X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fblaster.qc;h=e3d713d470b5808f2f12a35b02cdaf6c53bb5755;hb=00d7a93f67cca196b2781899d5510b6aaf9816d7;hp=cc2fedccfe84e21be7ccedc038aa9e12985eba1f;hpb=0f6c4bee8db75b0aded48382af1c2693b19624de;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index cc2fedccf..e3d713d47 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -1,61 +1,6 @@ #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) { @@ -73,6 +18,7 @@ void W_Blaster_Touch(entity this, entity toucher) NULL, this.blaster_force, this.projectiledeathtype, + this.weaponentity_fld, toucher ); @@ -103,7 +49,7 @@ void W_Blaster_Attack( { 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); + W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = new(blasterbolt); @@ -143,6 +89,7 @@ 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; @@ -248,6 +195,17 @@ 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]; + BLASTER_SECONDARY_ATTACK(blaster, actor, weaponentity); +} + #endif #ifdef CSQC @@ -260,4 +218,3 @@ METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif