From: terencehill <piuntn@gmail.com>
Date: Mon, 6 Feb 2023 19:07:20 +0000 (+0100)
Subject: Remove BLASTER_SECONDARY_ATTACK, now less useful thanks to the previous commit
X-Git-Tag: xonotic-v0.8.6~176
X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=8b5de5f74e75c5736e50e7802fdc90eb9941007f;p=xonotic%2Fxonotic-data.pk3dir.git

Remove BLASTER_SECONDARY_ATTACK, now less useful thanks to the previous commit
---

diff --git a/qcsrc/common/mutators/mutator/overkill/okhmg.qc b/qcsrc/common/mutators/mutator/overkill/okhmg.qc
index 1d8c5e87f..fe959f1ab 100644
--- a/qcsrc/common/mutators/mutator/overkill/okhmg.qc
+++ b/qcsrc/common/mutators/mutator/overkill/okhmg.qc
@@ -64,7 +64,8 @@ METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .en
 	{
 		// Secondary uses it's own refire timer if refire_type is 1.
 		actor.jump_interval = time + WEP_CVAR_SEC(okhmg, refire) * W_WeaponRateFactor(actor);
-		BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity);
+		makevectors(actor.v_angle);
+		W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 		if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
 			(actor.(weaponentity).wframe == WFRAME_FIRE2))
 		{
@@ -101,7 +102,8 @@ METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .en
 		{
 			return;
 		}
-		BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity);
+		makevectors(actor.v_angle);
+		W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 		weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okhmg, animtime), w_ready);
 	}
 }
diff --git a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
index a86cdc519..7f204d1e1 100644
--- a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
+++ b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
@@ -58,7 +58,8 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity
 	{
 		// Secondary uses it's own refire timer if refire_type is 1.
 		actor.jump_interval = time + WEP_CVAR_SEC(okmachinegun, refire) * W_WeaponRateFactor(actor);
-		BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
+		makevectors(actor.v_angle);
+		W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 		if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
 			(actor.(weaponentity).wframe == WFRAME_FIRE2))
 		{
@@ -95,7 +96,8 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity
 		{
 			return;
 		}
-		BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
+		makevectors(actor.v_angle);
+		W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 		weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
 	}
 }
diff --git a/qcsrc/common/mutators/mutator/overkill/oknex.qc b/qcsrc/common/mutators/mutator/overkill/oknex.qc
index 85f337140..b24aac74f 100644
--- a/qcsrc/common/mutators/mutator/overkill/oknex.qc
+++ b/qcsrc/common/mutators/mutator/overkill/oknex.qc
@@ -141,7 +141,8 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
 	{
 		// Secondary uses it's own refire timer if refire_type is 1.
 		actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor);
-		BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
+		makevectors(actor.v_angle);
+		W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 		if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
 			(actor.(weaponentity).wframe == WFRAME_FIRE2))
 		{
@@ -180,7 +181,8 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
 		{
 			return;
 		}
-		BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
+		makevectors(actor.v_angle);
+		W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 		weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
 		return;
 	}
diff --git a/qcsrc/common/mutators/mutator/overkill/okrpc.qc b/qcsrc/common/mutators/mutator/overkill/okrpc.qc
index 4610a0b1d..dca2610fe 100644
--- a/qcsrc/common/mutators/mutator/overkill/okrpc.qc
+++ b/qcsrc/common/mutators/mutator/overkill/okrpc.qc
@@ -139,7 +139,8 @@ METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity ac
 	{
 		// Secondary uses it's own refire timer if refire_type is 1.
 		actor.jump_interval = time + WEP_CVAR_SEC(okrpc, refire) * W_WeaponRateFactor(actor);
-		BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity);
+		makevectors(actor.v_angle);
+		W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 		if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
 			(actor.(weaponentity).wframe == WFRAME_FIRE2))
 		{
@@ -176,7 +177,8 @@ METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity ac
 		{
 			return;
 		}
-		BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity);
+		makevectors(actor.v_angle);
+		W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 		weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okrpc, animtime), w_ready);
 	}
 }
diff --git a/qcsrc/common/mutators/mutator/overkill/okshotgun.qc b/qcsrc/common/mutators/mutator/overkill/okshotgun.qc
index 6b4b3aa8e..cd1d618a8 100644
--- a/qcsrc/common/mutators/mutator/overkill/okshotgun.qc
+++ b/qcsrc/common/mutators/mutator/overkill/okshotgun.qc
@@ -19,7 +19,8 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
 	{
 		// Secondary uses it's own refire timer if refire_type is 1.
 		actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
-		BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
+		makevectors(actor.v_angle);
+		W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 		if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
 			(actor.(weaponentity).wframe == WFRAME_FIRE2))
 		{
@@ -63,7 +64,8 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
 		{
 			return;
 		}
-		BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
+		makevectors(actor.v_angle);
+		W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 		weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
 	}
 }
diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc
index 690fa891c..d603e09fe 100644
--- a/qcsrc/common/weapons/weapon/blaster.qc
+++ b/qcsrc/common/weapons/weapon/blaster.qc
@@ -164,7 +164,8 @@ METHOD(OffhandBlaster, offhand_think, void(OffhandBlaster this, entity actor, bo
 	}
 	actor.jump_interval = time + WEP_CVAR_SEC(blaster, refire) * W_WeaponRateFactor(actor);
 	.entity weaponentity = weaponentities[1];
-	BLASTER_SECONDARY_ATTACK(blaster, actor, weaponentity);
+	makevectors(actor.v_angle);
+	W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 }
 
 #endif
diff --git a/qcsrc/common/weapons/weapon/blaster.qh b/qcsrc/common/weapons/weapon/blaster.qh
index 8e95559d1..944e86405 100644
--- a/qcsrc/common/weapons/weapon/blaster.qh
+++ b/qcsrc/common/weapons/weapon/blaster.qh
@@ -55,11 +55,3 @@ CLASS(OffhandBlaster, OffhandWeapon)
 ENDCLASS(OffhandBlaster)
 OffhandBlaster OFFHAND_BLASTER;
 STATIC_INIT(OFFHAND_BLASTER) { OFFHAND_BLASTER = NEW(OffhandBlaster); }
-
-#ifdef SVQC
-// 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);
-
-#endif
diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc
index 25aa1b665..a3b49ba61 100644
--- a/qcsrc/common/weapons/weapon/vaporizer.qc
+++ b/qcsrc/common/weapons/weapon/vaporizer.qc
@@ -297,7 +297,8 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
             if(WEP_CVAR_SEC(vaporizer, ammo))
                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity);
 
-            BLASTER_SECONDARY_ATTACK(vaporizer, actor, weaponentity);
+            makevectors(actor.v_angle);
+            W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 
             // now do normal refire
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);