WEAPON_HAGAR_MURDER_SPRAY;
- }
+ if(!thiswep.wr_checkammo1(thiswep, actor))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ W_Hagar_Attack(thiswep, actor);
+
+ int slot = weaponslot(weaponentity);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor();
+ int theframe = WFRAME_FIRE1;
+ entity this = actor.(weaponentity);
+ if(this)
+ {
+ if(this.wframe == WFRAME_FIRE1)
+ theframe = WFRAME_DONTCHANGE;
+ }
+ weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
+}
+
+METHOD(Hagar, wr_aim, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ if(random()>0.15)
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+ else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+}
+METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ float loadable_secondary;
+ loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
+
+ if(loadable_secondary)
+ W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
+ if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ }
+ else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
+ }
+ else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
+ {
+ W_Hagar_Attack2(thiswep, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+ }
+ }
+}
+METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor))
+{
+ // we lost the weapon and want to prepare switching away
+ if(actor.hagar_load)
+ {
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ actor.(weaponentity).state = WS_READY;
+ W_Hagar_Attack2_Load_Release(actor, weaponentity);
+ }
+}
+METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ self.hagar_loadblock = false;
+
+ if(self.hagar_load)
+ {
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
+ self.hagar_load = 0;
+ }
+}
+METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
+ ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+ return ammo_amount;
+}
+METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+ ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+ return ammo_amount;
+}
+METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ self.hagar_load = 0;
+}
+METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor))
+{
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ // if we have any rockets loaded when we die, release them
+ if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
+ W_Hagar_Attack2_Load_Release(actor, weaponentity);
+}
+METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ entity this = actor;
+ if(!self.hagar_load) // require releasing loaded rockets first
+ W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
+}
+METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_HAGAR_SUICIDE;
+}
+METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_HAGAR_MURDER_BURST;
+ else
+ return WEAPON_HAGAR_MURDER_SPRAY;
+}
#endif
#ifdef CSQC
- METHOD(Hagar, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if(w_random<0.15)
- sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
- else if(w_random<0.7)
- sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
- else
- sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
- }
- }
+METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if(w_random<0.15)
+ sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
+ else if(w_random<0.7)
+ sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
+ else
+ sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
+ }
+}
#endif
#endif