From 70ce645c89810d9aaadf386756795e7a6e94ce02 Mon Sep 17 00:00:00 2001 From: TimePath Date: Sun, 13 Aug 2017 20:14:44 +1000 Subject: [PATCH] weapons: remove IMPLEMENTATION --- qcsrc/common/weapons/all.inc | 40 +++--- qcsrc/common/weapons/all.qc | 6 +- qcsrc/common/weapons/weapon/arc.qc | 145 ---------------------- qcsrc/common/weapons/weapon/arc.qh | 143 +++++++++++++++++++++ qcsrc/common/weapons/weapon/blaster.qc | 54 -------- qcsrc/common/weapons/weapon/blaster.qh | 52 ++++++++ qcsrc/common/weapons/weapon/crylink.qc | 72 ----------- qcsrc/common/weapons/weapon/crylink.qh | 70 +++++++++++ qcsrc/common/weapons/weapon/devastator.qc | 69 ---------- qcsrc/common/weapons/weapon/devastator.qh | 67 ++++++++++ qcsrc/common/weapons/weapon/electro.qc | 75 ----------- qcsrc/common/weapons/weapon/electro.qh | 73 +++++++++++ qcsrc/common/weapons/weapon/fireball.qc | 61 --------- qcsrc/common/weapons/weapon/fireball.qh | 59 +++++++++ qcsrc/common/weapons/weapon/hagar.qc | 60 --------- qcsrc/common/weapons/weapon/hagar.qh | 57 +++++++++ qcsrc/common/weapons/weapon/hlac.qc | 53 -------- qcsrc/common/weapons/weapon/hlac.qh | 49 ++++++++ qcsrc/common/weapons/weapon/hook.qc | 78 ------------ qcsrc/common/weapons/weapon/hook.qh | 75 +++++++++++ qcsrc/common/weapons/weapon/machinegun.qc | 59 --------- qcsrc/common/weapons/weapon/machinegun.qh | 55 ++++++++ qcsrc/common/weapons/weapon/minelayer.qc | 62 --------- qcsrc/common/weapons/weapon/minelayer.qh | 60 +++++++++ qcsrc/common/weapons/weapon/mortar.qc | 61 --------- qcsrc/common/weapons/weapon/mortar.qh | 59 +++++++++ qcsrc/common/weapons/weapon/porto.qc | 45 ------- qcsrc/common/weapons/weapon/porto.qh | 43 +++++++ qcsrc/common/weapons/weapon/rifle.qc | 54 -------- qcsrc/common/weapons/weapon/rifle.qh | 52 ++++++++ qcsrc/common/weapons/weapon/seeker.qc | 90 -------------- qcsrc/common/weapons/weapon/seeker.qh | 85 +++++++++++++ qcsrc/common/weapons/weapon/shockwave.qc | 88 ------------- qcsrc/common/weapons/weapon/shockwave.qh | 85 +++++++++++++ qcsrc/common/weapons/weapon/shotgun.qc | 57 --------- qcsrc/common/weapons/weapon/shotgun.qh | 53 ++++++++ qcsrc/common/weapons/weapon/tuba.qc | 44 ------- qcsrc/common/weapons/weapon/tuba.qh | 40 ++++++ qcsrc/common/weapons/weapon/vaporizer.qc | 64 ---------- qcsrc/common/weapons/weapon/vaporizer.qh | 61 +++++++++ qcsrc/common/weapons/weapon/vortex.qc | 68 ---------- qcsrc/common/weapons/weapon/vortex.qh | 65 ++++++++++ 42 files changed, 1326 insertions(+), 1382 deletions(-) diff --git a/qcsrc/common/weapons/all.inc b/qcsrc/common/weapons/all.inc index 99c7225ac..4da01579f 100644 --- a/qcsrc/common/weapons/all.inc +++ b/qcsrc/common/weapons/all.inc @@ -3,25 +3,25 @@ // IF YOU DISREGARD THIS NOTICE, I'LL KILL YOU WITH THE @!#%'N TUBA // core weapons -#include "weapon/blaster.qc" -#include "weapon/shotgun.qc" -#include "weapon/machinegun.qc" -#include "weapon/mortar.qc" -#include "weapon/minelayer.qc" -#include "weapon/electro.qc" -#include "weapon/crylink.qc" -#include "weapon/vortex.qc" -#include "weapon/hagar.qc" -#include "weapon/devastator.qc" +#include "weapon/blaster.qh" +#include "weapon/shotgun.qh" +#include "weapon/machinegun.qh" +#include "weapon/mortar.qh" +#include "weapon/minelayer.qh" +#include "weapon/electro.qh" +#include "weapon/crylink.qh" +#include "weapon/vortex.qh" +#include "weapon/hagar.qh" +#include "weapon/devastator.qh" // other weapons -#include "weapon/porto.qc" -#include "weapon/vaporizer.qc" -#include "weapon/hook.qc" -#include "weapon/hlac.qc" -#include "weapon/tuba.qc" -#include "weapon/rifle.qc" -#include "weapon/fireball.qc" -#include "weapon/seeker.qc" -#include "weapon/shockwave.qc" -#include "weapon/arc.qc" +#include "weapon/porto.qh" +#include "weapon/vaporizer.qh" +#include "weapon/hook.qh" +#include "weapon/hlac.qh" +#include "weapon/tuba.qh" +#include "weapon/rifle.qh" +#include "weapon/fireball.qh" +#include "weapon/seeker.qh" +#include "weapon/shockwave.qh" +#include "weapon/arc.qh" diff --git a/qcsrc/common/weapons/all.qc b/qcsrc/common/weapons/all.qc index 9efbb29a2..0d595dff4 100644 --- a/qcsrc/common/weapons/all.qc +++ b/qcsrc/common/weapons/all.qc @@ -50,9 +50,9 @@ #ifdef SVQC #include "config.qc" #endif -#define IMPLEMENTATION -#include "all.inc" -#undef IMPLEMENTATION + +#include "weapon/_mod.inc" + // WEAPON PLUGIN SYSTEM diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index ed5c966f1..47b92cc9f 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -1,149 +1,5 @@ #include "arc.qh" -#ifndef IMPLEMENTATION -CLASS(Arc, Weapon) -/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells); -/* impulse */ ATTRIB(Arc, impulse, int, 3); -/* flags */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN); -/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000); -/* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1'); -/* modelname */ ATTRIB(Arc, mdl, string, "arc"); -#ifdef GAMEQC -/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM); -#endif -/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac"); -/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7); -/* wepimg */ ATTRIB(Arc, model2, string, "weaponarc"); -/* refname */ ATTRIB(Arc, netname, string, "arc"); -/* wepname */ ATTRIB(Arc, m_name, string, _("Arc")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, bolt, float, NONE) \ - P(class, prefix, bolt_ammo, float, NONE) \ - P(class, prefix, bolt_damageforcescale, float, NONE) \ - P(class, prefix, bolt_damage, float, NONE) \ - P(class, prefix, bolt_edgedamage, float, NONE) \ - P(class, prefix, bolt_force, float, NONE) \ - P(class, prefix, bolt_health, float, NONE) \ - P(class, prefix, bolt_lifetime, float, NONE) \ - P(class, prefix, bolt_radius, float, NONE) \ - P(class, prefix, bolt_refire, float, NONE) \ - P(class, prefix, bolt_speed, float, NONE) \ - P(class, prefix, bolt_spread, float, NONE) \ - P(class, prefix, beam_ammo, float, NONE) \ - P(class, prefix, beam_animtime, float, NONE) \ - P(class, prefix, beam_botaimlifetime, float, NONE) \ - P(class, prefix, beam_botaimspeed, float, NONE) \ - P(class, prefix, beam_damage, float, NONE) \ - P(class, prefix, beam_degreespersegment, float, NONE) \ - P(class, prefix, beam_distancepersegment, float, NONE) \ - P(class, prefix, beam_falloff_halflifedist, float, NONE) \ - P(class, prefix, beam_falloff_maxdist, float, NONE) \ - P(class, prefix, beam_falloff_mindist, float, NONE) \ - P(class, prefix, beam_force, float, NONE) \ - P(class, prefix, beam_healing_amax, float, NONE) \ - P(class, prefix, beam_healing_aps, float, NONE) \ - P(class, prefix, beam_healing_hmax, float, NONE) \ - P(class, prefix, beam_healing_hps, float, NONE) \ - P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \ - P(class, prefix, beam_maxangle, float, NONE) \ - P(class, prefix, beam_nonplayerdamage, float, NONE) \ - P(class, prefix, beam_range, float, NONE) \ - P(class, prefix, beam_refire, float, NONE) \ - P(class, prefix, beam_returnspeed, float, NONE) \ - P(class, prefix, beam_tightness, float, NONE) \ - P(class, prefix, burst_ammo, float, NONE) \ - P(class, prefix, burst_damage, float, NONE) \ - P(class, prefix, burst_healing_aps, float, NONE) \ - P(class, prefix, burst_healing_hps, float, NONE) \ - P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \ - P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \ - P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \ - P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \ - P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \ - 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, Arc, arc) -#undef X - -ENDCLASS(Arc) -REGISTER_WEAPON(ARC, arc, NEW(Arc)); - - -#ifdef GAMEQC -const float ARC_MAX_SEGMENTS = 20; -vector arc_shotorigin[4]; -.vector beam_start; -.vector beam_dir; -.vector beam_wantdir; -.int beam_type; - -const int ARC_BT_MISS = 0x00; -const int ARC_BT_WALL = 0x01; -const int ARC_BT_HEAL = 0x02; -const int ARC_BT_HIT = 0x03; -const int ARC_BT_BURST_MISS = 0x10; -const int ARC_BT_BURST_WALL = 0x11; -const int ARC_BT_BURST_HEAL = 0x12; -const int ARC_BT_BURST_HIT = 0x13; -const int ARC_BT_BURSTMASK = 0x10; - -const int ARC_SF_SETTINGS = BIT(0); -const int ARC_SF_START = BIT(1); -const int ARC_SF_WANTDIR = BIT(2); -const int ARC_SF_BEAMDIR = BIT(3); -const int ARC_SF_BEAMTYPE = BIT(4); -const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR; -#endif -#ifdef SVQC -.entity arc_beam; -.bool arc_BUTTON_ATCK_prev; // for better animation control -.float beam_prev; -.float beam_initialized; -.float beam_bursting; -.float beam_teleporttime; -.float beam_heat; // (beam) amount of heat produced -.float arc_overheat; // (dropped arc/player) time during which it's too hot -.float arc_cooldown; // (dropped arc/player) cooling speed -.float arc_heat_percent = _STAT(ARC_HEAT); -.float arc_smoke_sound; -#endif -#ifdef CSQC -.vector beam_color; -.float beam_alpha; -.float beam_thickness; -.entity beam_traileffect; -.entity beam_hiteffect; -.float beam_hitlight[4]; // 0: radius, 123: rgb -.entity beam_muzzleeffect; -.float beam_muzzlelight[4]; // 0: radius, 123: rgb -.string beam_image; - -.entity beam_muzzleentity; - -.float beam_degreespersegment; -.float beam_distancepersegment; -.float beam_usevieworigin; -.float beam_initialized; -.float beam_maxangle; -.float beam_range; -.float beam_returnspeed; -.float beam_tightness; -.vector beam_shotorigin; - -entity Draw_ArcBeam_callback_entity; -float Draw_ArcBeam_callback_last_thickness; -vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player. -vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player. -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); } @@ -1656,4 +1512,3 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/arc.qh b/qcsrc/common/weapons/weapon/arc.qh index 6f70f09be..01c4f2f6a 100644 --- a/qcsrc/common/weapons/weapon/arc.qh +++ b/qcsrc/common/weapons/weapon/arc.qh @@ -1 +1,144 @@ #pragma once + +CLASS(Arc, Weapon) +/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(Arc, impulse, int, 3); +/* flags */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN); +/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000); +/* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1'); +/* modelname */ ATTRIB(Arc, mdl, string, "arc"); +#ifdef GAMEQC +/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM); +#endif +/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac"); +/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7); +/* wepimg */ ATTRIB(Arc, model2, string, "weaponarc"); +/* refname */ ATTRIB(Arc, netname, string, "arc"); +/* wepname */ ATTRIB(Arc, m_name, string, _("Arc")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, bolt, float, NONE) \ + P(class, prefix, bolt_ammo, float, NONE) \ + P(class, prefix, bolt_damageforcescale, float, NONE) \ + P(class, prefix, bolt_damage, float, NONE) \ + P(class, prefix, bolt_edgedamage, float, NONE) \ + P(class, prefix, bolt_force, float, NONE) \ + P(class, prefix, bolt_health, float, NONE) \ + P(class, prefix, bolt_lifetime, float, NONE) \ + P(class, prefix, bolt_radius, float, NONE) \ + P(class, prefix, bolt_refire, float, NONE) \ + P(class, prefix, bolt_speed, float, NONE) \ + P(class, prefix, bolt_spread, float, NONE) \ + P(class, prefix, beam_ammo, float, NONE) \ + P(class, prefix, beam_animtime, float, NONE) \ + P(class, prefix, beam_botaimlifetime, float, NONE) \ + P(class, prefix, beam_botaimspeed, float, NONE) \ + P(class, prefix, beam_damage, float, NONE) \ + P(class, prefix, beam_degreespersegment, float, NONE) \ + P(class, prefix, beam_distancepersegment, float, NONE) \ + P(class, prefix, beam_falloff_halflifedist, float, NONE) \ + P(class, prefix, beam_falloff_maxdist, float, NONE) \ + P(class, prefix, beam_falloff_mindist, float, NONE) \ + P(class, prefix, beam_force, float, NONE) \ + P(class, prefix, beam_healing_amax, float, NONE) \ + P(class, prefix, beam_healing_aps, float, NONE) \ + P(class, prefix, beam_healing_hmax, float, NONE) \ + P(class, prefix, beam_healing_hps, float, NONE) \ + P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \ + P(class, prefix, beam_maxangle, float, NONE) \ + P(class, prefix, beam_nonplayerdamage, float, NONE) \ + P(class, prefix, beam_range, float, NONE) \ + P(class, prefix, beam_refire, float, NONE) \ + P(class, prefix, beam_returnspeed, float, NONE) \ + P(class, prefix, beam_tightness, float, NONE) \ + P(class, prefix, burst_ammo, float, NONE) \ + P(class, prefix, burst_damage, float, NONE) \ + P(class, prefix, burst_healing_aps, float, NONE) \ + P(class, prefix, burst_healing_hps, float, NONE) \ + P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \ + P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \ + P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \ + P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \ + P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \ + 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, Arc, arc) +#undef X + +ENDCLASS(Arc) +REGISTER_WEAPON(ARC, arc, NEW(Arc)); + + +#ifdef GAMEQC +const float ARC_MAX_SEGMENTS = 20; +vector arc_shotorigin[4]; +.vector beam_start; +.vector beam_dir; +.vector beam_wantdir; +.int beam_type; + +const int ARC_BT_MISS = 0x00; +const int ARC_BT_WALL = 0x01; +const int ARC_BT_HEAL = 0x02; +const int ARC_BT_HIT = 0x03; +const int ARC_BT_BURST_MISS = 0x10; +const int ARC_BT_BURST_WALL = 0x11; +const int ARC_BT_BURST_HEAL = 0x12; +const int ARC_BT_BURST_HIT = 0x13; +const int ARC_BT_BURSTMASK = 0x10; + +const int ARC_SF_SETTINGS = BIT(0); +const int ARC_SF_START = BIT(1); +const int ARC_SF_WANTDIR = BIT(2); +const int ARC_SF_BEAMDIR = BIT(3); +const int ARC_SF_BEAMTYPE = BIT(4); +const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR; +#endif +#ifdef SVQC +.entity arc_beam; +.bool arc_BUTTON_ATCK_prev; // for better animation control +.float beam_prev; +.float beam_initialized; +.float beam_bursting; +.float beam_teleporttime; +.float beam_heat; // (beam) amount of heat produced +.float arc_overheat; // (dropped arc/player) time during which it's too hot +.float arc_cooldown; // (dropped arc/player) cooling speed +.float arc_heat_percent = _STAT(ARC_HEAT); +.float arc_smoke_sound; +#endif +#ifdef CSQC + +.vector beam_color; +.float beam_alpha; +.float beam_thickness; +.entity beam_traileffect; +.entity beam_hiteffect; +.float beam_hitlight[4]; // 0: radius, 123: rgb +.entity beam_muzzleeffect; +.float beam_muzzlelight[4]; // 0: radius, 123: rgb +.string beam_image; + +.entity beam_muzzleentity; + +.float beam_degreespersegment; +.float beam_distancepersegment; +.float beam_usevieworigin; +.float beam_initialized; +.float beam_maxangle; +.float beam_range; +.float beam_returnspeed; +.float beam_tightness; +.vector beam_shotorigin; + +entity Draw_ArcBeam_callback_entity; +float Draw_ArcBeam_callback_last_thickness; +vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player. +vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player. +#endif diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index cc2fedccf..ac1540cd5 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -1,58 +1,5 @@ #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); } @@ -260,4 +207,3 @@ METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/blaster.qh b/qcsrc/common/weapons/weapon/blaster.qh index 6f70f09be..990add96b 100644 --- a/qcsrc/common/weapons/weapon/blaster.qh +++ b/qcsrc/common/weapons/weapon/blaster.qh @@ -1 +1,53 @@ #pragma once + +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 diff --git a/qcsrc/common/weapons/weapon/crylink.qc b/qcsrc/common/weapons/weapon/crylink.qc index b3381fbc2..82b470376 100644 --- a/qcsrc/common/weapons/weapon/crylink.qc +++ b/qcsrc/common/weapons/weapon/crylink.qc @@ -1,76 +1,5 @@ #include "crylink.qh" -#ifndef IMPLEMENTATION -CLASS(Crylink, Weapon) -/* ammotype */ ATTRIB(Crylink, ammo_field, .int, ammo_cells); -/* impulse */ ATTRIB(Crylink, impulse, int, 6); -/* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB | WEP_FLAG_NODUAL); -/* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000); -/* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1'); -/* modelname */ ATTRIB(Crylink, mdl, string, "crylink"); -#ifdef GAMEQC -/* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM); -#endif -/* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink"); -/* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5); -/* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink"); -/* refname */ ATTRIB(Crylink, netname, string, "crylink"); -/* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, bouncedamagefactor, float, BOTH) \ - P(class, prefix, bounces, float, BOTH) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, joindelay, float, BOTH) \ - P(class, prefix, joinexplode, float, BOTH) \ - P(class, prefix, joinexplode_damage, float, BOTH) \ - P(class, prefix, joinexplode_edgedamage, float, BOTH) \ - P(class, prefix, joinexplode_force, float, BOTH) \ - P(class, prefix, joinexplode_radius, float, BOTH) \ - P(class, prefix, joinspread, float, BOTH) \ - P(class, prefix, linkexplode, float, BOTH) \ - P(class, prefix, middle_fadetime, float, BOTH) \ - P(class, prefix, middle_lifetime, float, BOTH) \ - P(class, prefix, other_fadetime, float, BOTH) \ - P(class, prefix, other_lifetime, float, BOTH) \ - P(class, prefix, radius, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, secondary, float, NONE) \ - P(class, prefix, shots, float, BOTH) \ - P(class, prefix, speed, float, BOTH) \ - P(class, prefix, spreadtype, float, SEC) \ - 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, Crylink, crylink) -#undef X - -ENDCLASS(Crylink) -REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink)); -#ifdef SVQC -.float gravity; -.float crylink_waitrelease; -.entity crylink_lastgroup; - -.entity crylink_owner; // we can't use realowner, as that's subject to change - -.entity queuenext; -.entity queueprev; -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(this, WEP_CRYLINK); } @@ -699,4 +628,3 @@ METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor)) } } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/crylink.qh b/qcsrc/common/weapons/weapon/crylink.qh index 6f70f09be..326fdf15b 100644 --- a/qcsrc/common/weapons/weapon/crylink.qh +++ b/qcsrc/common/weapons/weapon/crylink.qh @@ -1 +1,71 @@ #pragma once + +CLASS(Crylink, Weapon) +/* ammotype */ ATTRIB(Crylink, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(Crylink, impulse, int, 6); +/* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB | WEP_FLAG_NODUAL); +/* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000); +/* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1'); +/* modelname */ ATTRIB(Crylink, mdl, string, "crylink"); +#ifdef GAMEQC +/* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM); +#endif +/* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink"); +/* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5); +/* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink"); +/* refname */ ATTRIB(Crylink, netname, string, "crylink"); +/* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bouncedamagefactor, float, BOTH) \ + P(class, prefix, bounces, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, joindelay, float, BOTH) \ + P(class, prefix, joinexplode, float, BOTH) \ + P(class, prefix, joinexplode_damage, float, BOTH) \ + P(class, prefix, joinexplode_edgedamage, float, BOTH) \ + P(class, prefix, joinexplode_force, float, BOTH) \ + P(class, prefix, joinexplode_radius, float, BOTH) \ + P(class, prefix, joinspread, float, BOTH) \ + P(class, prefix, linkexplode, float, BOTH) \ + P(class, prefix, middle_fadetime, float, BOTH) \ + P(class, prefix, middle_lifetime, float, BOTH) \ + P(class, prefix, other_fadetime, float, BOTH) \ + P(class, prefix, other_lifetime, float, BOTH) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, shots, float, BOTH) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, spreadtype, float, SEC) \ + 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, Crylink, crylink) +#undef X + +ENDCLASS(Crylink) +REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink)); + +#ifdef SVQC +.float gravity; +.float crylink_waitrelease; +.entity crylink_lastgroup; + +.entity crylink_owner; // we can't use realowner, as that's subject to change + +.entity queuenext; +.entity queueprev; +#endif diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index dbdb7374b..6e618c88e 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -1,73 +1,5 @@ #include "devastator.qh" -#ifndef IMPLEMENTATION -CLASS(Devastator, Weapon) -/* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets); -/* impulse */ ATTRIB(Devastator, impulse, int, 9); -/* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL); -/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000); -/* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0'); -/* modelname */ ATTRIB(Devastator, mdl, string, "rl"); -#ifdef GAMEQC -/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM); -#endif -/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher"); -/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7); -/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher"); -/* refname */ ATTRIB(Devastator, netname, string, "devastator"); -/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, NONE) \ - P(class, prefix, animtime, float, NONE) \ - P(class, prefix, damageforcescale, float, NONE) \ - P(class, prefix, damage, float, NONE) \ - P(class, prefix, detonatedelay, float, NONE) \ - P(class, prefix, edgedamage, float, NONE) \ - P(class, prefix, force, float, NONE) \ - P(class, prefix, guidedelay, float, NONE) \ - P(class, prefix, guidegoal, float, NONE) \ - P(class, prefix, guideratedelay, float, NONE) \ - P(class, prefix, guiderate, float, NONE) \ - P(class, prefix, guidestop, float, NONE) \ - P(class, prefix, health, float, NONE) \ - P(class, prefix, lifetime, float, NONE) \ - P(class, prefix, radius, float, NONE) \ - P(class, prefix, refire, float, NONE) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, remote_damage, float, NONE) \ - P(class, prefix, remote_edgedamage, float, NONE) \ - P(class, prefix, remote_force, float, NONE) \ - P(class, prefix, remote_jump_damage, float, NONE) \ - P(class, prefix, remote_jump_force, float, NONE) \ - P(class, prefix, remote_jump_radius, float, NONE) \ - P(class, prefix, remote_jump_velocity_z_add, float, NONE) \ - P(class, prefix, remote_jump_velocity_z_max, float, NONE) \ - P(class, prefix, remote_jump_velocity_z_min, float, NONE) \ - P(class, prefix, remote_radius, float, NONE) \ - P(class, prefix, speedaccel, float, NONE) \ - P(class, prefix, speedstart, float, NONE) \ - P(class, prefix, speed, float, NONE) \ - 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, Devastator, devastator) -#undef X - -ENDCLASS(Devastator) -REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator)); -#ifdef SVQC -.float rl_release; -.float rl_detonate_later; -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); } spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); } @@ -615,4 +547,3 @@ METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/devastator.qh b/qcsrc/common/weapons/weapon/devastator.qh index 6f70f09be..dd68ccf58 100644 --- a/qcsrc/common/weapons/weapon/devastator.qh +++ b/qcsrc/common/weapons/weapon/devastator.qh @@ -1 +1,68 @@ #pragma once + +CLASS(Devastator, Weapon) +/* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(Devastator, impulse, int, 9); +/* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL); +/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000); +/* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0'); +/* modelname */ ATTRIB(Devastator, mdl, string, "rl"); +#ifdef GAMEQC +/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM); +#endif +/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher"); +/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7); +/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher"); +/* refname */ ATTRIB(Devastator, netname, string, "devastator"); +/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, NONE) \ + P(class, prefix, animtime, float, NONE) \ + P(class, prefix, damageforcescale, float, NONE) \ + P(class, prefix, damage, float, NONE) \ + P(class, prefix, detonatedelay, float, NONE) \ + P(class, prefix, edgedamage, float, NONE) \ + P(class, prefix, force, float, NONE) \ + P(class, prefix, guidedelay, float, NONE) \ + P(class, prefix, guidegoal, float, NONE) \ + P(class, prefix, guideratedelay, float, NONE) \ + P(class, prefix, guiderate, float, NONE) \ + P(class, prefix, guidestop, float, NONE) \ + P(class, prefix, health, float, NONE) \ + P(class, prefix, lifetime, float, NONE) \ + P(class, prefix, radius, float, NONE) \ + P(class, prefix, refire, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, remote_damage, float, NONE) \ + P(class, prefix, remote_edgedamage, float, NONE) \ + P(class, prefix, remote_force, float, NONE) \ + P(class, prefix, remote_jump_damage, float, NONE) \ + P(class, prefix, remote_jump_force, float, NONE) \ + P(class, prefix, remote_jump_radius, float, NONE) \ + P(class, prefix, remote_jump_velocity_z_add, float, NONE) \ + P(class, prefix, remote_jump_velocity_z_max, float, NONE) \ + P(class, prefix, remote_jump_velocity_z_min, float, NONE) \ + P(class, prefix, remote_radius, float, NONE) \ + P(class, prefix, speedaccel, float, NONE) \ + P(class, prefix, speedstart, float, NONE) \ + P(class, prefix, speed, float, NONE) \ + 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, Devastator, devastator) +#undef X + +ENDCLASS(Devastator) +REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator)); + +#ifdef SVQC +.float rl_release; +.float rl_detonate_later; +#endif diff --git a/qcsrc/common/weapons/weapon/electro.qc b/qcsrc/common/weapons/weapon/electro.qc index 9d01d1c32..f2fb14614 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); } @@ -643,4 +569,3 @@ METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/electro.qh b/qcsrc/common/weapons/weapon/electro.qh index 6f70f09be..32b45c692 100644 --- a/qcsrc/common/weapons/weapon/electro.qh +++ b/qcsrc/common/weapons/weapon/electro.qh @@ -1 +1,74 @@ #pragma once + +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 diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index e968f881f..3f9cd4c4e 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -1,65 +1,5 @@ #include "fireball.qh" -#ifndef IMPLEMENTATION -CLASS(Fireball, Weapon) -/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none); -/* impulse */ ATTRIB(Fireball, impulse, int, 9); -/* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL); -/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000); -/* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0'); -/* modelname */ ATTRIB(Fireball, mdl, string, "fireball"); -#ifdef GAMEQC -/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM); -#endif -/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball"); -/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65); -/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball"); -/* refname */ ATTRIB(Fireball, netname, string, "fireball"); -/* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, bfgdamage, float, PRI) \ - P(class, prefix, bfgforce, float, PRI) \ - P(class, prefix, bfgradius, float, PRI) \ - P(class, prefix, damageforcescale, float, BOTH) \ - P(class, prefix, damagetime, float, SEC) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, PRI) \ - P(class, prefix, force, float, PRI) \ - P(class, prefix, health, float, PRI) \ - P(class, prefix, laserburntime, float, BOTH) \ - P(class, prefix, laserdamage, float, BOTH) \ - P(class, prefix, laseredgedamage, float, BOTH) \ - P(class, prefix, laserradius, float, BOTH) \ - P(class, prefix, lifetime, float, BOTH) \ - P(class, prefix, radius, float, PRI) \ - P(class, prefix, refire2, float, PRI) \ - P(class, prefix, refire, float, BOTH) \ - 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, 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, Fireball, fireball) -#undef X - -ENDCLASS(Fireball) -REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball)); -#ifdef SVQC -.float bot_primary_fireballmooth; // whatever a mooth is -.vector fireball_impactvec; -.float fireball_primarytime; -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); } @@ -456,4 +396,3 @@ METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/fireball.qh b/qcsrc/common/weapons/weapon/fireball.qh index 6f70f09be..d6d8f017e 100644 --- a/qcsrc/common/weapons/weapon/fireball.qh +++ b/qcsrc/common/weapons/weapon/fireball.qh @@ -1 +1,60 @@ #pragma once + +CLASS(Fireball, Weapon) +/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none); +/* impulse */ ATTRIB(Fireball, impulse, int, 9); +/* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL); +/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000); +/* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0'); +/* modelname */ ATTRIB(Fireball, mdl, string, "fireball"); +#ifdef GAMEQC +/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM); +#endif +/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball"); +/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65); +/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball"); +/* refname */ ATTRIB(Fireball, netname, string, "fireball"); +/* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bfgdamage, float, PRI) \ + P(class, prefix, bfgforce, float, PRI) \ + P(class, prefix, bfgradius, float, PRI) \ + P(class, prefix, damageforcescale, float, BOTH) \ + P(class, prefix, damagetime, float, SEC) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, PRI) \ + P(class, prefix, force, float, PRI) \ + P(class, prefix, health, float, PRI) \ + P(class, prefix, laserburntime, float, BOTH) \ + P(class, prefix, laserdamage, float, BOTH) \ + P(class, prefix, laseredgedamage, float, BOTH) \ + P(class, prefix, laserradius, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, radius, float, PRI) \ + P(class, prefix, refire2, float, PRI) \ + P(class, prefix, refire, float, BOTH) \ + 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, 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, Fireball, fireball) +#undef X + +ENDCLASS(Fireball) +REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball)); + +#ifdef SVQC +.float bot_primary_fireballmooth; // whatever a mooth is +.vector fireball_impactvec; +.float fireball_primarytime; +#endif diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index f7b289278..5272e6060 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -1,64 +1,5 @@ #include "hagar.qh" -#ifndef IMPLEMENTATION -CLASS(Hagar, Weapon) -/* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets); -/* impulse */ ATTRIB(Hagar, impulse, int, 8); -/* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, 6000); -/* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5'); -/* modelname */ ATTRIB(Hagar, mdl, string, "hagar"); -#ifdef GAMEQC -/* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM); -#endif -/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar"); -/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8); -/* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar"); -/* refname */ ATTRIB(Hagar, netname, string, "hagar"); -/* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, damageforcescale, float, BOTH) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, health, float, BOTH) \ - P(class, prefix, lifetime, float, PRI) \ - P(class, prefix, lifetime_min, float, SEC) \ - P(class, prefix, lifetime_rand, float, SEC) \ - P(class, prefix, load, float, SEC) \ - P(class, prefix, load_abort, float, SEC) \ - P(class, prefix, load_animtime, float, SEC) \ - P(class, prefix, load_hold, float, SEC) \ - P(class, prefix, load_linkexplode, float, SEC) \ - P(class, prefix, load_max, float, SEC) \ - P(class, prefix, load_releasedeath, float, SEC) \ - P(class, prefix, load_speed, float, SEC) \ - P(class, prefix, load_spread, float, SEC) \ - P(class, prefix, load_spread_bias, float, SEC) \ - P(class, prefix, radius, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, secondary, float, NONE) \ - 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, Hagar, hagar) -#undef X - -ENDCLASS(Hagar) -REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar)); -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); } @@ -569,4 +510,3 @@ METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/hagar.qh b/qcsrc/common/weapons/weapon/hagar.qh index 6f70f09be..7dfd3c631 100644 --- a/qcsrc/common/weapons/weapon/hagar.qh +++ b/qcsrc/common/weapons/weapon/hagar.qh @@ -1 +1,58 @@ #pragma once + +CLASS(Hagar, Weapon) +/* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(Hagar, impulse, int, 8); +/* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, 6000); +/* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5'); +/* modelname */ ATTRIB(Hagar, mdl, string, "hagar"); +#ifdef GAMEQC +/* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM); +#endif +/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar"); +/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8); +/* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar"); +/* refname */ ATTRIB(Hagar, netname, string, "hagar"); +/* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, damageforcescale, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, health, float, BOTH) \ + P(class, prefix, lifetime, float, PRI) \ + P(class, prefix, lifetime_min, float, SEC) \ + P(class, prefix, lifetime_rand, float, SEC) \ + P(class, prefix, load, float, SEC) \ + P(class, prefix, load_abort, float, SEC) \ + P(class, prefix, load_animtime, float, SEC) \ + P(class, prefix, load_hold, float, SEC) \ + P(class, prefix, load_linkexplode, float, SEC) \ + P(class, prefix, load_max, float, SEC) \ + P(class, prefix, load_releasedeath, float, SEC) \ + P(class, prefix, load_speed, float, SEC) \ + P(class, prefix, load_spread, float, SEC) \ + P(class, prefix, load_spread_bias, float, SEC) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + 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, Hagar, hagar) +#undef X + +ENDCLASS(Hagar) +REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar)); diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index 6e03b1041..0193270a6 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -1,57 +1,5 @@ #include "hlac.qh" -#ifndef IMPLEMENTATION -CLASS(HLAC, Weapon) -/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells); -/* impulse */ ATTRIB(HLAC, impulse, int, 6); -/* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, 4000); -/* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0'); -/* modelname */ ATTRIB(HLAC, mdl, string, "hlac"); -#ifdef GAMEQC -/* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM); -#endif -/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac"); -/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6); -/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac"); -/* refname */ ATTRIB(HLAC, netname, string, "hlac"); -/* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, lifetime, float, BOTH) \ - P(class, prefix, radius, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, secondary, float, NONE) \ - P(class, prefix, shots, float, SEC) \ - P(class, prefix, speed, float, BOTH) \ - P(class, prefix, spread, float, SEC) \ - P(class, prefix, spread_add, float, PRI) \ - P(class, prefix, spread_crouchmod, float, BOTH) \ - P(class, prefix, spread_max, float, PRI) \ - P(class, prefix, spread_min, float, PRI) \ - 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, HLAC, hlac) -#undef X - -ENDCLASS(HLAC) -REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); - -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); } @@ -277,4 +225,3 @@ METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/hlac.qh b/qcsrc/common/weapons/weapon/hlac.qh index 6f70f09be..f965abcbf 100644 --- a/qcsrc/common/weapons/weapon/hlac.qh +++ b/qcsrc/common/weapons/weapon/hlac.qh @@ -1 +1,50 @@ #pragma once + +CLASS(HLAC, Weapon) +/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(HLAC, impulse, int, 6); +/* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, 4000); +/* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0'); +/* modelname */ ATTRIB(HLAC, mdl, string, "hlac"); +#ifdef GAMEQC +/* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM); +#endif +/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac"); +/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6); +/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac"); +/* refname */ ATTRIB(HLAC, netname, string, "hlac"); +/* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, shots, float, SEC) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, spread, float, SEC) \ + P(class, prefix, spread_add, float, PRI) \ + P(class, prefix, spread_crouchmod, float, BOTH) \ + P(class, prefix, spread_max, float, PRI) \ + P(class, prefix, spread_min, float, PRI) \ + 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, HLAC, hlac) +#undef X + +ENDCLASS(HLAC) +REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index 26c04ad4f..d92e0caa8 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -1,83 +1,7 @@ #include "hook.qh" -#ifndef IMPLEMENTATION -CLASS(Hook, Weapon) -/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel); -/* impulse */ ATTRIB(Hook, impulse, int, 0); -/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0); -/* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0'); -/* modelname */ ATTRIB(Hook, mdl, string, "hookgun"); -#ifdef GAMEQC -/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM); -#endif -/* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook"); -/* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5); -/* wepimg */ ATTRIB(Hook, model2, string, "weaponhook"); -/* refname */ ATTRIB(Hook, netname, string, "hook"); -/* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook")); - ATTRIB(Hook, ammo_factor, float, 1); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, PRI) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, damageforcescale, float, SEC) \ - P(class, prefix, damage, float, SEC) \ - P(class, prefix, duration, float, SEC) \ - P(class, prefix, edgedamage, float, SEC) \ - P(class, prefix, force, float, SEC) \ - P(class, prefix, gravity, float, SEC) \ - P(class, prefix, health, float, SEC) \ - P(class, prefix, hooked_ammo, float, PRI) \ - P(class, prefix, hooked_time_free, float, PRI) \ - P(class, prefix, hooked_time_max, float, PRI) \ - P(class, prefix, lifetime, float, SEC) \ - P(class, prefix, power, float, SEC) \ - P(class, prefix, radius, float, SEC) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, speed, float, SEC) \ - 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, Hook, hook) -#undef X - -ENDCLASS(Hook) -REGISTER_WEAPON(HOOK, hook, NEW(Hook)); - -CLASS(OffhandHook, OffhandWeapon) -#ifdef SVQC - METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed)) - { - Weapon wep = WEP_HOOK; - .entity weaponentity = weaponentities[1]; - wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0); - } -#endif -ENDCLASS(OffhandHook) -OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); } #ifdef SVQC -.float dmg; -.float dmg_edge; -.float dmg_radius; -.float dmg_force; -.float dmg_power; -.float dmg_duration; -.float dmg_last; -.float hook_refire; -.float hook_time_hooked; -.float hook_time_fueldecrease; -#endif -#endif -#ifdef IMPLEMENTATION -#ifdef SVQC - spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); } void W_Hook_ExplodeThink(entity this) @@ -583,5 +507,3 @@ NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew) // TODO: hook: temporarily transform this.origin for drawing the model along warpzones! #endif - -#endif diff --git a/qcsrc/common/weapons/weapon/hook.qh b/qcsrc/common/weapons/weapon/hook.qh index 6f70f09be..f67db3d00 100644 --- a/qcsrc/common/weapons/weapon/hook.qh +++ b/qcsrc/common/weapons/weapon/hook.qh @@ -1 +1,76 @@ #pragma once + +CLASS(Hook, Weapon) +/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel); +/* impulse */ ATTRIB(Hook, impulse, int, 0); +/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0); +/* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0'); +/* modelname */ ATTRIB(Hook, mdl, string, "hookgun"); +#ifdef GAMEQC +/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM); +#endif +/* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook"); +/* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5); +/* wepimg */ ATTRIB(Hook, model2, string, "weaponhook"); +/* refname */ ATTRIB(Hook, netname, string, "hook"); +/* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook")); + ATTRIB(Hook, ammo_factor, float, 1); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, damageforcescale, float, SEC) \ + P(class, prefix, damage, float, SEC) \ + P(class, prefix, duration, float, SEC) \ + P(class, prefix, edgedamage, float, SEC) \ + P(class, prefix, force, float, SEC) \ + P(class, prefix, gravity, float, SEC) \ + P(class, prefix, health, float, SEC) \ + P(class, prefix, hooked_ammo, float, PRI) \ + P(class, prefix, hooked_time_free, float, PRI) \ + P(class, prefix, hooked_time_max, float, PRI) \ + P(class, prefix, lifetime, float, SEC) \ + P(class, prefix, power, float, SEC) \ + P(class, prefix, radius, float, SEC) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, speed, float, SEC) \ + 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, Hook, hook) +#undef X + +ENDCLASS(Hook) +REGISTER_WEAPON(HOOK, hook, NEW(Hook)); + +CLASS(OffhandHook, OffhandWeapon) +#ifdef SVQC + METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed)) + { + Weapon wep = WEP_HOOK; + .entity weaponentity = weaponentities[1]; + wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0); + } +#endif +ENDCLASS(OffhandHook) +OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); } + +#ifdef SVQC + +.float dmg; +.float dmg_edge; +.float dmg_radius; +.float dmg_force; +.float dmg_power; +.float dmg_duration; +.float dmg_last; +.float hook_refire; +.float hook_time_hooked; +.float hook_time_fueldecrease; +#endif diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 163b81ca1..c4f3b9bb3 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -1,63 +1,5 @@ #include "machinegun.qh" -#ifndef IMPLEMENTATION -CLASS(MachineGun, Weapon) -/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails); -/* impulse */ ATTRIB(MachineGun, impulse, int, 3); -/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); -/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, 7000); -/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0'); -/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi"); -#ifdef GAMEQC -/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM); -#endif -/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi"); -/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6); -/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi"); -/* refname */ ATTRIB(MachineGun, netname, string, "machinegun"); -/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, burst, float, NONE) \ - P(class, prefix, burst_ammo, float, NONE) \ - P(class, prefix, burst_animtime, float, NONE) \ - P(class, prefix, burst_refire2, float, NONE) \ - P(class, prefix, burst_refire, float, NONE) \ - P(class, prefix, burst_speed, float, NONE) \ - P(class, prefix, first, float, NONE) \ - P(class, prefix, first_ammo, float, NONE) \ - P(class, prefix, first_damage, float, NONE) \ - P(class, prefix, first_force, float, NONE) \ - P(class, prefix, first_refire, float, NONE) \ - P(class, prefix, first_spread, float, NONE) \ - P(class, prefix, mode, float, NONE) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, solidpenetration, float, NONE) \ - P(class, prefix, spread_add, float, NONE) \ - P(class, prefix, spread_max, float, NONE) \ - P(class, prefix, spread_min, float, NONE) \ - P(class, prefix, sustained_ammo, float, NONE) \ - P(class, prefix, sustained_damage, float, NONE) \ - P(class, prefix, sustained_force, float, NONE) \ - P(class, prefix, sustained_refire, float, NONE) \ - P(class, prefix, sustained_spread, float, NONE) \ - 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, MachineGun, machinegun) -#undef X - -ENDCLASS(MachineGun) -REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun)); - -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_machinegun) @@ -375,4 +317,3 @@ METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/machinegun.qh b/qcsrc/common/weapons/weapon/machinegun.qh index 6f70f09be..66a7cb674 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qh +++ b/qcsrc/common/weapons/weapon/machinegun.qh @@ -1 +1,56 @@ #pragma once + +CLASS(MachineGun, Weapon) +/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails); +/* impulse */ ATTRIB(MachineGun, impulse, int, 3); +/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); +/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, 7000); +/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0'); +/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi"); +#ifdef GAMEQC +/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM); +#endif +/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi"); +/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6); +/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi"); +/* refname */ ATTRIB(MachineGun, netname, string, "machinegun"); +/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, burst, float, NONE) \ + P(class, prefix, burst_ammo, float, NONE) \ + P(class, prefix, burst_animtime, float, NONE) \ + P(class, prefix, burst_refire2, float, NONE) \ + P(class, prefix, burst_refire, float, NONE) \ + P(class, prefix, burst_speed, float, NONE) \ + P(class, prefix, first, float, NONE) \ + P(class, prefix, first_ammo, float, NONE) \ + P(class, prefix, first_damage, float, NONE) \ + P(class, prefix, first_force, float, NONE) \ + P(class, prefix, first_refire, float, NONE) \ + P(class, prefix, first_spread, float, NONE) \ + P(class, prefix, mode, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, solidpenetration, float, NONE) \ + P(class, prefix, spread_add, float, NONE) \ + P(class, prefix, spread_max, float, NONE) \ + P(class, prefix, spread_min, float, NONE) \ + P(class, prefix, sustained_ammo, float, NONE) \ + P(class, prefix, sustained_damage, float, NONE) \ + P(class, prefix, sustained_force, float, NONE) \ + P(class, prefix, sustained_refire, float, NONE) \ + P(class, prefix, sustained_spread, float, NONE) \ + 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, MachineGun, machinegun) +#undef X + +ENDCLASS(MachineGun) +REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun)); diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index 73b29a48d..463f5109b 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -1,66 +1,5 @@ #include "minelayer.qh" -#ifndef IMPLEMENTATION -CLASS(MineLayer, Weapon) -/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets); -/* impulse */ ATTRIB(MineLayer, impulse, int, 4); -/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000); -/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0'); -/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer"); -#ifdef GAMEQC -/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM); -#endif -/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer"); -/* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9); -/* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer"); -/* refname */ ATTRIB(MineLayer, netname, string, "minelayer"); -/* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, NONE) \ - P(class, prefix, animtime, float, NONE) \ - P(class, prefix, damageforcescale, float, NONE) \ - P(class, prefix, damage, float, NONE) \ - P(class, prefix, detonatedelay, float, NONE) \ - P(class, prefix, edgedamage, float, NONE) \ - P(class, prefix, force, float, NONE) \ - P(class, prefix, health, float, NONE) \ - P(class, prefix, lifetime, float, NONE) \ - P(class, prefix, lifetime_countdown, float, NONE) \ - P(class, prefix, limit, float, NONE) \ - P(class, prefix, protection, float, NONE) \ - P(class, prefix, proximityradius, float, NONE) \ - P(class, prefix, radius, float, NONE) \ - P(class, prefix, refire, float, NONE) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, remote_damage, float, NONE) \ - P(class, prefix, remote_edgedamage, float, NONE) \ - P(class, prefix, remote_force, float, NONE) \ - P(class, prefix, remote_radius, float, NONE) \ - P(class, prefix, speed, float, NONE) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, time, 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, MineLayer, minelayer) -#undef X -ENDCLASS(MineLayer) -REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer)); -#ifdef SVQC -void W_MineLayer_Think(entity this); -.float minelayer_detonate, mine_explodeanyway; -.float mine_time; -.vector mine_orientation; -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); } @@ -587,4 +526,3 @@ METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/minelayer.qh b/qcsrc/common/weapons/weapon/minelayer.qh index 6f70f09be..e867db8d3 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qh +++ b/qcsrc/common/weapons/weapon/minelayer.qh @@ -1 +1,61 @@ #pragma once + +CLASS(MineLayer, Weapon) +/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(MineLayer, impulse, int, 4); +/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000); +/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0'); +/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer"); +#ifdef GAMEQC +/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM); +#endif +/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer"); +/* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9); +/* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer"); +/* refname */ ATTRIB(MineLayer, netname, string, "minelayer"); +/* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, NONE) \ + P(class, prefix, animtime, float, NONE) \ + P(class, prefix, damageforcescale, float, NONE) \ + P(class, prefix, damage, float, NONE) \ + P(class, prefix, detonatedelay, float, NONE) \ + P(class, prefix, edgedamage, float, NONE) \ + P(class, prefix, force, float, NONE) \ + P(class, prefix, health, float, NONE) \ + P(class, prefix, lifetime, float, NONE) \ + P(class, prefix, lifetime_countdown, float, NONE) \ + P(class, prefix, limit, float, NONE) \ + P(class, prefix, protection, float, NONE) \ + P(class, prefix, proximityradius, float, NONE) \ + P(class, prefix, radius, float, NONE) \ + P(class, prefix, refire, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, remote_damage, float, NONE) \ + P(class, prefix, remote_edgedamage, float, NONE) \ + P(class, prefix, remote_force, float, NONE) \ + P(class, prefix, remote_radius, float, NONE) \ + P(class, prefix, speed, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, time, 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, MineLayer, minelayer) +#undef X +ENDCLASS(MineLayer) +REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer)); + +#ifdef SVQC +void W_MineLayer_Think(entity this); +.float minelayer_detonate, mine_explodeanyway; +.float mine_time; +.vector mine_orientation; +#endif diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index f6b498a8b..186d1f139 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -1,65 +1,5 @@ #include "mortar.qh" -#ifndef IMPLEMENTATION -CLASS(Mortar, Weapon) -/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets); -/* impulse */ ATTRIB(Mortar, impulse, int, 4); -/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000); -/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0'); -/* modelname */ ATTRIB(Mortar, mdl, string, "gl"); -#ifdef GAMEQC -/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM); -#endif -/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher"); -/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7); -/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher"); -/* refname */ ATTRIB(Mortar, netname, string, "mortar"); -/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar")); - -#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, NONE) \ - P(class, prefix, bouncestop, float, NONE) \ - P(class, prefix, damageforcescale, float, BOTH) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, health, float, BOTH) \ - P(class, prefix, lifetime, float, BOTH) \ - P(class, prefix, lifetime_bounce, float, SEC) \ - P(class, prefix, lifetime_stick, float, BOTH) \ - P(class, prefix, radius, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, remote_detonateprimary, float, SEC) \ - P(class, prefix, remote_minbouncecnt, float, PRI) \ - P(class, prefix, speed, float, BOTH) \ - P(class, prefix, speed_up, float, BOTH) \ - P(class, prefix, speed_z, 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, type, float, BOTH) \ - 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, Mortar, mortar) -#undef X -ENDCLASS(Mortar) -REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar)); - -#ifdef SVQC -.float gl_detonate_later; -.float gl_bouncecnt; -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); } @@ -427,4 +367,3 @@ METHOD(Mortar, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/mortar.qh b/qcsrc/common/weapons/weapon/mortar.qh index 6f70f09be..58b526b8e 100644 --- a/qcsrc/common/weapons/weapon/mortar.qh +++ b/qcsrc/common/weapons/weapon/mortar.qh @@ -1 +1,60 @@ #pragma once + +CLASS(Mortar, Weapon) +/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(Mortar, impulse, int, 4); +/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000); +/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0'); +/* modelname */ ATTRIB(Mortar, mdl, string, "gl"); +#ifdef GAMEQC +/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM); +#endif +/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher"); +/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7); +/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher"); +/* refname */ ATTRIB(Mortar, netname, string, "mortar"); +/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar")); + +#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, NONE) \ + P(class, prefix, bouncestop, float, NONE) \ + P(class, prefix, damageforcescale, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, health, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, lifetime_bounce, float, SEC) \ + P(class, prefix, lifetime_stick, float, BOTH) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, remote_detonateprimary, float, SEC) \ + P(class, prefix, remote_minbouncecnt, float, PRI) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, speed_up, float, BOTH) \ + P(class, prefix, speed_z, 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, type, float, BOTH) \ + 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, Mortar, mortar) +#undef X +ENDCLASS(Mortar) +REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar)); + + +#ifdef SVQC +.float gl_detonate_later; +.float gl_bouncecnt; +#endif diff --git a/qcsrc/common/weapons/weapon/porto.qc b/qcsrc/common/weapons/weapon/porto.qc index f5a19b2c7..b4dab73cc 100644 --- a/qcsrc/common/weapons/weapon/porto.qc +++ b/qcsrc/common/weapons/weapon/porto.qc @@ -1,49 +1,5 @@ #include "porto.qh" -#ifndef IMPLEMENTATION -CLASS(PortoLaunch, Weapon) -/* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none); -/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0); -/* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON | WEP_FLAG_NODUAL); -/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0); -/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5'); -/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto"); -#ifdef GAMEQC -/* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM); -#endif -/* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto"); -/* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6); -/* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto"); -/* refname */ ATTRIB(PortoLaunch, netname, string, "porto"); -/* wepname */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, lifetime, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, secondary, float, NONE) \ - P(class, prefix, speed, 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, PortoLaunch, porto) -#undef X -ENDCLASS(PortoLaunch) -REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch)); -#ifdef SVQC -.entity porto_current; -.vector porto_v_angle; // holds "held" view angles -.float porto_v_angle_held; -.vector right_vector; -.float porto_forbidden; -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC #include @@ -377,4 +333,3 @@ METHOD(PortoLaunch, wr_impacteffect, void(entity this, entity actor)) { LOG_WARN("Since when does Porto send DamageInfo?"); } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/porto.qh b/qcsrc/common/weapons/weapon/porto.qh index 6f70f09be..94c6e165c 100644 --- a/qcsrc/common/weapons/weapon/porto.qh +++ b/qcsrc/common/weapons/weapon/porto.qh @@ -1 +1,44 @@ #pragma once + +CLASS(PortoLaunch, Weapon) +/* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none); +/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0); +/* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON | WEP_FLAG_NODUAL); +/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0); +/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5'); +/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto"); +#ifdef GAMEQC +/* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM); +#endif +/* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto"); +/* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6); +/* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto"); +/* refname */ ATTRIB(PortoLaunch, netname, string, "porto"); +/* wepname */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, speed, 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, PortoLaunch, porto) +#undef X +ENDCLASS(PortoLaunch) +REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch)); + +#ifdef SVQC +.entity porto_current; +.vector porto_v_angle; // holds "held" view angles +.float porto_v_angle_held; +.vector right_vector; +.float porto_forbidden; +#endif diff --git a/qcsrc/common/weapons/weapon/rifle.qc b/qcsrc/common/weapons/weapon/rifle.qc index 771f38436..92694e2e2 100644 --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@ -1,58 +1,5 @@ #include "rifle.qh" -#ifndef IMPLEMENTATION -CLASS(Rifle, Weapon) -/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails); -/* impulse */ ATTRIB(Rifle, impulse, int, 7); -/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); -/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, 7000); -/* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0'); -/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle"); -#ifdef GAMEQC -/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM); -#endif -/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle"); -/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6); -/* reticle */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_nex"); -/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle"); -/* refname */ ATTRIB(Rifle, netname, string, "rifle"); -/* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, bullethail, float, BOTH) \ - P(class, prefix, burstcost, float, BOTH) \ - P(class, prefix, bursttime, float, NONE) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, reload, float, SEC) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, secondary, float, NONE) \ - P(class, prefix, shots, float, BOTH) \ - P(class, prefix, solidpenetration, 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, tracer, float, BOTH) \ - 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, Rifle, rifle) -#undef X -ENDCLASS(Rifle) -REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle)); - -#ifdef SVQC -.float rifle_accumulator; -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); } spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); } @@ -281,4 +228,3 @@ METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/rifle.qh b/qcsrc/common/weapons/weapon/rifle.qh index 6f70f09be..29520f545 100644 --- a/qcsrc/common/weapons/weapon/rifle.qh +++ b/qcsrc/common/weapons/weapon/rifle.qh @@ -1 +1,53 @@ #pragma once + +CLASS(Rifle, Weapon) +/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails); +/* impulse */ ATTRIB(Rifle, impulse, int, 7); +/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); +/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, 7000); +/* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0'); +/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle"); +#ifdef GAMEQC +/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM); +#endif +/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle"); +/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6); +/* reticle */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_nex"); +/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle"); +/* refname */ ATTRIB(Rifle, netname, string, "rifle"); +/* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bullethail, float, BOTH) \ + P(class, prefix, burstcost, float, BOTH) \ + P(class, prefix, bursttime, float, NONE) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload, float, SEC) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, shots, float, BOTH) \ + P(class, prefix, solidpenetration, 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, tracer, float, BOTH) \ + 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, Rifle, rifle) +#undef X +ENDCLASS(Rifle) +REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle)); + + +#ifdef SVQC +.float rifle_accumulator; +#endif diff --git a/qcsrc/common/weapons/weapon/seeker.qc b/qcsrc/common/weapons/weapon/seeker.qc index 4b5ccab4a..35b48b8ea 100644 --- a/qcsrc/common/weapons/weapon/seeker.qc +++ b/qcsrc/common/weapons/weapon/seeker.qc @@ -1,94 +1,5 @@ #include "seeker.qh" -#ifndef IMPLEMENTATION -CLASS(Seeker, Weapon) -/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets); -/* impulse */ ATTRIB(Seeker, impulse, int, 8); -/* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, 5000); -/* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0'); -/* modelname */ ATTRIB(Seeker, mdl, string, "seeker"); -#ifdef GAMEQC -/* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM); -#endif -/* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker"); -/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8); -/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker"); -/* refname */ ATTRIB(Seeker, netname, string, "seeker"); -/* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, flac_ammo, float, NONE) \ - P(class, prefix, flac_animtime, float, NONE) \ - P(class, prefix, flac_damage, float, NONE) \ - P(class, prefix, flac_edgedamage, float, NONE) \ - P(class, prefix, flac_force, float, NONE) \ - P(class, prefix, flac_lifetime, float, NONE) \ - P(class, prefix, flac_lifetime_rand, float, NONE) \ - P(class, prefix, flac_radius, float, NONE) \ - P(class, prefix, flac_refire, float, NONE) \ - P(class, prefix, flac_speed, float, NONE) \ - P(class, prefix, flac_speed_up, float, NONE) \ - P(class, prefix, flac_speed_z, float, NONE) \ - P(class, prefix, flac_spread, float, NONE) \ - P(class, prefix, missile_accel, float, NONE) \ - P(class, prefix, missile_ammo, float, NONE) \ - P(class, prefix, missile_animtime, float, NONE) \ - P(class, prefix, missile_count, float, NONE) \ - P(class, prefix, missile_damageforcescale, float, NONE) \ - P(class, prefix, missile_damage, float, NONE) \ - P(class, prefix, missile_decel, float, NONE) \ - P(class, prefix, missile_delay, float, NONE) \ - P(class, prefix, missile_edgedamage, float, NONE) \ - P(class, prefix, missile_force, float, NONE) \ - P(class, prefix, missile_health, float, NONE) \ - P(class, prefix, missile_lifetime, float, NONE) \ - P(class, prefix, missile_proxy, float, NONE) \ - P(class, prefix, missile_proxy_delay, float, NONE) \ - P(class, prefix, missile_proxy_maxrange, float, NONE) \ - P(class, prefix, missile_radius, float, NONE) \ - P(class, prefix, missile_refire, float, NONE) \ - P(class, prefix, missile_smart, float, NONE) \ - P(class, prefix, missile_smart_mindist, float, NONE) \ - P(class, prefix, missile_smart_trace_max, float, NONE) \ - P(class, prefix, missile_smart_trace_min, float, NONE) \ - P(class, prefix, missile_speed, float, NONE) \ - P(class, prefix, missile_speed_max, float, NONE) \ - P(class, prefix, missile_speed_up, float, NONE) \ - P(class, prefix, missile_speed_z, float, NONE) \ - P(class, prefix, missile_spread, float, NONE) \ - P(class, prefix, missile_turnrate, float, NONE) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, tag_ammo, float, NONE) \ - P(class, prefix, tag_animtime, float, NONE) \ - P(class, prefix, tag_damageforcescale, float, NONE) \ - P(class, prefix, tag_health, float, NONE) \ - P(class, prefix, tag_lifetime, float, NONE) \ - P(class, prefix, tag_refire, float, NONE) \ - P(class, prefix, tag_speed, float, NONE) \ - P(class, prefix, tag_spread, float, NONE) \ - P(class, prefix, tag_tracker_lifetime, float, NONE) \ - P(class, prefix, type, 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, Seeker, seeker) -#undef X -ENDCLASS(Seeker) -REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker)); - -#ifdef SVQC -.entity tag_target, wps_tag_tracker; -.float tag_time; -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); } @@ -763,4 +674,3 @@ METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/seeker.qh b/qcsrc/common/weapons/weapon/seeker.qh index 5a1a73f82..04567d1b9 100644 --- a/qcsrc/common/weapons/weapon/seeker.qh +++ b/qcsrc/common/weapons/weapon/seeker.qh @@ -1,6 +1,91 @@ #pragma once +CLASS(Seeker, Weapon) +/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(Seeker, impulse, int, 8); +/* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, 5000); +/* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0'); +/* modelname */ ATTRIB(Seeker, mdl, string, "seeker"); +#ifdef GAMEQC +/* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM); +#endif +/* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker"); +/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8); +/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker"); +/* refname */ ATTRIB(Seeker, netname, string, "seeker"); +/* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, flac_ammo, float, NONE) \ + P(class, prefix, flac_animtime, float, NONE) \ + P(class, prefix, flac_damage, float, NONE) \ + P(class, prefix, flac_edgedamage, float, NONE) \ + P(class, prefix, flac_force, float, NONE) \ + P(class, prefix, flac_lifetime, float, NONE) \ + P(class, prefix, flac_lifetime_rand, float, NONE) \ + P(class, prefix, flac_radius, float, NONE) \ + P(class, prefix, flac_refire, float, NONE) \ + P(class, prefix, flac_speed, float, NONE) \ + P(class, prefix, flac_speed_up, float, NONE) \ + P(class, prefix, flac_speed_z, float, NONE) \ + P(class, prefix, flac_spread, float, NONE) \ + P(class, prefix, missile_accel, float, NONE) \ + P(class, prefix, missile_ammo, float, NONE) \ + P(class, prefix, missile_animtime, float, NONE) \ + P(class, prefix, missile_count, float, NONE) \ + P(class, prefix, missile_damageforcescale, float, NONE) \ + P(class, prefix, missile_damage, float, NONE) \ + P(class, prefix, missile_decel, float, NONE) \ + P(class, prefix, missile_delay, float, NONE) \ + P(class, prefix, missile_edgedamage, float, NONE) \ + P(class, prefix, missile_force, float, NONE) \ + P(class, prefix, missile_health, float, NONE) \ + P(class, prefix, missile_lifetime, float, NONE) \ + P(class, prefix, missile_proxy, float, NONE) \ + P(class, prefix, missile_proxy_delay, float, NONE) \ + P(class, prefix, missile_proxy_maxrange, float, NONE) \ + P(class, prefix, missile_radius, float, NONE) \ + P(class, prefix, missile_refire, float, NONE) \ + P(class, prefix, missile_smart, float, NONE) \ + P(class, prefix, missile_smart_mindist, float, NONE) \ + P(class, prefix, missile_smart_trace_max, float, NONE) \ + P(class, prefix, missile_smart_trace_min, float, NONE) \ + P(class, prefix, missile_speed, float, NONE) \ + P(class, prefix, missile_speed_max, float, NONE) \ + P(class, prefix, missile_speed_up, float, NONE) \ + P(class, prefix, missile_speed_z, float, NONE) \ + P(class, prefix, missile_spread, float, NONE) \ + P(class, prefix, missile_turnrate, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, tag_ammo, float, NONE) \ + P(class, prefix, tag_animtime, float, NONE) \ + P(class, prefix, tag_damageforcescale, float, NONE) \ + P(class, prefix, tag_health, float, NONE) \ + P(class, prefix, tag_lifetime, float, NONE) \ + P(class, prefix, tag_refire, float, NONE) \ + P(class, prefix, tag_speed, float, NONE) \ + P(class, prefix, tag_spread, float, NONE) \ + P(class, prefix, tag_tracker_lifetime, float, NONE) \ + P(class, prefix, type, 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, Seeker, seeker) +#undef X +ENDCLASS(Seeker) +REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker)); + #ifdef SVQC +.entity tag_target, wps_tag_tracker; +.float tag_time; + IntrusiveList g_seeker_trackers; STATIC_INIT(g_seeker_trackers) { g_seeker_trackers = IL_NEW(); } #endif diff --git a/qcsrc/common/weapons/weapon/shockwave.qc b/qcsrc/common/weapons/weapon/shockwave.qc index 1fa0adc4d..b190cce69 100644 --- a/qcsrc/common/weapons/weapon/shockwave.qc +++ b/qcsrc/common/weapons/weapon/shockwave.qc @@ -1,91 +1,4 @@ #include "shockwave.qh" -#ifndef IMPLEMENTATION -CLASS(Shockwave, Weapon) -/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none); -/* impulse */ ATTRIB(Shockwave, impulse, int, 2); -/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC); -/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, 3000); -/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0'); -/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun"); -#ifdef GAMEQC -/* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM); -#endif -/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun"); -/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7); -/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave"); -/* refname */ ATTRIB(Shockwave, netname, string, "shockwave"); -/* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, blast_animtime, float, NONE) \ - P(class, prefix, blast_damage, float, NONE) \ - P(class, prefix, blast_distance, float, NONE) \ - P(class, prefix, blast_edgedamage, float, NONE) \ - P(class, prefix, blast_force, float, NONE) \ - P(class, prefix, blast_force_forwardbias, float, NONE) \ - P(class, prefix, blast_force_zscale, float, NONE) \ - P(class, prefix, blast_jump_damage, float, NONE) \ - P(class, prefix, blast_jump_edgedamage, float, NONE) \ - P(class, prefix, blast_jump_force, float, NONE) \ - P(class, prefix, blast_jump_force_velocitybias, float, NONE) \ - P(class, prefix, blast_jump_force_zscale, float, NONE) \ - P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \ - P(class, prefix, blast_jump_multiplier_distance, float, NONE) \ - P(class, prefix, blast_jump_multiplier_min, float, NONE) \ - P(class, prefix, blast_jump_radius, float, NONE) \ - P(class, prefix, blast_multiplier_accuracy, float, NONE) \ - P(class, prefix, blast_multiplier_distance, float, NONE) \ - P(class, prefix, blast_multiplier_min, float, NONE) \ - P(class, prefix, blast_refire, float, NONE) \ - P(class, prefix, blast_splash_damage, float, NONE) \ - P(class, prefix, blast_splash_edgedamage, float, NONE) \ - P(class, prefix, blast_splash_force, float, NONE) \ - P(class, prefix, blast_splash_force_forwardbias, float, NONE) \ - P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \ - P(class, prefix, blast_splash_multiplier_distance, float, NONE) \ - P(class, prefix, blast_splash_multiplier_min, float, NONE) \ - P(class, prefix, blast_splash_radius, float, NONE) \ - P(class, prefix, blast_spread_max, float, NONE) \ - P(class, prefix, blast_spread_min, float, NONE) \ - P(class, prefix, melee_animtime, float, NONE) \ - P(class, prefix, melee_damage, float, NONE) \ - P(class, prefix, melee_delay, float, NONE) \ - P(class, prefix, melee_force, float, NONE) \ - P(class, prefix, melee_multihit, float, NONE) \ - P(class, prefix, melee_no_doubleslap, float, NONE) \ - P(class, prefix, melee_nonplayerdamage, float, NONE) \ - P(class, prefix, melee_range, float, NONE) \ - P(class, prefix, melee_refire, float, NONE) \ - P(class, prefix, melee_swing_side, float, NONE) \ - P(class, prefix, melee_swing_up, float, NONE) \ - P(class, prefix, melee_time, float, NONE) \ - P(class, prefix, melee_traces, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, weaponreplace, string, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ - END() - W_PROPS(X, Shockwave, shockwave) -#undef X - -ENDCLASS(Shockwave) -REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave)); - - -#ifdef CSQC -void Net_ReadShockwaveParticle(); -.vector sw_shotorg; -.vector sw_shotdir; -.float sw_distance; -.float sw_spread_max; -.float sw_spread_min; -.float sw_time; -#endif -#endif -#ifdef IMPLEMENTATION REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE) @@ -884,4 +797,3 @@ METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/shockwave.qh b/qcsrc/common/weapons/weapon/shockwave.qh index 6f70f09be..f863094c0 100644 --- a/qcsrc/common/weapons/weapon/shockwave.qh +++ b/qcsrc/common/weapons/weapon/shockwave.qh @@ -1 +1,86 @@ #pragma once + +CLASS(Shockwave, Weapon) +/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none); +/* impulse */ ATTRIB(Shockwave, impulse, int, 2); +/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC); +/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, 3000); +/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0'); +/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun"); +#ifdef GAMEQC +/* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM); +#endif +/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun"); +/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7); +/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave"); +/* refname */ ATTRIB(Shockwave, netname, string, "shockwave"); +/* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, blast_animtime, float, NONE) \ + P(class, prefix, blast_damage, float, NONE) \ + P(class, prefix, blast_distance, float, NONE) \ + P(class, prefix, blast_edgedamage, float, NONE) \ + P(class, prefix, blast_force, float, NONE) \ + P(class, prefix, blast_force_forwardbias, float, NONE) \ + P(class, prefix, blast_force_zscale, float, NONE) \ + P(class, prefix, blast_jump_damage, float, NONE) \ + P(class, prefix, blast_jump_edgedamage, float, NONE) \ + P(class, prefix, blast_jump_force, float, NONE) \ + P(class, prefix, blast_jump_force_velocitybias, float, NONE) \ + P(class, prefix, blast_jump_force_zscale, float, NONE) \ + P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \ + P(class, prefix, blast_jump_multiplier_distance, float, NONE) \ + P(class, prefix, blast_jump_multiplier_min, float, NONE) \ + P(class, prefix, blast_jump_radius, float, NONE) \ + P(class, prefix, blast_multiplier_accuracy, float, NONE) \ + P(class, prefix, blast_multiplier_distance, float, NONE) \ + P(class, prefix, blast_multiplier_min, float, NONE) \ + P(class, prefix, blast_refire, float, NONE) \ + P(class, prefix, blast_splash_damage, float, NONE) \ + P(class, prefix, blast_splash_edgedamage, float, NONE) \ + P(class, prefix, blast_splash_force, float, NONE) \ + P(class, prefix, blast_splash_force_forwardbias, float, NONE) \ + P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \ + P(class, prefix, blast_splash_multiplier_distance, float, NONE) \ + P(class, prefix, blast_splash_multiplier_min, float, NONE) \ + P(class, prefix, blast_splash_radius, float, NONE) \ + P(class, prefix, blast_spread_max, float, NONE) \ + P(class, prefix, blast_spread_min, float, NONE) \ + P(class, prefix, melee_animtime, float, NONE) \ + P(class, prefix, melee_damage, float, NONE) \ + P(class, prefix, melee_delay, float, NONE) \ + P(class, prefix, melee_force, float, NONE) \ + P(class, prefix, melee_multihit, float, NONE) \ + P(class, prefix, melee_no_doubleslap, float, NONE) \ + P(class, prefix, melee_nonplayerdamage, float, NONE) \ + P(class, prefix, melee_range, float, NONE) \ + P(class, prefix, melee_refire, float, NONE) \ + P(class, prefix, melee_swing_side, float, NONE) \ + P(class, prefix, melee_swing_up, float, NONE) \ + P(class, prefix, melee_time, float, NONE) \ + P(class, prefix, melee_traces, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Shockwave, shockwave) +#undef X + +ENDCLASS(Shockwave) +REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave)); + + +#ifdef CSQC +void Net_ReadShockwaveParticle(); +.vector sw_shotorg; +.vector sw_shotdir; +.float sw_distance; +.float sw_spread_max; +.float sw_spread_min; +.float sw_time; +#endif diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 87a24d13a..3644c1357 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -1,61 +1,5 @@ #include "shotgun.qh" -#ifndef IMPLEMENTATION -CLASS(Shotgun, Weapon) -/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells); -/* impulse */ ATTRIB(Shotgun, impulse, int, 2); -/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC); -/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000); -/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0'); -/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun"); -#ifdef GAMEQC -/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM); -#endif -/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun"); -/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65); -/* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun"); -/* refname */ ATTRIB(Shotgun, netname, string, "shotgun"); -/* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, alt_animtime, float, SEC) \ - P(class, prefix, alt_refire, float, SEC) \ - P(class, prefix, ammo, float, PRI) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, bullets, float, PRI) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, melee_delay, float, SEC) \ - P(class, prefix, melee_multihit, float, SEC) \ - P(class, prefix, melee_nonplayerdamage, float, SEC) \ - P(class, prefix, melee_no_doubleslap, float, SEC) \ - P(class, prefix, melee_range, float, SEC) \ - P(class, prefix, melee_swing_side, float, SEC) \ - P(class, prefix, melee_swing_up, float, SEC) \ - P(class, prefix, melee_time, float, SEC) \ - P(class, prefix, melee_traces, 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, secondary, float, NONE) \ - P(class, prefix, solidpenetration, float, PRI) \ - P(class, prefix, spread, float, PRI) \ - 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, Shotgun, shotgun) -#undef X - -ENDCLASS(Shotgun) -REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun)); - -#endif -#ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); } @@ -335,4 +279,3 @@ METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/shotgun.qh b/qcsrc/common/weapons/weapon/shotgun.qh index 6f70f09be..2fd734d55 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qh +++ b/qcsrc/common/weapons/weapon/shotgun.qh @@ -1 +1,54 @@ #pragma once + +CLASS(Shotgun, Weapon) +/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells); +/* impulse */ ATTRIB(Shotgun, impulse, int, 2); +/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC); +/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000); +/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0'); +/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun"); +#ifdef GAMEQC +/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM); +#endif +/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun"); +/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65); +/* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun"); +/* refname */ ATTRIB(Shotgun, netname, string, "shotgun"); +/* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, alt_animtime, float, SEC) \ + P(class, prefix, alt_refire, float, SEC) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bullets, float, PRI) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, melee_delay, float, SEC) \ + P(class, prefix, melee_multihit, float, SEC) \ + P(class, prefix, melee_nonplayerdamage, float, SEC) \ + P(class, prefix, melee_no_doubleslap, float, SEC) \ + P(class, prefix, melee_range, float, SEC) \ + P(class, prefix, melee_swing_side, float, SEC) \ + P(class, prefix, melee_swing_up, float, SEC) \ + P(class, prefix, melee_time, float, SEC) \ + P(class, prefix, melee_traces, 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, secondary, float, NONE) \ + P(class, prefix, solidpenetration, float, PRI) \ + P(class, prefix, spread, float, PRI) \ + 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, Shotgun, shotgun) +#undef X + +ENDCLASS(Shotgun) +REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun)); diff --git a/qcsrc/common/weapons/weapon/tuba.qc b/qcsrc/common/weapons/weapon/tuba.qc index 0b43a24c1..a5ae87c36 100644 --- a/qcsrc/common/weapons/weapon/tuba.qc +++ b/qcsrc/common/weapons/weapon/tuba.qc @@ -1,47 +1,4 @@ #include "tuba.qh" -#ifndef IMPLEMENTATION -CLASS(Tuba, Weapon) -/* impulse */ ATTRIB(Tuba, impulse, int, 1); -/* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL); -/* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, 2000); -/* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0'); -/* modelname */ ATTRIB(Tuba, mdl, string, "tuba"); -#ifdef GAMEQC -/* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM); -#endif -/* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba"); -/* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65); -/* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba"); -/* refname */ ATTRIB(Tuba, netname, string, "tuba"); -/* xgettext:no-c-format */ -/* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, animtime, float, NONE) \ - P(class, prefix, attenuation, float, NONE) \ - P(class, prefix, damage, float, NONE) \ - P(class, prefix, edgedamage, float, NONE) \ - P(class, prefix, fadetime, float, NONE) \ - P(class, prefix, force, float, NONE) \ - P(class, prefix, pitchstep, float, NONE) \ - P(class, prefix, radius, float, NONE) \ - P(class, prefix, refire, float, NONE) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, volume, 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, Tuba, tuba) -#undef X -ENDCLASS(Tuba) -REGISTER_WEAPON(TUBA, tuba, NEW(Tuba)); -#endif - -#ifdef IMPLEMENTATION #ifdef SVQC @@ -634,4 +591,3 @@ PRECACHE(Tuba) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/tuba.qh b/qcsrc/common/weapons/weapon/tuba.qh index ce6b6ede7..714a2b8b5 100644 --- a/qcsrc/common/weapons/weapon/tuba.qh +++ b/qcsrc/common/weapons/weapon/tuba.qh @@ -1,5 +1,45 @@ #pragma once +CLASS(Tuba, Weapon) +/* impulse */ ATTRIB(Tuba, impulse, int, 1); +/* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL); +/* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, 2000); +/* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0'); +/* modelname */ ATTRIB(Tuba, mdl, string, "tuba"); +#ifdef GAMEQC +/* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM); +#endif +/* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba"); +/* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65); +/* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba"); +/* refname */ ATTRIB(Tuba, netname, string, "tuba"); +/* xgettext:no-c-format */ +/* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, animtime, float, NONE) \ + P(class, prefix, attenuation, float, NONE) \ + P(class, prefix, damage, float, NONE) \ + P(class, prefix, edgedamage, float, NONE) \ + P(class, prefix, fadetime, float, NONE) \ + P(class, prefix, force, float, NONE) \ + P(class, prefix, pitchstep, float, NONE) \ + P(class, prefix, radius, float, NONE) \ + P(class, prefix, refire, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, volume, 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, Tuba, tuba) +#undef X +ENDCLASS(Tuba) +REGISTER_WEAPON(TUBA, tuba, NEW(Tuba)); + #ifdef CSQC entityclass(Tuba); class(Tuba) .int note; diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index 51ce8893d..e47f8fa90 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -1,67 +1,4 @@ #include "vaporizer.qh" -#ifndef IMPLEMENTATION -CLASS(Vaporizer, Weapon) -/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells); -/* impulse */ ATTRIB(Vaporizer, impulse, int, 7); -/* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL); -/* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, 10000); -/* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1'); -/* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex"); -#ifdef GAMEQC -/* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM); -#endif -/* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex"); -/* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6); -/* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex"); -/* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex"); -/* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer"); -/* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, PRI) \ - P(class, prefix, animtime, float, PRI) \ - P(class, prefix, damage, float, PRI) \ - P(class, prefix, refire, float, PRI) \ - P(class, prefix, ammo, float, SEC) \ - P(class, prefix, animtime, float, SEC) \ - P(class, prefix, damage, float, SEC) \ - P(class, prefix, delay, float, SEC) \ - P(class, prefix, edgedamage, float, SEC) \ - P(class, prefix, force, float, SEC) \ - P(class, prefix, lifetime, float, SEC) \ - P(class, prefix, radius, float, SEC) \ - P(class, prefix, refire, float, SEC) \ - P(class, prefix, shotangle, float, SEC) \ - P(class, prefix, speed, float, SEC) \ - P(class, prefix, spread, float, SEC) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, weaponreplace, string, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ - END() - W_PROPS(X, Vaporizer, vaporizer) -#undef X - -ENDCLASS(Vaporizer) -REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer)); - - -#ifdef SVQC -.float vaporizer_lasthit; -.float jump_interval; -.float jump_interval2; -.bool held_down; -.float rm_force; -.float rm_damage; -.float rm_edmg; -#endif -#endif -#ifdef IMPLEMENTATION REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE) @@ -515,4 +452,3 @@ METHOD(Vaporizer, wr_zoom, bool(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/vaporizer.qh b/qcsrc/common/weapons/weapon/vaporizer.qh index 6f70f09be..f0b144341 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qh +++ b/qcsrc/common/weapons/weapon/vaporizer.qh @@ -1 +1,62 @@ #pragma once + +CLASS(Vaporizer, Weapon) +/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(Vaporizer, impulse, int, 7); +/* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL); +/* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, 10000); +/* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1'); +/* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex"); +#ifdef GAMEQC +/* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM); +#endif +/* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex"); +/* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6); +/* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex"); +/* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex"); +/* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer"); +/* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, animtime, float, PRI) \ + P(class, prefix, damage, float, PRI) \ + P(class, prefix, refire, float, PRI) \ + P(class, prefix, ammo, float, SEC) \ + P(class, prefix, animtime, float, SEC) \ + P(class, prefix, damage, float, SEC) \ + P(class, prefix, delay, float, SEC) \ + P(class, prefix, edgedamage, float, SEC) \ + P(class, prefix, force, float, SEC) \ + P(class, prefix, lifetime, float, SEC) \ + P(class, prefix, radius, float, SEC) \ + P(class, prefix, refire, float, SEC) \ + P(class, prefix, shotangle, float, SEC) \ + P(class, prefix, speed, float, SEC) \ + P(class, prefix, spread, float, SEC) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Vaporizer, vaporizer) +#undef X + +ENDCLASS(Vaporizer) +REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer)); + + +#ifdef SVQC +.float vaporizer_lasthit; +.float jump_interval; +.float jump_interval2; +.bool held_down; +.float rm_force; +.float rm_damage; +.float rm_edmg; +#endif diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index ee7bf22ea..454cb8bfb 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -1,71 +1,4 @@ #include "vortex.qh" -#ifndef IMPLEMENTATION -CLASS(Vortex, Weapon) -/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells); -/* impulse */ ATTRIB(Vortex, impulse, int, 7); -/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL); -/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000); -/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1'); -/* modelname */ ATTRIB(Vortex, mdl, string, "nex"); -#ifdef GAMEQC -/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM); -#endif -/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex"); -/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65); -/* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex"); -/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex"); -/* refname */ ATTRIB(Vortex, netname, string, "vortex"); -/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, BOTH) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, chargepool, float, SEC) \ - P(class, prefix, chargepool_pause_regen, float, SEC) \ - P(class, prefix, chargepool_regen, float, SEC) \ - P(class, prefix, charge, float, NONE) \ - P(class, prefix, charge_animlimit, float, NONE) \ - P(class, prefix, charge_limit, float, NONE) \ - P(class, prefix, charge_maxspeed, float, NONE) \ - P(class, prefix, charge_mindmg, float, NONE) \ - P(class, prefix, charge_minspeed, float, NONE) \ - P(class, prefix, charge_rate, float, NONE) \ - P(class, prefix, charge_rot_pause, float, NONE) \ - P(class, prefix, charge_rot_rate, float, NONE) \ - P(class, prefix, charge_shot_multiplier, float, NONE) \ - P(class, prefix, charge_start, float, NONE) \ - P(class, prefix, charge_velocity_rate, float, NONE) \ - P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \ - P(class, prefix, damagefalloff_halflife, float, BOTH) \ - P(class, prefix, damagefalloff_maxdist, float, BOTH) \ - P(class, prefix, damagefalloff_mindist, float, BOTH) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, force, float, BOTH) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, secondary, float, NONE) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, weaponreplace, string, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ - END() - W_PROPS(X, Vortex, vortex) -#undef X - -ENDCLASS(Vortex) -REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex)); - - -#ifdef SVQC - -.float vortex_lasthit; -#endif -#endif -#ifdef IMPLEMENTATION //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge)) //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit)) @@ -429,4 +362,3 @@ METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor)) } #endif -#endif diff --git a/qcsrc/common/weapons/weapon/vortex.qh b/qcsrc/common/weapons/weapon/vortex.qh index 6f70f09be..81ab7e620 100644 --- a/qcsrc/common/weapons/weapon/vortex.qh +++ b/qcsrc/common/weapons/weapon/vortex.qh @@ -1 +1,66 @@ #pragma once + +CLASS(Vortex, Weapon) +/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(Vortex, impulse, int, 7); +/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL); +/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000); +/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1'); +/* modelname */ ATTRIB(Vortex, mdl, string, "nex"); +#ifdef GAMEQC +/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM); +#endif +/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex"); +/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65); +/* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex"); +/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex"); +/* refname */ ATTRIB(Vortex, netname, string, "vortex"); +/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, chargepool, float, SEC) \ + P(class, prefix, chargepool_pause_regen, float, SEC) \ + P(class, prefix, chargepool_regen, float, SEC) \ + P(class, prefix, charge, float, NONE) \ + P(class, prefix, charge_animlimit, float, NONE) \ + P(class, prefix, charge_limit, float, NONE) \ + P(class, prefix, charge_maxspeed, float, NONE) \ + P(class, prefix, charge_mindmg, float, NONE) \ + P(class, prefix, charge_minspeed, float, NONE) \ + P(class, prefix, charge_rate, float, NONE) \ + P(class, prefix, charge_rot_pause, float, NONE) \ + P(class, prefix, charge_rot_rate, float, NONE) \ + P(class, prefix, charge_shot_multiplier, float, NONE) \ + P(class, prefix, charge_start, float, NONE) \ + P(class, prefix, charge_velocity_rate, float, NONE) \ + P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \ + P(class, prefix, damagefalloff_halflife, float, BOTH) \ + P(class, prefix, damagefalloff_maxdist, float, BOTH) \ + P(class, prefix, damagefalloff_mindist, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Vortex, vortex) +#undef X + +ENDCLASS(Vortex) +REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex)); + + +#ifdef SVQC + +.float vortex_lasthit; +#endif -- 2.39.2