#include "../../weapons/all.qh"
CLASS(RaptorCannon, PortoLaunch)
-/* flags */ ATTRIB(RaptorCannon, spawnflags, int, WEP_TYPE_OTHER);
+/* flags */ ATTRIB(RaptorCannon, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(RaptorCannon, impulse, int, 3);
/* refname */ ATTRIB(RaptorCannon, netname, string, "raptorcannon");
/* wepname */ ATTRIB(RaptorCannon, message, string, _("Raptor cannon"));
REGISTER_WEAPON(RAPTOR, NEW(RaptorCannon));
CLASS(RaptorBomb, PortoLaunch)
-/* flags */ ATTRIB(RaptorBomb, spawnflags, int, WEP_TYPE_OTHER);
+/* flags */ ATTRIB(RaptorBomb, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(RaptorBomb, impulse, int, 3);
/* refname */ ATTRIB(RaptorBomb, netname, string, "raptorbomb");
/* wepname */ ATTRIB(RaptorBomb, message, string, _("Raptor bomb"));
REGISTER_WEAPON(RAPTOR_BOMB, NEW(RaptorBomb));
CLASS(RaptorFlare, PortoLaunch)
-/* flags */ ATTRIB(RaptorFlare, spawnflags, int, WEP_TYPE_OTHER);
+/* flags */ ATTRIB(RaptorFlare, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(RaptorFlare, impulse, int, 3);
/* refname */ ATTRIB(RaptorFlare, netname, string, "raptorflare");
/* wepname */ ATTRIB(RaptorFlare, message, string, _("Raptor flare"));
float autocvar_g_vehicle_raptor_bomblet_force;
float autocvar_g_vehicle_raptor_bomblet_explode_delay;
-METHOD(RaptorCannon, wr_think, bool(entity thiswep, bool fire1, bool fire2)) {
- SELFPARAM();
- bool isPlayer = IS_PLAYER(self);
- entity player = isPlayer ? self : self.owner;
+METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
+ bool isPlayer = IS_PLAYER(actor);
+ entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
- setself(player);
// 1 [wait] 1 [wait] 2 [wait] 2 [wait] [wait]
float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
if (fire1)
- if (weapon_prepareattack(false, t)) {
+ if (weapon_prepareattack(thiswep, player, false, t)) {
if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
vector org = w_shotorg;
vector dir = w_shotdir;
: (((veh.misc_bulletcounter == 4) ? veh.misc_bulletcounter = 0 : 0), gettaginfo(veh.gun2, gettagindex(veh.gun2, "fire1")));
dir = v_forward;
veh.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
- self.cnt = time;
+ actor.cnt = time;
}
vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
org, normalize(dir + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, veh ? veh : player);
- weapon_thinkf(WFRAME_FIRE1, 0, w_ready);
+ weapon_thinkf(player, WFRAME_FIRE1, 0, w_ready);
}
- setself(this);
- return true;
}
METHOD(RaptorCannon, wr_checkammo1, bool(RacerAttack thiswep)) {
SELFPARAM();
float autocvar_g_vehicle_raptor_bombs_refire;
void raptor_bombdrop();
-METHOD(RaptorBomb, wr_think, bool(entity thiswep, bool fire1, bool fire2)) {
- SELFPARAM();
- bool isPlayer = IS_PLAYER(self);
- entity player = isPlayer ? self : self.owner;
+METHOD(RaptorBomb, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
+ bool isPlayer = IS_PLAYER(actor);
+ entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
- setself(player);
if (fire2)
- if (weapon_prepareattack(false, autocvar_g_vehicle_raptor_bombs_refire)) {
+ if (!isPlayer || weapon_prepareattack(thiswep, player, true, autocvar_g_vehicle_raptor_bombs_refire)) {
if (veh) setself(veh);
raptor_bombdrop();
- weapon_thinkf(WFRAME_FIRE1, 0, w_ready);
+ weapon_thinkf(player, WFRAME_FIRE2, 0, w_ready);
}
- setself(this);
- return true;
}
float autocvar_g_vehicle_raptor_flare_refire;
void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
void raptor_flare_touch();
-METHOD(RaptorFlare, wr_think, bool(entity thiswep, bool fire1, bool fire2)) {
- SELFPARAM();
- bool isPlayer = IS_PLAYER(self);
- entity player = isPlayer ? self : self.owner;
+METHOD(RaptorFlare, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
+ bool isPlayer = IS_PLAYER(actor);
+ entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
- setself(player);
if (fire2)
- if (weapon_prepareattack(true, autocvar_g_vehicle_raptor_flare_refire)) {
+ if (!isPlayer || weapon_prepareattack(thiswep, player, true, autocvar_g_vehicle_raptor_flare_refire)) {
for(int i = 0; i < 3; ++i) {
entity _flare = spawn();
setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
_flare.effects = EF_LOWPRECISION | EF_FLAME;
_flare.scale = 0.5;
- setorigin(_flare, self.origin - '0 0 16');
+ setorigin(_flare, actor.origin - '0 0 16');
_flare.movetype = MOVETYPE_TOSS;
_flare.gravity = 0.15;
- _flare.velocity = 0.25 * self.velocity + (v_forward + randomvec() * 0.25)* -500;
+ _flare.velocity = 0.25 * actor.velocity + (v_forward + randomvec() * 0.25)* -500;
_flare.think = raptor_flare_think;
_flare.nextthink = time;
_flare.owner = veh ? veh : player;
_flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
_flare.touch = raptor_flare_touch;
}
- weapon_thinkf(WFRAME_FIRE2, 0, w_ready);
+ weapon_thinkf(player, WFRAME_FIRE2, 0, w_ready);
}
- setself(this);
- return true;
}