PROJECTILE_TOUCH(this, toucher);
this.event_damage = func_null;
+ bool isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
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,
false,
- this.blaster_force,
- this.blaster_force_zscale,
+ WEP_CVAR_BOTH(blaster, isprimary, force),
+ WEP_CVAR_BOTH(blaster, isprimary, force_zscale),
this.projectiledeathtype,
this.weaponentity_fld,
toucher
{
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_force_zscale,
- 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, atk_deathtype);
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_force_zscale = atk_force_zscale;
- missile.blaster_lifetime = atk_lifetime;
-
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- 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);
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);
{
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, force_zscale),
- 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);
}
}
{
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, force_zscale),
- 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);
}
STATIC_INIT(OFFHAND_BLASTER) { OFFHAND_BLASTER = NEW(OffhandBlaster); }
#ifdef SVQC
-.float blaster_damage;
-.float blaster_edgedamage;
-.float blaster_radius;
-.float blaster_force;
-.float blaster_force_zscale;
-.float blaster_lifetime;
-
// Will be demacroed after WEP_CVAR macros are also demacroed.
#define BLASTER_SECONDARY_ATTACK(weapon_name, actor, weaponentity) \
makevectors(actor.v_angle); \
- W_Blaster_Attack( \
- actor, \
- weaponentity, \
- WEP_BLASTER.m_id | HITTYPE_SECONDARY, \
- WEP_CVAR_SEC(weapon_name, shotangle), \
- WEP_CVAR_SEC(weapon_name, damage), \
- WEP_CVAR_SEC(weapon_name, edgedamage), \
- WEP_CVAR_SEC(weapon_name, radius), \
- WEP_CVAR_SEC(weapon_name, force), \
- WEP_CVAR_SEC(weapon_name, force_zscale), \
- WEP_CVAR_SEC(weapon_name, speed), \
- WEP_CVAR_SEC(weapon_name, spread), \
- WEP_CVAR_SEC(weapon_name, delay), \
- WEP_CVAR_SEC(weapon_name, lifetime) \
- );
+ W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
#endif