]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/rifle.qc
Remove weapon SELFPARAM
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
index f3291dfe1de71ef55c396a85edc4df0e1256a80f..7381172aacf48bdfd0bf19e95638bf08280ab0ac 100644 (file)
@@ -56,8 +56,8 @@ spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
 
-void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
-{SELFPARAM();
+void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
+{entity this = actor;
        float i;
 
        W_DecreaseAmmo(thiswep, self, pAmmo);
@@ -73,23 +73,23 @@ void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pFor
        }
 
        for(i = 0; i < pShots; ++i)
-               fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
+               fireBullet(self, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
 
        if(autocvar_g_casings >= 2)
                SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
 }
 
-void W_Rifle_Attack()
+void W_Rifle_Attack(entity actor)
 {
-       W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND(CAMPINGRIFLE_FIRE));
+       W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
 }
 
-void W_Rifle_Attack2()
+void W_Rifle_Attack2(entity actor)
 {
-       W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND(CAMPINGRIFLE_FIRE2));
+       W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
 }
 
-.void() rifle_bullethail_attackfunc;
+.void(entity actor) rifle_bullethail_attackfunc;
 .WFRAME rifle_bullethail_frame;
 .float rifle_bullethail_animtime;
 .float rifle_bullethail_refire;
@@ -107,7 +107,7 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent
                PS(actor).m_switchweapon = sw;
        if(r)
        {
-               actor.rifle_bullethail_attackfunc();
+               actor.rifle_bullethail_attackfunc(actor);
                weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
        }
        else
@@ -116,10 +116,10 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent
        }
 }
 
-void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFRAME fr, float animtime, float refire)
-{SELFPARAM();
+void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor) AttackFunc, WFRAME fr, float animtime, float refire)
+{entity this = actor;
        // if we get here, we have at least one bullet to fire
-       AttackFunc();
+       AttackFunc(actor);
        if(mode)
        {
                // continue hail
@@ -138,139 +138,142 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFR
 
 .float bot_secondary_riflemooth;
 
-               METHOD(Rifle, wr_aim, void(entity thiswep))
-               {
-                       PHYS_INPUT_BUTTON_ATCK(self) = false;
-                       PHYS_INPUT_BUTTON_ATCK2(self) = false;
-                       if(vdist(self.origin - self.enemy.origin, >, 1000))
-                               self.bot_secondary_riflemooth = 0;
-                       if(self.bot_secondary_riflemooth == 0)
-                       {
-                               if(bot_aim(1000000, 0, 0.001, false))
-                               {
-                                       PHYS_INPUT_BUTTON_ATCK(self) = true;
-                                       if(random() < 0.01) self.bot_secondary_riflemooth = 1;
-                               }
-                       }
-                       else
-                       {
-                               if(bot_aim(1000000, 0, 0.001, false))
-                               {
-                                       PHYS_INPUT_BUTTON_ATCK2(self) = true;
-                                       if(random() < 0.03) self.bot_secondary_riflemooth = 0;
-                               }
-                       }
-               }
-               METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
-                               thiswep.wr_reload(thiswep, actor, weaponentity);
-                       } else
-                       {
-                               actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
-                               if(fire & 1)
-                               if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
-                               if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
-                               {
-                                       weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
-                                       W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
-                                       actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
-                               }
-                               if(fire & 2)
-                               {
-                                       if(WEP_CVAR(rifle, secondary))
-                                       {
-                                               if(WEP_CVAR_SEC(rifle, reload)) {
-                                                       thiswep.wr_reload(thiswep, actor, weaponentity);
-                                               } else
-                                               {
-                                                       if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
-                                                       if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
-                                                       {
-                                                               weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
-                                                               W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
-                                                               actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-               }
-               METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
-                       ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
-                       ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Rifle, wr_resetplayer, void(entity thiswep))
-               {
-                       self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
-               }
-               METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-               {
-                       W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
-               }
-               METHOD(Rifle, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_THINKING_WITH_PORTALS;
-               }
-               METHOD(Rifle, wr_killmessage, int(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                       {
-                               if(w_deathtype & HITTYPE_BOUNCE)
-                                       return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
-                               else
-                                       return WEAPON_RIFLE_MURDER_HAIL;
-                       }
-                       else
-                       {
-                               if(w_deathtype & HITTYPE_BOUNCE)
-                                       return WEAPON_RIFLE_MURDER_PIERCING;
-                               else
-                                       return WEAPON_RIFLE_MURDER;
-                       }
-               }
+METHOD(Rifle, wr_aim, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    PHYS_INPUT_BUTTON_ATCK(self) = false;
+    PHYS_INPUT_BUTTON_ATCK2(self) = false;
+    if(vdist(self.origin - self.enemy.origin, >, 1000))
+        self.bot_secondary_riflemooth = 0;
+    if(self.bot_secondary_riflemooth == 0)
+    {
+        if(bot_aim(self, 1000000, 0, 0.001, false))
+        {
+            PHYS_INPUT_BUTTON_ATCK(self) = true;
+            if(random() < 0.01) self.bot_secondary_riflemooth = 1;
+        }
+    }
+    else
+    {
+        if(bot_aim(self, 1000000, 0, 0.001, false))
+        {
+            PHYS_INPUT_BUTTON_ATCK2(self) = true;
+            if(random() < 0.03) self.bot_secondary_riflemooth = 0;
+        }
+    }
+}
+METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else
+    {
+        actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
+        if(fire & 1)
+        if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
+        if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
+        {
+            weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
+            W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+            actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
+        }
+        if(fire & 2)
+        {
+            if(WEP_CVAR(rifle, secondary))
+            {
+                if(WEP_CVAR_SEC(rifle, reload)) {
+                    thiswep.wr_reload(thiswep, actor, weaponentity);
+                } else
+                {
+                    if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
+                    if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
+                    {
+                        weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
+                        W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+                        actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
+                    }
+                }
+            }
+        }
+    }
+}
+METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
+    ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
+    return ammo_amount;
+}
+METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
+    ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
+    return ammo_amount;
+}
+METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
+}
+METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(actor, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
+}
+METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+    {
+        if(w_deathtype & HITTYPE_BOUNCE)
+            return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
+        else
+            return WEAPON_RIFLE_MURDER_HAIL;
+    }
+    else
+    {
+        if(w_deathtype & HITTYPE_BOUNCE)
+            return WEAPON_RIFLE_MURDER_PIERCING;
+        else
+            return WEAPON_RIFLE_MURDER;
+    }
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(Rifle, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
-                       pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
-                       if(!w_issilent)
-                       {
-                               sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
-                       }
-               }
-               METHOD(Rifle, wr_init, void(entity thiswep))
-               {
-                       if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
-                       {
-                               precache_pic("gfx/reticle_nex");
-                       }
-               }
-               METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
-               {
-                       if(button_zoom || zoomscript_caught)
-                       {
-                               reticle_image = "gfx/reticle_nex";
-                               return true;
-                       }
-                       else
-                       {
-                               // no weapon specific image for this weapon
-                               return false;
-                       }
-               }
+METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    vector org2;
+    org2 = w_org + w_backoff * 2;
+    pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
+    if(!w_issilent)
+    {
+        sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+    }
+}
+METHOD(Rifle, wr_init, void(entity thiswep))
+{
+    if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+    {
+        precache_pic("gfx/reticle_nex");
+    }
+}
+METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
+{
+    if(button_zoom || zoomscript_caught)
+    {
+        reticle_image = "gfx/reticle_nex";
+        return true;
+    }
+    else
+    {
+        // no weapon specific image for this weapon
+        return false;
+    }
+}
 
 #endif
 #endif