]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Remove weapon SELFPARAM
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index b764a9e66f679984fd056c539c698cd0bd7feb5e..e2274faafa6175287c42e5b9dddd16e2753b802b 100644 (file)
@@ -63,22 +63,32 @@ spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
 
 // 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_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)
@@ -100,21 +110,21 @@ void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage
        this.angles = vectoangles(this.velocity);
 
        if(this.health <= 0)
-               WITHSELF(this, W_PrepareExplosionByDamage(attacker, this.think));
+               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);
@@ -124,8 +134,8 @@ void W_Hagar_Touch2()
        }
 }
 
-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));
@@ -145,9 +155,9 @@ void W_Hagar_Attack(Weapon thiswep)
        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;
@@ -166,8 +176,8 @@ void W_Hagar_Attack(Weapon thiswep)
        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));
@@ -187,10 +197,10 @@ void W_Hagar_Attack2(Weapon thiswep)
        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;
@@ -210,8 +220,8 @@ void W_Hagar_Attack2(Weapon thiswep)
 }
 
 .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;
@@ -246,9 +256,9 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity)
                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;
@@ -289,8 +299,8 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity)
        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)
@@ -378,7 +388,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
                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
@@ -387,7 +397,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
                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
@@ -397,9 +407,39 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
        }
 }
 
-METHOD(Hagar, wr_aim, void(entity thiswep))
+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(!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))
 {
-    SELFPARAM();
+    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
@@ -411,40 +451,37 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     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
+        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, 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 & 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);
+            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))
+METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     // we lost the weapon and want to prepare switching away
-    if(self.hagar_load)
+    if(actor.hagar_load)
     {
         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-        self.(weaponentity).state = WS_READY;
-        W_Hagar_Attack2_Load_Release(weaponentity);
+        actor.(weaponentity).state = WS_READY;
+        W_Hagar_Attack2_Load_Release(actor, weaponentity);
     }
 }
-METHOD(Hagar, wr_setup, void(entity thiswep))
+METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.hagar_loadblock = false;
 
     if(self.hagar_load)
@@ -453,36 +490,33 @@ METHOD(Hagar, wr_setup, void(entity thiswep))
         self.hagar_load = 0;
     }
 }
-METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
+METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    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);
+    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))
+METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    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);
+    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))
+METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.hagar_load = 0;
 }
-METHOD(Hagar, wr_playerdeath, void(entity thiswep))
+METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     .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);
+    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))
 {
-    SELFPARAM();
+    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);
 }
@@ -501,9 +535,9 @@ METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Hagar, wr_impacteffect, void(entity thiswep))
+METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 6;
     pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);