Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
arc.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(ARC_MUZZLEFLASH, "models/flash.md3");
5MODEL(ARC_VIEW, W_Model("h_arc.iqm"));
6MODEL(ARC_WORLD, W_Model("v_arc.md3"));
7MODEL(ARC_ITEM, W_Model("g_arc.md3"));
8
9SOUND(ARC_BOLT_FIRE, W_Sound("electro_fire2"));
10SOUND(ARC_BOLT_IMPACT, W_Sound("electro_impact"));
11SOUND(ARC_FIRE, W_Sound("arc_fire"));
12SOUND(ARC_LOOP, W_Sound("arc_loop"));
13SOUND(ARC_LOOP_OVERHEAT, W_Sound("arc_loop_overheat"));
14SOUND(ARC_STOP, W_Sound("arc_stop"));
15#endif
16
18#ifdef SVQC
19/* spawnfunc */ ATTRIB(Arc, m_canonical_spawnfunc, string, "weapon_arc");
20/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
21#endif
22/* ammotype */ ATTRIB(Arc, ammo_type, Resource, RES_CELLS);
23/* impulse */ ATTRIB(Arc, impulse, int, 3);
25/* color */ ATTRIB(Arc, m_color, vector, '0.463 0.612 0.886');
26#ifdef GAMEQC
27/* modelname */ ATTRIB(Arc, mdl, string, "arc");
28/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
29/* flash mdl */ ATTRIB(Arc, m_muzzlemodel, Model, MDL_Null);
30/* flash eff */ ATTRIB(Arc, m_muzzleeffect, entity, EFFECT_ARC_MUZZLEFLASH);
31#endif
32#ifdef CSQC
33/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
34/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
35#endif
36/* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
37/* refname */ ATTRIB(Arc, netname, string, "arc");
38/* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
39
40#define X(BEGIN, P, END, class, prefix) \
41 BEGIN(class) \
42 P(class, prefix, bolt, float, NONE) \
43 P(class, prefix, bolt_ammo, float, NONE) \
44 P(class, prefix, bolt_bounce_count, float, NONE) \
45 P(class, prefix, bolt_bounce_explode, float, NONE) \
46 P(class, prefix, bolt_bounce_lifetime, float, NONE) \
47 P(class, prefix, bolt_count, float, NONE) \
48 P(class, prefix, bolt_damageforcescale, float, NONE) \
49 P(class, prefix, bolt_damage, float, NONE) \
50 P(class, prefix, bolt_edgedamage, float, NONE) \
51 P(class, prefix, bolt_force, float, NONE) \
52 P(class, prefix, bolt_health, float, NONE) \
53 P(class, prefix, bolt_lifetime, float, NONE) \
54 P(class, prefix, bolt_radius, float, NONE) \
55 P(class, prefix, bolt_refire, float, NONE) \
56 P(class, prefix, bolt_refire2, float, NONE) \
57 P(class, prefix, bolt_speed, float, NONE) \
58 P(class, prefix, bolt_spread, float, NONE) \
59 P(class, prefix, beam_ammo, float, NONE) \
60 P(class, prefix, beam_animtime, float, NONE) \
61 P(class, prefix, beam_botaimlifetime, float, NONE) \
62 P(class, prefix, beam_botaimspeed, float, NONE) \
63 P(class, prefix, beam_damage, float, NONE) \
64 P(class, prefix, beam_degreespersegment, float, NONE) \
65 P(class, prefix, beam_distancepersegment, float, NONE) \
66 P(class, prefix, beam_falloff_halflifedist, float, NONE) \
67 P(class, prefix, beam_falloff_maxdist, float, NONE) \
68 P(class, prefix, beam_falloff_mindist, float, NONE) \
69 P(class, prefix, beam_force, float, NONE) \
70 P(class, prefix, beam_healing_amax, float, NONE) \
71 P(class, prefix, beam_healing_aps, float, NONE) \
72 P(class, prefix, beam_healing_hmax, float, NONE) \
73 P(class, prefix, beam_healing_hps, float, NONE) \
74 P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
75 P(class, prefix, beam_maxangle, float, NONE) \
76 P(class, prefix, beam_nonplayerdamage, float, NONE) \
77 P(class, prefix, beam_range, float, NONE) \
78 P(class, prefix, beam_refire, float, NONE) \
79 P(class, prefix, beam_returnspeed, float, NONE) \
80 P(class, prefix, beam_tightness, float, NONE) \
81 P(class, prefix, burst_ammo, float, NONE) \
82 P(class, prefix, burst_damage, float, NONE) \
83 P(class, prefix, burst_healing_aps, float, NONE) \
84 P(class, prefix, burst_healing_hps, float, NONE) \
85 P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
86 P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
87 P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
88 P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
89 P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
90 P(class, prefix, pickup_ammo, float, NONE) \
91 P(class, prefix, switchdelay_drop, float, NONE) \
92 P(class, prefix, switchdelay_raise, float, NONE) \
93 P(class, prefix, weaponreplace, string, NONE) \
94 P(class, prefix, weaponstartoverride, float, NONE) \
95 P(class, prefix, weaponstart, float, NONE) \
96 P(class, prefix, weaponthrowable, float, NONE) \
97 END()
98 W_PROPS(X, Arc, arc)
99#undef X
100
103
104SPAWNFUNC_WEAPON(weapon_arc, WEP_ARC)
105
106#ifdef GAMEQC
107const float ARC_MAX_SEGMENTS = 20;
110.vector beam_dir;
113
114const int ARC_BT_MISS = 0x00;
115const int ARC_BT_WALL = 0x01;
116const int ARC_BT_HEAL = 0x02;
117const int ARC_BT_HIT = 0x03;
118const int ARC_BT_BURST_MISS = 0x10;
119const int ARC_BT_BURST_WALL = 0x11;
120const int ARC_BT_BURST_HEAL = 0x12;
121const int ARC_BT_BURST_HIT = 0x13;
122const int ARC_BT_BURSTMASK = 0x10;
123
124const int ARC_SF_UPDATE = BIT(0);
125const int ARC_SF_START = BIT(1);
126const int ARC_SF_WANTDIR = BIT(2);
127const int ARC_SF_BEAMDIR = BIT(3);
128const int ARC_SF_BEAMTYPE = BIT(4);
130#endif
131#ifdef SVQC
132.entity arc_beam;
133.bool arc_BUTTON_ATCK_prev; // for better animation control
138.float beam_heat; // (beam) amount of heat produced
139.float arc_overheat; // (dropped arc/player) time during which it's too hot
140.float arc_cooldown; // (dropped arc/player) cooling speed
143#endif
144#ifdef CSQC
145
151.float beam_hitlight[4]; // 0: radius, 123: rgb
153.float beam_muzzlelight[4]; // 0: radius, 123: rgb
155
157
159.bool beam_initialized;
161
164vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
165vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
166#endif
vector Draw_ArcBeam_callback_last_top
Definition arc.qh:164
vector beam_dir
Definition arc.qh:110
float beam_teleporttime
Definition arc.qh:137
const int ARC_SF_LOCALMASK
Definition arc.qh:129
const int ARC_BT_HEAL
Definition arc.qh:116
const int ARC_SF_UPDATE
Definition arc.qh:124
const int ARC_BT_HIT
Definition arc.qh:117
const int ARC_SF_WANTDIR
Definition arc.qh:126
float arc_heat_percent
Definition arc.qh:141
const int ARC_SF_BEAMDIR
Definition arc.qh:127
float beam_hitlight[4]
Definition arc.qh:151
int beam_type
Definition arc.qh:112
float beam_heat
Definition arc.qh:138
const float ARC_MAX_SEGMENTS
Definition arc.qh:107
vector arc_shotorigin[4]
Definition arc.qh:108
const int ARC_BT_WALL
Definition arc.qh:115
float arc_cooldown
Definition arc.qh:140
bool beam_initialized
Definition arc.qh:135
const int ARC_SF_BEAMTYPE
Definition arc.qh:128
bool arc_BUTTON_ATCK_prev
Definition arc.qh:133
entity beam_hiteffect
Definition arc.qh:150
entity beam_traileffect
Definition arc.qh:149
bool beam_bursting
Definition arc.qh:136
const int ARC_BT_BURST_HEAL
Definition arc.qh:120
vector Draw_ArcBeam_callback_last_bottom
Definition arc.qh:165
entity Draw_ArcBeam_callback_entity
Definition arc.qh:162
float beam_thickness
Definition arc.qh:148
entity arc_beam
Definition arc.qh:132
const int ARC_BT_MISS
Definition arc.qh:114
float arc_overheat
Definition arc.qh:139
const int ARC_BT_BURST_MISS
Definition arc.qh:118
float beam_usevieworigin
Definition arc.qh:158
vector beam_wantdir
Definition arc.qh:111
string beam_image
Definition arc.qh:154
const int ARC_BT_BURST_WALL
Definition arc.qh:119
entity beam_muzzleeffect
Definition arc.qh:152
float beam_muzzlelight[4]
Definition arc.qh:153
const int ARC_BT_BURST_HIT
Definition arc.qh:121
const int ARC_SF_START
Definition arc.qh:125
float beam_prev
Definition arc.qh:134
vector beam_shotorigin
Definition arc.qh:160
bool arc_smoke_sound
Definition arc.qh:142
float Draw_ArcBeam_callback_last_thickness
Definition arc.qh:163
const int ARC_BT_BURSTMASK
Definition arc.qh:122
float beam_alpha
Definition arc.qh:147
entity beam_muzzleentity
Definition arc.qh:156
vector beam_start
Definition arc.qh:109
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition bits.qh:8
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Definition arc.qh:17
Resource ammo_type
Definition arc.qh:22
entity m_muzzleeffect
Definition arc.qh:30
int spawnflags
Definition arc.qh:24
Model m_model
Definition arc.qh:28
int impulse
Definition arc.qh:23
string model2
Definition arc.qh:36
string netname
Definition arc.qh:37
Model m_muzzlemodel
Definition arc.qh:29
string m_name
Definition arc.qh:38
string m_canonical_spawnfunc
Definition arc.qh:19
vector m_color
Definition arc.qh:25
string mdl
Definition arc.qh:27
string w_crosshair
Definition arc.qh:33
float w_crosshair_size
Definition arc.qh:34
float bot_pickupbasevalue
Definition arc.qh:20
Definition model.qh:3
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
#define X()
vector beam_color
Definition laser.qh:30
string W_Model(string w_mdl)
Definition all.qc:233
#define MODEL(name, path)
Definition all.qh:8
#define NEW(cname,...)
Definition oo.qh:117
#define CLASS(...)
Definition oo.qh:145
#define ENDCLASS(cname)
Definition oo.qh:281
#define ATTRIB(...)
Definition oo.qh:148
vector
Definition self.qh:92
string W_Sound(string w_snd)
Definition all.qc:226
#define SOUND(name, path)
Definition all.qh:30
#define W_PROPS(L, class, prefix)
Definition all.qh:188
#define REGISTER_WEAPON(id, inst)
Definition all.qh:136
const int WEP_TYPE_HITSCAN
Definition weapon.qh:255
const int WEP_FLAG_MUTATORBLOCKED
Definition weapon.qh:261
#define SPAWNFUNC_WEAPON(name, weapon)
Definition weapon.qh:191