spawnfunc(weapon_tuba) { weapon_defaultspawnfunc(this, WEP_TUBA); }
-bool W_Tuba_HasPlayed(entity pl, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
+bool W_Tuba_HasPlayed(entity pl, .entity weaponentity, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
{
float i, j, mmin, mmax, nolength;
float n = tokenize_console(melody);
- if(n > pl.tuba_lastnotes_cnt)
+ if(n > pl.(weaponentity).tuba_lastnotes_cnt)
return false;
float pitchshift = 0;
if(instrument >= 0)
- if(pl.tuba_instrument != instrument)
+ if(pl.(weaponentity).tuba_instrument != instrument)
return false;
// verify notes...
nolength = false;
for(i = 0; i < n; ++i)
{
- vector v = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
+ vector v = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
float ai = stof(argv(n - i - 1));
float np = floor(ai);
if(ai == np)
for(i = 0; i < n; ++i)
{
- vector vi = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
+ vector vi = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
float ai = stof(argv(n - i - 1));
ti -= 1 / (ai - floor(ai));
float tj = ti;
for(j = i+1; j < n; ++j)
{
- vector vj = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - j + MAX_TUBANOTES) % MAX_TUBANOTES]);
+ vector vj = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - j + MAX_TUBANOTES) % MAX_TUBANOTES]);
float aj = stof(argv(n - j - 1));
tj -= (aj - floor(aj));
return false;
}
- pl.tuba_lastnotes_cnt = 0;
+ pl.(weaponentity).tuba_lastnotes_cnt = 0;
return true;
}
// on: this.spawnshieldtime
// off: time
// note: this.cnt
- if (actor.tuba_note == this)
+ .entity weaponentity = this.weaponentity_fld;
+ if (actor.(weaponentity).tuba_note == this)
{
- actor.tuba_lastnotes_last = (actor.tuba_lastnotes_last + 1) % MAX_TUBANOTES;
- actor.(tuba_lastnotes[actor.tuba_lastnotes_last]) = eX * this.spawnshieldtime + eY * time + eZ * this.cnt;
- actor.tuba_note = NULL;
- actor.tuba_lastnotes_cnt = bound(0, actor.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
+ actor.(weaponentity).tuba_lastnotes_last = (actor.(weaponentity).tuba_lastnotes_last + 1) % MAX_TUBANOTES;
+ actor.(weaponentity).(tuba_lastnotes[actor.(weaponentity).tuba_lastnotes_last]) = eX * this.spawnshieldtime + eY * time + eZ * this.cnt;
+ actor.(weaponentity).tuba_note = NULL;
+ actor.(weaponentity).tuba_lastnotes_cnt = bound(0, actor.(weaponentity).tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
string s = trigger_magicear_processmessage_forallears(actor, 0, NULL, string_null);
if (s != "")
n = W_Tuba_GetNote(actor, hittype);
hittype = 0;
- if(actor.tuba_instrument & 1)
+ if(actor.(weaponentity).tuba_instrument & 1)
hittype |= HITTYPE_SECONDARY;
- if(actor.tuba_instrument & 2)
+ if(actor.(weaponentity).tuba_instrument & 2)
hittype |= HITTYPE_BOUNCE;
- if(actor.tuba_note)
+ if(actor.(weaponentity).tuba_note)
{
- if(actor.tuba_note.cnt != n || actor.tuba_note.tuba_instrument != actor.tuba_instrument)
+ if(actor.(weaponentity).tuba_note.cnt != n || actor.(weaponentity).tuba_note.tuba_instrument != actor.(weaponentity).tuba_instrument)
{
- W_Tuba_NoteOff(actor.tuba_note);
+ W_Tuba_NoteOff(actor.(weaponentity).tuba_note);
}
}
- if(!actor.tuba_note)
+ if(!actor.(weaponentity).tuba_note)
{
- actor.tuba_note = new(tuba_note);
- actor.tuba_note.owner = actor.tuba_note.realowner = actor;
- actor.tuba_note.cnt = n;
- actor.tuba_note.tuba_instrument = actor.tuba_instrument;
- setthink(actor.tuba_note, W_Tuba_NoteThink);
- actor.tuba_note.nextthink = time;
- actor.tuba_note.spawnshieldtime = time;
- Net_LinkEntity(actor.tuba_note, false, 0, W_Tuba_NoteSendEntity);
+ entity note = new(tuba_note);
+ note.weaponentity_fld = weaponentity;
+ actor.(weaponentity).tuba_note = note;
+ note.owner = note.realowner = actor;
+ note.cnt = n;
+ note.tuba_instrument = actor.(weaponentity).tuba_instrument;
+ setthink(note, W_Tuba_NoteThink);
+ note.nextthink = time;
+ note.spawnshieldtime = time;
+ Net_LinkEntity(note, false, 0, W_Tuba_NoteSendEntity);
}
- actor.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(actor); // so it can get prolonged safely
+ actor.(weaponentity).tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(actor); // so it can get prolonged safely
//sound(actor, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
RadiusDamage(actor, actor, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), NULL, NULL, WEP_CVAR(tuba, force), hittype | WEP_TUBA.m_id, NULL);
o = gettaginfo(actor.exteriorweaponentity, 0);
- if(time > actor.tuba_smoketime)
+ if(time > actor.(weaponentity).tuba_smoketime)
{
Send_Effect(EFFECT_SMOKE_RING, o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
- actor.tuba_smoketime = time + 0.25;
+ actor.(weaponentity).tuba_smoketime = time + 0.25;
}
}
#endif
W_Tuba_NoteOn(actor, weaponentity, HITTYPE_SECONDARY);
weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
- if (actor.tuba_note)
+ if (actor.(weaponentity).tuba_note)
{
if (!(fire & 1) && !(fire & 2))
{
- W_Tuba_NoteOff(actor.tuba_note);
+ W_Tuba_NoteOff(actor.(weaponentity).tuba_note);
}
}
}
-METHOD(Tuba, wr_setup, void(Tuba this, entity actor))
+METHOD(Tuba, wr_setup, void(Tuba this, entity actor, .entity weaponentity))
{
- actor.tuba_instrument = 0;
+ actor.(weaponentity).tuba_instrument = 0;
}
#endif
NET_HANDLE(tuba_instrument, bool)
{
int i = ReadByte();
+ int slot = ReadByte();
return = true;
string s = (i == 0) ? "tuba" :
(i == 1) ? "akordeon" :
"kleinbottle" ;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- entity wep = viewmodels[slot];
- if(wep.activeweapon == WEP_TUBA)
- CL_WeaponEntity_SetModel(wep, s, true);
- }
+
+ entity wep = viewmodels[slot];
+ CL_WeaponEntity_SetModel(wep, s, true);
}
#endif
#ifdef SVQC
-void tuba_instrument_send(entity this, int instr)
+void tuba_instrument_send(entity this, .entity weaponentity, int instr)
{
msg_entity = this;
int chan = MSG_ONE;
WriteHeader(chan, tuba_instrument);
WriteByte(chan, instr);
+ WriteByte(chan, weaponslot(weaponentity));
}
SPECTATE_COPY()
{
- if (this.tuba_instrument != spectatee.tuba_instrument)
- tuba_instrument_send(this, this.tuba_instrument = spectatee.tuba_instrument);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).tuba_instrument != spectatee.(weaponentity).tuba_instrument)
+ tuba_instrument_send(this, weaponentity, this.(weaponentity).tuba_instrument = spectatee.(weaponentity).tuba_instrument);
+ }
}
METHOD(Tuba, wr_reload, void(Tuba this, entity actor, .entity weaponentity))
{
// switch to alternate instruments :)
if (actor.(weaponentity).state == WS_READY)
{
- switch (actor.tuba_instrument)
+ switch (actor.(weaponentity).tuba_instrument)
{
case 0:
- actor.tuba_instrument = 1;
+ actor.(weaponentity).tuba_instrument = 1;
actor.(weaponentity).weaponname = "akordeon";
break;
case 1:
- actor.tuba_instrument = 2;
+ actor.(weaponentity).tuba_instrument = 2;
actor.(weaponentity).weaponname = "kleinbottle";
break;
case 2:
- actor.tuba_instrument = 0;
+ actor.(weaponentity).tuba_instrument = 0;
actor.(weaponentity).weaponname = "tuba";
break;
}
- tuba_instrument_send(actor, actor.tuba_instrument);
+ tuba_instrument_send(actor, weaponentity, actor.(weaponentity).tuba_instrument);
W_SetupShot(actor, weaponentity, false, 0, SND_Null, 0, 0);
Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
actor.(weaponentity).state = WS_INUSE;