]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/crylink.qc
Merge branch 'master' into TimePath/notifications
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / crylink.qc
index c8c13898eb9a7fbbc4fea00bd07e89fbd97168bb..6ad5f957ad70e5e81ab527df505e8e1fc74dc04c 100644 (file)
@@ -13,49 +13,52 @@ CLASS(Crylink, Weapon)
 /* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
 /* wepimg    */ ATTRIB(Crylink, model2, string, "weaponcrylink");
 /* refname   */ ATTRIB(Crylink, netname, string, "crylink");
-/* wepname   */ ATTRIB(Crylink, message, string, _("Crylink"));
+/* wepname   */ ATTRIB(Crylink, m_name, string, _("Crylink"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+        P(class, prefix, animtime, float, BOTH) \
+        P(class, prefix, bouncedamagefactor, float, BOTH) \
+        P(class, prefix, bounces, float, BOTH) \
+        P(class, prefix, damage, float, BOTH) \
+        P(class, prefix, edgedamage, float, BOTH) \
+        P(class, prefix, force, float, BOTH) \
+        P(class, prefix, joindelay, float, BOTH) \
+        P(class, prefix, joinexplode, float, BOTH) \
+        P(class, prefix, joinexplode_damage, float, BOTH) \
+        P(class, prefix, joinexplode_edgedamage, float, BOTH) \
+        P(class, prefix, joinexplode_force, float, BOTH) \
+        P(class, prefix, joinexplode_radius, float, BOTH) \
+        P(class, prefix, joinspread, float, BOTH) \
+        P(class, prefix, linkexplode, float, BOTH) \
+        P(class, prefix, middle_fadetime, float, BOTH) \
+        P(class, prefix, middle_lifetime, float, BOTH) \
+        P(class, prefix, other_fadetime, float, BOTH) \
+        P(class, prefix, other_lifetime, float, BOTH) \
+        P(class, prefix, radius, float, BOTH) \
+        P(class, prefix, refire, float, BOTH) \
+        P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+        P(class, prefix, secondary, float, NONE) \
+        P(class, prefix, shots, float, BOTH) \
+        P(class, prefix, speed, float, BOTH) \
+        P(class, prefix, spreadtype, float, SEC) \
+        P(class, prefix, spread, float, BOTH) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+       W_PROPS(X, Crylink, crylink)
+#undef X
+
 ENDCLASS(Crylink)
-REGISTER_WEAPON(CRYLINK, NEW(Crylink));
-
-#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
-#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, edgedamage) \
-       w_cvar(id, sn, BOTH, radius) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, spread) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, BOTH, shots) \
-       w_cvar(id, sn, BOTH, bounces) \
-       w_cvar(id, sn, BOTH, bouncedamagefactor) \
-       w_cvar(id, sn, BOTH, middle_lifetime) \
-       w_cvar(id, sn, BOTH, middle_fadetime) \
-       w_cvar(id, sn, BOTH, other_lifetime) \
-       w_cvar(id, sn, BOTH, other_fadetime) \
-       w_cvar(id, sn, BOTH, linkexplode) \
-       w_cvar(id, sn, BOTH, joindelay) \
-       w_cvar(id, sn, BOTH, joinspread) \
-       w_cvar(id, sn, BOTH, joinexplode) \
-       w_cvar(id, sn, BOTH, joinexplode_damage) \
-       w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
-       w_cvar(id, sn, BOTH, joinexplode_radius) \
-       w_cvar(id, sn, BOTH, joinexplode_force) \
-       w_cvar(id, sn, SEC,  spreadtype) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
 
 #ifdef SVQC
-CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float gravity;
 .float crylink_waitrelease;
 .entity crylink_lastgroup;
@@ -66,7 +69,7 @@ CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
+spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(this, WEP_CRYLINK); }
 
 void W_Crylink_CheckLinks(entity e)
 {
@@ -108,10 +111,10 @@ void W_Crylink_Dequeue(entity e)
        W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
 }
 
-void W_Crylink_Reset(void)
-{SELFPARAM();
-       W_Crylink_Dequeue(self);
-       remove(self);
+void W_Crylink_Reset(entity this)
+{
+       W_Crylink_Dequeue(this);
+       remove(this);
 }
 
 // force projectile to explode
@@ -225,7 +228,7 @@ vector W_Crylink_LinkJoin(entity e, float jspeed)
        return targ_origin;
 }
 
-void W_Crylink_LinkJoinEffect_Think(void)
+void W_Crylink_LinkJoinEffect_Think()
 {SELFPARAM();
        // is there at least 2 projectiles very close?
        entity e, p;
@@ -275,7 +278,7 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
 
        while(head)
        {
-               if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
+               if((head.takedamage != DAMAGE_NO) && (!IS_DEAD(head)))
                {
                        if(SAME_TEAM(head, projectile.realowner))
                                ++hit_friendly;
@@ -290,7 +293,7 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
 }
 
 // NO bounce protection, as bounces are limited!
-void W_Crylink_Touch(void)
+void W_Crylink_Touch()
 {SELFPARAM();
        float finalhit;
        float f;
@@ -335,7 +338,7 @@ void W_Crylink_Touch(void)
        //      CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
 }
 
-void W_Crylink_Fadethink(void)
+void W_Crylink_Fadethink()
 {SELFPARAM();
        W_Crylink_Dequeue(self);
        remove(self);
@@ -564,132 +567,123 @@ void W_Crylink_Attack2(Weapon thiswep)
        }
 }
 
-               METHOD(Crylink, wr_aim, void(entity thiswep))
-               {
-                       SELFPARAM();
-                       if(random() < 0.10)
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
-                       else
-                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
-               }
-               METHOD(Crylink, wr_think, void(entity thiswep, entity actor, int slot, int fire))
-               {
-                       if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
-                       }
-
-                       if(fire & 1)
-                       {
-                               if(actor.crylink_waitrelease != 1)
-                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(crylink, refire)))
-                               {
-                                       W_Crylink_Attack(thiswep);
-                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
-                               }
-                       }
-
-                       if((fire & 2) && autocvar_g_balance_crylink_secondary)
-                       {
-                               if(actor.crylink_waitrelease != 2)
-                               if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(crylink, refire)))
-                               {
-                                       W_Crylink_Attack2(thiswep);
-                                       weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
-                               }
-                       }
-
-                       if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2)))
-                       {
-                               if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
-                               {
-                                       // fired and released now!
-                                       if(actor.crylink_lastgroup)
-                                       {
-                                               vector pos;
-                                               entity linkjoineffect;
-                                               float isprimary = (actor.crylink_waitrelease == 1);
-
-                                               pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
-
-                                               linkjoineffect = new(linkjoineffect);
-                                               linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
-                                               linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
-                                               linkjoineffect.owner = actor;
-                                               setorigin(linkjoineffect, pos);
-                                       }
-                                       actor.crylink_waitrelease = 0;
-                                       if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep))
-                                       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
-                                       {
-                                               // ran out of ammo!
-                                               actor.cnt = WEP_CRYLINK.m_id;
-                                               actor.switchweapon = w_getbestweapon(actor);
-                                       }
-                               }
-                       }
-               }
-               METHOD(Crylink, wr_init, void(entity thiswep))
-               {
-                       CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(Crylink, wr_checkammo1, bool(entity thiswep))
-               {
-                       SELFPARAM();
-                       // don't "run out of ammo" and switch weapons while waiting for release
-                       if(self.crylink_lastgroup && self.crylink_waitrelease)
-                               return true;
-
-                       float ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
-                       ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Crylink, wr_checkammo2, bool(entity thiswep))
-               {
-                       SELFPARAM();
-                       // don't "run out of ammo" and switch weapons while waiting for release
-                       if(self.crylink_lastgroup && self.crylink_waitrelease)
-                               return true;
-
-                       float ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
-                       ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Crylink, wr_config, void(entity thiswep))
-               {
-                       CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(Crylink, wr_reload, void(entity thiswep))
-               {
-                       W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
-               }
-               METHOD(Crylink, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_CRYLINK_SUICIDE;
-               }
-               METHOD(Crylink, wr_killmessage, int(entity thiswep))
-               {
-                       return WEAPON_CRYLINK_MURDER;
-               }
+METHOD(Crylink, wr_aim, void(entity thiswep))
+{
+    SELFPARAM();
+    if(random() < 0.10)
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
+    else
+        PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
+}
+METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    }
+
+    if(fire & 1)
+    {
+        if(actor.crylink_waitrelease != 1)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
+        {
+            W_Crylink_Attack(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
+        }
+    }
+
+    if((fire & 2) && autocvar_g_balance_crylink_secondary)
+    {
+        if(actor.crylink_waitrelease != 2)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
+        {
+            W_Crylink_Attack2(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
+        }
+    }
+
+    if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2)))
+    {
+        if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
+        {
+            // fired and released now!
+            if(actor.crylink_lastgroup)
+            {
+                vector pos;
+                entity linkjoineffect;
+                float isprimary = (actor.crylink_waitrelease == 1);
+
+                pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
+
+                linkjoineffect = new(linkjoineffect);
+                linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
+                linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
+                linkjoineffect.owner = actor;
+                setorigin(linkjoineffect, pos);
+            }
+            actor.crylink_waitrelease = 0;
+            if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep))
+            if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+            {
+                // ran out of ammo!
+                actor.cnt = WEP_CRYLINK.m_id;
+                PS(actor).m_switchweapon = w_getbestweapon(actor);
+            }
+        }
+    }
+}
+METHOD(Crylink, wr_checkammo1, bool(entity thiswep))
+{
+    SELFPARAM();
+    // don't "run out of ammo" and switch weapons while waiting for release
+    if(self.crylink_lastgroup && self.crylink_waitrelease)
+        return true;
+
+    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo);
+    ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
+    return ammo_amount;
+}
+METHOD(Crylink, wr_checkammo2, bool(entity thiswep))
+{
+    SELFPARAM();
+    // don't "run out of ammo" and switch weapons while waiting for release
+    if(self.crylink_lastgroup && self.crylink_waitrelease)
+        return true;
+
+    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo);
+    ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
+    return ammo_amount;
+}
+METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
+}
+METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_CRYLINK_SUICIDE;
+}
+METHOD(Crylink, wr_killmessage, Notification(entity thiswep))
+{
+    return WEAPON_CRYLINK_MURDER;
+}
 #endif
 #ifdef CSQC
-               METHOD(Crylink, wr_impacteffect, void(entity thiswep))
-               {
-                       SELFPARAM();
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                       {
-                               pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT2), org2, '0 0 0', 1);
-                               if(!w_issilent)
-                                       sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
-                       }
-                       else
-                       {
-                               pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT), org2, '0 0 0', 1);
-                               if(!w_issilent)
-                                       sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
-                       }
-               }
+METHOD(Crylink, wr_impacteffect, void(entity thiswep))
+{
+    SELFPARAM();
+    vector org2;
+    org2 = w_org + w_backoff * 2;
+    if(w_deathtype & HITTYPE_SECONDARY)
+    {
+        pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
+        if(!w_issilent)
+            sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
+    }
+    else
+    {
+        pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
+        if(!w_issilent)
+            sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
+    }
+}
 #endif
 #endif