tracebox(this.origin, this.mins, this.maxs, this.origin + this.pos1 * (2 * this.wait), MOVE_NORMAL, this);
if(IS_PLAYER(trace_ent))
- Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR(rpc, force));
+ Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force));
this.velocity = this.pos1 * (this.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
entity flash = spawn ();
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity);
W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(missile);
missile.health = WEP_CVAR(rpc, health);
missile.event_damage = W_RocketPropelledChainsaw_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
set_movetype(missile, MOVETYPE_FLY);
missile.projectiledeathtype = WEP_RPC.m_id;
missile.nextthink = time;
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
CSQCProjectile(missile, true, PROJECTILE_RPC, false);
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
-METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor))
+METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
}
METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
+ if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) {
thiswep.wr_reload(thiswep, actor, weaponentity);
} else
{
}
}
-METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
- ammo_amount += actor.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
return ammo_amount;
}
-METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
return false;
}