]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/tuba.qc
Merge branch 'master' into TimePath/items
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / tuba.qc
index e6bd46cffeffae3a5068e14e7f981847b3744c2f..ae7bbda979a0718cb6bf04ee0f1a119ebf07b589 100644 (file)
@@ -14,7 +14,7 @@ CLASS(Tuba, Weapon)
 /* wepimg    */ ATTRIB(Tuba, model2, string, "weapontuba");
 /* refname   */ ATTRIB(Tuba, netname, string, "tuba");
 /* xgettext:no-c-format */
-/* wepname   */ ATTRIB(Tuba, message, string, _("@!#%'n Tuba"));
+/* wepname   */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba"));
 ENDCLASS(Tuba)
 REGISTER_WEAPON(TUBA, NEW(Tuba));
 
@@ -56,7 +56,7 @@ float W_Tuba_MarkClientOnlyFieldsAsUsed() {
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_tuba) { weapon_defaultspawnfunc(WEP_TUBA.m_id); }
+spawnfunc(weapon_tuba) { weapon_defaultspawnfunc(this, WEP_TUBA); }
 
 bool W_Tuba_HasPlayed(entity pl, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
 {
@@ -253,8 +253,8 @@ int W_Tuba_GetNote(entity pl, int hittype)
        return note;
 }
 
-bool W_Tuba_NoteSendEntity(entity to, int sf)
-{SELFPARAM();
+bool W_Tuba_NoteSendEntity(entity this, entity to, int sf)
+{
        int f;
 
        msg_entity = to;
@@ -379,25 +379,25 @@ void W_Tuba_NoteOn(float hittype)
                                        self.BUTTON_ATCK2 = 1;
                        }
                }
-               METHOD(Tuba, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(Tuba, wr_think, void(entity thiswep, entity actor, int slot, int fire))
                {
-                       if(fire1)
-                       if(weapon_prepareattack(actor, false, WEP_CVAR(tuba, refire)))
+                       if(fire & 1)
+                       if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(tuba, refire)))
                        {
                                W_Tuba_NoteOn(0);
                                //weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
-                               weapon_thinkf(actor, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+                               weapon_thinkf(actor, slot, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
                        }
-                       if(fire2)
-                       if(weapon_prepareattack(actor, true, WEP_CVAR(tuba, refire)))
+                       if(fire & 2)
+                       if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR(tuba, refire)))
                        {
                                W_Tuba_NoteOn(HITTYPE_SECONDARY);
                                //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
-                               weapon_thinkf(actor, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+                               weapon_thinkf(actor, slot, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
                        }
                        if(actor.tuba_note)
                        {
-                               if(!fire1 && !fire2)
+                               if(!(fire & 1) && !(fire & 2))
                                {
                                        WITH(entity, self, actor.tuba_note, W_Tuba_NoteOff());
                                }
@@ -414,8 +414,9 @@ void W_Tuba_NoteOn(float hittype)
                }
                METHOD(Tuba, wr_reload, void(entity thiswep))
                {
+                       int slot = 0; // TODO: unhardcode
                        // switch to alternate instruments :)
-                       if(self.weaponentity.state == WS_READY)
+                       if(self.weaponentity[slot].state == WS_READY)
                        {
                                switch(self.tuba_instrument)
                                {
@@ -434,8 +435,8 @@ void W_Tuba_NoteOn(float hittype)
                                }
                                W_SetupShot(self, false, 0, "", 0, 0);
                                Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
-                               self.weaponentity.state = WS_INUSE;
-                               weapon_thinkf(self, WFRAME_RELOAD, 0.5, w_ready);
+                               self.weaponentity[slot].state = WS_INUSE;
+                               weapon_thinkf(self, slot, WFRAME_RELOAD, 0.5, w_ready);
                        }
                }
                METHOD(Tuba, wr_checkammo1, bool(entity thiswep))