]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
s/(void)/()
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index cb55f46303466bee241326eb3f8daca3b367eebd..faf20a4fb9a05095957e48a84a52545042d2b5b7 100644 (file)
@@ -13,7 +13,7 @@ CLASS(Seeker, Weapon)
 /* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
 /* wepimg    */ ATTRIB(Seeker, model2, string, "weaponseeker");
 /* refname   */ ATTRIB(Seeker, netname, string, "seeker");
-/* wepname   */ ATTRIB(Seeker, message, string, _("T.A.G. Seeker"));
+/* wepname   */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
 ENDCLASS(Seeker)
 REGISTER_WEAPON(SEEKER, NEW(Seeker));
 
@@ -86,12 +86,12 @@ SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
+spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
 
 // ============================
 // Begin: Missile functions, these are general functions to be manipulated by other code
 // ============================
-void W_Seeker_Missile_Explode(void)
+void W_Seeker_Missile_Explode()
 {SELFPARAM();
        self.event_damage = func_null;
        RadiusDamage(self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
@@ -99,14 +99,14 @@ void W_Seeker_Missile_Explode(void)
        remove(self);
 }
 
-void W_Seeker_Missile_Touch(void)
+void W_Seeker_Missile_Touch()
 {
        PROJECTILE_TOUCH;
 
        W_Seeker_Missile_Explode();
 }
 
-void W_Seeker_Missile_Think(void)
+void W_Seeker_Missile_Think()
 {SELFPARAM();
        entity e;
        vector desireddir, olddir, newdir, eorg;
@@ -221,7 +221,7 @@ void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, in
 }
 
 /*
-void W_Seeker_Missile_Animate(void)
+void W_Seeker_Missile_Animate()
 {
        self.frame = self.frame +1;
        self.nextthink = time + 0.05;
@@ -301,7 +301,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
 // ============================
 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
 // ============================
-void W_Seeker_Flac_Explode(void)
+void W_Seeker_Flac_Explode()
 {SELFPARAM();
        self.event_damage = func_null;
 
@@ -310,7 +310,7 @@ void W_Seeker_Flac_Explode(void)
        remove(self);
 }
 
-void W_Seeker_Flac_Touch(void)
+void W_Seeker_Flac_Touch()
 {
        PROJECTILE_TOUCH;
 
@@ -388,7 +388,7 @@ entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
        return world;
 }
 
-void W_Seeker_Attack(void)
+void W_Seeker_Attack()
 {SELFPARAM();
        entity tracker, closest_target;
 
@@ -411,7 +411,7 @@ void W_Seeker_Attack(void)
        W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
 }
 
-void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
+void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
 {SELFPARAM();
        float c;
        entity oldenemy;
@@ -452,7 +452,7 @@ void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Atta
        setself(this);
 }
 
-void W_Seeker_Tracker_Think(void)
+void W_Seeker_Tracker_Think()
 {SELFPARAM();
        // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
        if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
@@ -473,7 +473,7 @@ void W_Seeker_Tracker_Think(void)
 // ============================
 // Begin: Tag projectile
 // ============================
-void W_Seeker_Tag_Explode(void)
+void W_Seeker_Tag_Explode()
 {SELFPARAM();
        //if(other==self.realowner)
        //    return;
@@ -491,7 +491,7 @@ void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, int de
                W_Seeker_Tag_Explode();
 }
 
-void W_Seeker_Tag_Touch(void)
+void W_Seeker_Tag_Touch()
 {SELFPARAM();
        vector dir;
        vector org2;
@@ -604,7 +604,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
                        else
                                self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
                }
-               METHOD(Seeker, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+               METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
                                Weapon w = get_weaponinfo(actor.weapon);
@@ -613,18 +613,18 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
                        {
                                if(WEP_CVAR(seeker, type) == 1)
                                {
-                                       if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, missile_refire)))
+                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
                                        {
                                                W_Seeker_Attack();
-                                               weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
                                        }
                                }
                                else
                                {
-                                       if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, tag_refire)))
+                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
                                        {
                                                W_Seeker_Fire_Tag(thiswep);
-                                               weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
                                        }
                                }
                        }
@@ -633,18 +633,18 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
                        {
                                if(WEP_CVAR(seeker, type) == 1)
                                {
-                                       if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, tag_refire)))
+                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
                                        {
                                                W_Seeker_Fire_Tag(thiswep);
-                                               weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
                                        }
                                }
                                else
                                {
-                                       if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, flac_refire)))
+                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
                                        {
                                                W_Seeker_Fire_Flac(thiswep);
-                                               weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
                                        }
                                }
                        }
@@ -719,7 +719,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
                                }
                                else
                                {
-                                       pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
+                                       pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
                                        if(!w_issilent)
                                        {
                                                if(w_random<0.15)
@@ -733,7 +733,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
                        }
                        else
                        {
-                               pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
+                               pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
                                if(!w_issilent)
                                {
                                        if(w_random<0.15)