X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Felectro.qc;h=8b3946e46e43d77b673b7023c89b3ab4c5afbf6c;hb=da674c235adfdc6b7a33bebb22f42e1be34224e8;hp=9d01d1c329c46ecc6fb1de8e07f7631e9269ece7;hpb=8a9d46ed4917e588c104bed8b68bcb27a1f10aea;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/electro.qc b/qcsrc/common/weapons/weapon/electro.qc index 9d01d1c32..8b3946e46 100644 --- a/qcsrc/common/weapons/weapon/electro.qc +++ b/qcsrc/common/weapons/weapon/electro.qc @@ -1,79 +1,5 @@ #include "electro.qh" -#ifndef IMPLEMENTATION -CLASS(Electro, Weapon) -/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells); -/* impulse */ ATTRIB(Electro, impulse, int, 5); -/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, 5000); -/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1'); -/* modelname */ ATTRIB(Electro, mdl, string, "electro"); -#ifdef GAMEQC -/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM); -#endif -/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro"); -/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6); -/* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro"); -/* refname */ ATTRIB(Electro, netname, string, "electro"); -/* wepname */ ATTRIB(Electro, m_name, string, _("Electro")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, bouncefactor, float, SEC) \ - P(class, prefix, bouncestop, float, SEC) \ - P(class, prefix, comboradius, float, PRI) \ - P(class, prefix, combo_comboradius, float, NONE) \ - P(class, prefix, combo_comboradius_thruwall, float, NONE) \ - P(class, prefix, combo_damage, float, NONE) \ - P(class, prefix, combo_edgedamage, float, NONE) \ - P(class, prefix, combo_force, float, NONE) \ - P(class, prefix, combo_radius, float, NONE) \ - P(class, prefix, combo_safeammocheck, float, NONE) \ - P(class, prefix, combo_speed, float, NONE) \ - P(class, prefix, count, float, SEC) \ - P(class, prefix, damagedbycontents, float, SEC) \ - P(class, prefix, damageforcescale, float, SEC) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, health, float, SEC) \ - P(class, prefix, lifetime, float, BOTH) \ - P(class, prefix, midaircombo_explode, float, PRI) \ - P(class, prefix, midaircombo_interval, float, PRI) \ - P(class, prefix, midaircombo_radius, float, PRI) \ - P(class, prefix, radius, float, BOTH) \ - P(class, prefix, refire2, float, SEC) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, speed, float, BOTH) \ - P(class, prefix, speed_up, float, SEC) \ - P(class, prefix, speed_z, float, SEC) \ - P(class, prefix, spread, float, BOTH) \ - P(class, prefix, stick, float, SEC) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, touchexplode, float, SEC) \ - 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, Electro, electro) -#undef X - -ENDCLASS(Electro) -REGISTER_WEAPON(ELECTRO, electro, NEW(Electro)); - -#ifdef SVQC -.float electro_count; -.float electro_secondarytime; -void W_Electro_ExplodeCombo(entity this); -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); } @@ -558,7 +484,7 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit } METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo); return ammo_amount; } @@ -567,12 +493,12 @@ METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon float ammo_amount; if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false. { - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); } else { - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo); } return ammo_amount; @@ -643,4 +569,3 @@ METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif