]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hlac.qc
Merge remote-tracking branch 'origin/master' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hlac.qc
index 0c49744cd5a14752a4cd2651bb5e0f14f83f2371..ed99847e95e2d1965e7a2c9400092d1a5f90243a 100644 (file)
@@ -1,29 +1,56 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id  */ HLAC,
-/* function  */ w_hlac,
-/* ammotype  */ IT_CELLS,
-/* impulse   */ 6,
-/* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* model     */ "hlac",
-/* shortname */ "hlac",
-/* fullname  */ _("Heavy Laser Assault Cannon")
+/* WEP_##id */ HLAC,
+/* function */ w_hlac,
+/* ammotype */ IT_CELLS,
+/* impulse  */ 6,
+/* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating   */ BOT_PICKUP_RATING_MID,
+/* model    */ "hlac",
+/* netname  */ "hlac",
+/* fullname */ _("Heavy Laser Assault Cannon")
 );
+
+#define HLAC_SETTINGS(weapon) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, edgedamage) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, force) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, radius) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, spread_crouchmod) \
+       WEP_ADD_CVAR(weapon, MO_PRI,  spread_add) \
+       WEP_ADD_CVAR(weapon, MO_PRI,  spread_max) \
+       WEP_ADD_CVAR(weapon, MO_PRI,  spread_min) \
+       WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  shots) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  spread) \
+       WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+       WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+       WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+       WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+HLAC_SETTINGS(hlac)
+#endif
 #else
 #ifdef SVQC
 void spawnfunc_weapon_hlac() { weapon_defaultspawnfunc(WEP_HLAC); }
 
 void W_HLAC_Touch (void)
 {
+       float isprimary;
+
        PROJECTILE_TOUCH;
 
        self.event_damage = func_null;
        
-       if(self.projectiledeathtype & HITTYPE_SECONDARY)
-               RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
-       else
-               RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
+       isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
+       
+       RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other);
 
        remove (self);
 }
@@ -33,16 +60,16 @@ void W_HLAC_Attack (void)
        entity missile;
     float spread;
 
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
+       W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(hlac, ammo), autocvar_g_balance_hlac_reload_ammo);
 
-    spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
-    spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
+    spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
+    spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
     if(self.crouch)
-        spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
+        spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_primary_damage);
+       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-       if (!g_norecoil)
+       if (!autocvar_g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
                self.punchangle_y = random () - 0.5;
@@ -53,7 +80,7 @@ void W_HLAC_Attack (void)
        missile.classname = "hlacbolt";
        missile.bot_dodge = TRUE;
 
-    missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage;
+    missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
 
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
@@ -61,13 +88,13 @@ void W_HLAC_Attack (void)
        setorigin (missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
-       W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
+       W_SetupProjectileVelocity(missile, WEP_CVAR_PRI(hlac, speed), spread);
        //missile.angles = vectoangles (missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
 
-    missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime;
+    missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
 
        missile.flags = FL_PROJECTILE;
        missile.projectiledeathtype = WEP_HLAC;
@@ -82,13 +109,13 @@ void W_HLAC_Attack2f (void)
        entity missile;
     float spread;
 
-    spread = autocvar_g_balance_hlac_secondary_spread;
+    spread = WEP_CVAR_SEC(hlac, spread);
 
 
     if(self.crouch)
-        spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
+        spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_secondary_damage);
+       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = spawn ();
@@ -96,7 +123,7 @@ void W_HLAC_Attack2f (void)
        missile.classname = "hlacbolt";
        missile.bot_dodge = TRUE;
 
-    missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage;
+    missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
 
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
@@ -104,13 +131,13 @@ void W_HLAC_Attack2f (void)
        setorigin (missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
-       W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
+       W_SetupProjectileVelocity(missile, WEP_CVAR_SEC(hlac, speed), spread);
        //missile.angles = vectoangles (missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
 
-    missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
+    missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
 
        missile.flags = FL_PROJECTILE;
        missile.missile_flags = MIF_SPLASH; 
@@ -125,12 +152,12 @@ void W_HLAC_Attack2 (void)
 {
     float i;
 
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
+       W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hlac, ammo), autocvar_g_balance_hlac_reload_ammo);
 
-    for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
+    for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
         W_HLAC_Attack2f();
 
-       if (!g_norecoil)
+       if (!autocvar_g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
                self.punchangle_y = random () - 0.5;
@@ -148,7 +175,7 @@ void HLAC_fire1_02()
 
        if (self.BUTTON_ATCK)
        {
-               if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+               if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
                if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -156,14 +183,14 @@ void HLAC_fire1_02()
                        return;
                }
 
-               ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
+               ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
                W_HLAC_Attack();
                self.misc_bulletcounter = self.misc_bulletcounter + 1;
-        weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), HLAC_fire1_02);
        }
        else
        {
-               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
+               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
        }
 }
 
@@ -174,63 +201,68 @@ float w_hlac(float req)
        {
                case WR_AIM:
                {
-                       self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
+                       self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), FALSE);
                        return TRUE;
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
-                               weapon_action(self.weapon, WR_RELOAD);
+                       if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
+                               WEP_ACTION(self.weapon, WR_RELOAD);
                        else if (self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+                               if (weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
                                {
                                        self.misc_bulletcounter = 0;
                                        W_HLAC_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), HLAC_fire1_02);
                                }
                        }
 
-                       else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
+                       else if (self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
                        {
-                               if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+                               if (weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
                                {
                                        W_HLAC_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
                                }
                        }
                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_model ("models/weapons/g_hlac.md3");
                        precache_model ("models/weapons/v_hlac.md3");
                        precache_model ("models/weapons/h_hlac.iqm");
                        precache_sound ("weapons/lasergun_fire.wav");
+                       WEP_SET_PROPS(HLAC_SETTINGS(hlac), WEP_HLAC)
                        return TRUE;
                }
                case WR_SETUP:
                {
-                       weapon_setup(WEP_HLAC);
                        self.current_ammo = ammo_cells;
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_primary_ammo;
+                       ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(hlac, ammo);
+                       ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_PRI(hlac, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_secondary_ammo;
+                       ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(hlac, ammo);
+                       ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_SEC(hlac, ammo);
                        return ammo_amount;
                }
+               case WR_CONFIG:
+               {
+                       WEP_CONFIG_SETTINGS(HLAC_SETTINGS(hlac))
+                       return TRUE;
+               }
                case WR_RELOAD:
                {
-                       W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
+                       W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -260,7 +292,7 @@ float w_hlac(float req)
                                
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_sound("weapons/laserimpact.wav");
                        return TRUE;