X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fblaster.qc;h=2189c1db209d1d1d68b57949bdd8a5103183bb17;hb=bf1d64ebc5c2867b079a0bfa09f448f076d6be01;hp=cc2fedccfe84e21be7ccedc038aa9e12985eba1f;hpb=468b023e4b41cbd40bae363aa136b102a63fc811;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index cc2fedccf..c4d6720c2 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -1,78 +1,29 @@ #include "blaster.qh" -#ifndef IMPLEMENTATION -CLASS(Blaster, Weapon) -/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none); -/* impulse */ ATTRIB(Blaster, impulse, int, 1); -/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0); -/* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5'); -/* modelname */ ATTRIB(Blaster, mdl, string, "laser"); -#ifdef GAMEQC -/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM); -#endif -/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser"); -/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5); -/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser"); -/* refname */ ATTRIB(Blaster, netname, string, "blaster"); -/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, delay, float, BOTH) \ - P(class, prefix, edgedamage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, force_zscale, float, BOTH) \ - P(class, prefix, lifetime, float, BOTH) \ - P(class, prefix, radius, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, secondary, float, NONE) \ - P(class, prefix, shotangle, float, BOTH) \ - P(class, prefix, speed, float, BOTH) \ - 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, Blaster, blaster) -#undef X - -ENDCLASS(Blaster) -REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster)); #ifdef SVQC -.float blaster_damage; -.float blaster_edgedamage; -.float blaster_radius; -.float blaster_force; -.float blaster_lifetime; -#endif -#endif -#ifdef IMPLEMENTATION -#ifdef SVQC -spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); } -spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); } void W_Blaster_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); this.event_damage = func_null; + bool isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); - RadiusDamage( + RadiusDamageForSource( this, + (this.origin + (this.mins + this.maxs) * 0.5), + this.velocity, this.realowner, - this.blaster_damage, - this.blaster_edgedamage, - this.blaster_radius, + WEP_CVAR_BOTH(blaster, isprimary, damage), + WEP_CVAR_BOTH(blaster, isprimary, edgedamage), + WEP_CVAR_BOTH(blaster, isprimary, radius), NULL, NULL, - this.blaster_force, + false, + WEP_CVAR_BOTH(blaster, isprimary, force), + WEP_CVAR_BOTH(blaster, isprimary, force_zscale), this.projectiledeathtype, + this.weaponentity_fld, toucher ); @@ -83,54 +34,37 @@ void W_Blaster_Think(entity this) { set_movetype(this, MOVETYPE_FLY); setthink(this, SUB_Remove); - this.nextthink = time + this.blaster_lifetime; + bool isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); + this.nextthink = time + WEP_CVAR_BOTH(blaster, isprimary, lifetime); CSQCProjectile(this, true, PROJECTILE_BLASTER, true); } void W_Blaster_Attack( entity actor, .entity weaponentity, - float atk_deathtype, - float atk_shotangle, - float atk_damage, - float atk_edgedamage, - float atk_radius, - float atk_force, - float atk_speed, - float atk_spread, - float atk_delay, - float atk_lifetime) + float atk_deathtype) { + bool isprimary = !(atk_deathtype & HITTYPE_SECONDARY); + float atk_shotangle = WEP_CVAR_BOTH(blaster, isprimary, shotangle); + float atk_damage = WEP_CVAR_BOTH(blaster, isprimary, damage); vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD); - W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage); - Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype); + W_MuzzleFlash(WEP_BLASTER, actor, weaponentity, w_shotorg, w_shotdir); entity missile = new(blasterbolt); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = atk_damage; PROJECTILE_MAKETRIGGER(missile); - - missile.blaster_damage = atk_damage; - missile.blaster_edgedamage = atk_edgedamage; - missile.blaster_radius = atk_radius; - missile.blaster_force = atk_force; - missile.blaster_lifetime = atk_lifetime; + missile.clipgroup = CLIPGROUP_UNHITTABLEPROJ; setorigin(missile, w_shotorg); - setsize(missile, '0 0 0', '0 0 0'); + setsize(missile, UNHITTABLEPROJ_MINS, UNHITTABLEPROJ_MAXS); - W_SetupProjVelocity_Explicit( - missile, - w_shotdir, - v_up, - atk_speed, - 0, - 0, - atk_spread, - false - ); + float atk_speed = WEP_CVAR_BOTH(blaster, isprimary, speed); + float atk_spread = WEP_CVAR_BOTH(blaster, isprimary, spread); + W_SetupProjVelocity_Explicit(missile, w_shotdir, v_up, atk_speed, 0, 0, atk_spread, false); missile.angles = vectoangles(missile.velocity); @@ -143,8 +77,9 @@ void W_Blaster_Attack( IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = atk_deathtype; + missile.weaponentity_fld = weaponentity; setthink(missile, W_Blaster_Think); - missile.nextthink = time + atk_delay; + missile.nextthink = time + WEP_CVAR_BOTH(blaster, isprimary, delay); MUTATOR_CALLHOOK(EditProjectile, actor, missile); @@ -159,12 +94,12 @@ METHOD(Blaster, wr_aim, void(entity thiswep, entity actor, .entity weaponentity) if(WEP_CVAR(blaster, secondary)) { if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) - { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } + { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false, true); } else - { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false, true); } } else - { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } + { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false, true); } } METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire)) @@ -173,20 +108,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire))) { - W_Blaster_Attack( - actor, - weaponentity, - WEP_BLASTER.m_id, - WEP_CVAR_PRI(blaster, shotangle), - WEP_CVAR_PRI(blaster, damage), - WEP_CVAR_PRI(blaster, edgedamage), - WEP_CVAR_PRI(blaster, radius), - WEP_CVAR_PRI(blaster, force), - WEP_CVAR_PRI(blaster, speed), - WEP_CVAR_PRI(blaster, spread), - WEP_CVAR_PRI(blaster, delay), - WEP_CVAR_PRI(blaster, lifetime) - ); + W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready); } } @@ -205,20 +127,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire))) { - W_Blaster_Attack( - actor, - weaponentity, - WEP_BLASTER.m_id | HITTYPE_SECONDARY, - WEP_CVAR_SEC(blaster, shotangle), - WEP_CVAR_SEC(blaster, damage), - WEP_CVAR_SEC(blaster, edgedamage), - WEP_CVAR_SEC(blaster, radius), - WEP_CVAR_SEC(blaster, force), - WEP_CVAR_SEC(blaster, speed), - WEP_CVAR_SEC(blaster, spread), - WEP_CVAR_SEC(blaster, delay), - WEP_CVAR_SEC(blaster, lifetime) - ); + W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready); } @@ -248,16 +157,26 @@ METHOD(Blaster, wr_killmessage, Notification(entity thiswep)) return WEAPON_BLASTER_MURDER; } +METHOD(OffhandBlaster, offhand_think, void(OffhandBlaster this, entity actor, bool key_pressed)) +{ + if (!key_pressed || (time < actor.jump_interval)) + { + return; + } + actor.jump_interval = time + WEP_CVAR_SEC(blaster, refire) * W_WeaponRateFactor(actor); + .entity weaponentity = weaponentities[1]; + makevectors(actor.v_angle); + W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY); +} + #endif #ifdef CSQC METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor)) { - vector org2; - org2 = w_org + w_backoff * 6; + vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } } #endif -#endif