w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
w_prop(id, sn, string, weaponreplace, weaponreplace) \
w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
-void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
+void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
+void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
-void W_Devastator_Unregister()
+void W_Devastator_Unregister(void)
{
if(self.realowner && self.realowner.lastrocket == self)
{
}
}
-void W_Devastator_Explode()
+void W_Devastator_Explode(void)
{
W_Devastator_Unregister();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other);
+ RadiusDamage(self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other);
- if (self.realowner.weapon == WEP_DEVASTATOR)
+ if(self.realowner.weapon == WEP_DEVASTATOR)
{
if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
{
self.realowner.switchweapon = w_getbestweapon(self.realowner);
}
}
- remove (self);
+ remove(self);
}
-void W_Devastator_DoRemoteExplode()
+void W_Devastator_DoRemoteExplode(void)
{
W_Devastator_Unregister();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+ RadiusDamage(self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
- if (self.realowner.weapon == WEP_DEVASTATOR)
+ if(self.realowner.weapon == WEP_DEVASTATOR)
{
if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
{
self.realowner.switchweapon = w_getbestweapon(self.realowner);
}
}
- remove (self);
+ remove(self);
}
-void W_Devastator_RemoteExplode()
+void W_Devastator_RemoteExplode(void)
{
if(self.realowner.deadflag == DEAD_NO)
if(self.realowner.lastrocket)
// normalize(thisdir + goaldir)
// normalize(0)
-void W_Devastator_Think (void)
+void W_Devastator_Think(void)
{
vector desireddir, olddir, newdir, desiredorigin, goal;
#if 0
#endif
float velspeed, f;
self.nextthink = time;
- if (time > self.cnt)
+ if(time > self.cnt)
{
other = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Devastator_Explode ();
+ W_Devastator_Explode();
return;
}
// accelerate
makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
- if (velspeed > 0)
+ if(velspeed > 0)
self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
// laser guided, or remote detonation
- if (self.realowner.weapon == WEP_DEVASTATOR)
+ if(self.realowner.weapon == WEP_DEVASTATOR)
{
if(self == self.realowner.lastrocket)
if(!self.realowner.rl_release)
{
pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
// TODO add a better sound here
- sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+ sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
self.count = 1;
}
}
UpdateCSQCProjectile(self);
}
-void W_Devastator_Touch (void)
+void W_Devastator_Touch(void)
{
if(WarpZone_Projectile_Touch())
{
return;
}
W_Devastator_Unregister();
- W_Devastator_Explode ();
+ W_Devastator_Explode();
}
-void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- if (self.health <= 0)
+ if(self.health <= 0)
return;
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
self.health = self.health - damage;
self.angles = vectoangles(self.velocity);
- if (self.health <= 0)
+ if(self.health <= 0)
W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
}
-void W_Devastator_Attack (void)
+void W_Devastator_Attack(void)
{
entity missile;
entity flash;
W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
+ W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_DEVASTATOR;
- setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+ setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
- setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+ setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
- missile.angles = vectoangles (missile.velocity);
+ missile.angles = vectoangles(missile.velocity);
missile.touch = W_Devastator_Touch;
missile.think = W_Devastator_Think;
CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
// muzzle flash for 1st person view
- flash = spawn ();
- setmodel (flash, "models/flash.md3"); // precision set below
- SUB_SetFade (flash, time, 0.1);
+ flash = spawn();
+ setmodel(flash, "models/flash.md3"); // precision set below
+ SUB_SetFade(flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
W_AttachToShotorg(flash, '5 0 0');
enemydamage = 0;
targetlist = findchainfloat(bot_attack, TRUE);
missile = find(world, classname, "rocket");
- while (missile)
+ while(missile)
{
- if (missile.realowner != self)
+ if(missile.realowner != self)
{
missile = find(missile, classname, "rocket");
continue;
}
targ = targetlist;
- while (targ)
+ while(targ)
{
d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
// count potential damage according to type of target
- if (targ == self)
+ if(targ == self)
selfdamage = selfdamage + d;
- else if (targ.team == self.team && teamplay)
+ else if(targ.team == self.team && teamplay)
teamdamage = teamdamage + d;
- else if (bot_shouldattack(targ))
+ else if(bot_shouldattack(targ))
enemydamage = enemydamage + d;
targ = targ.chain;
}
}
float desirabledamage;
desirabledamage = enemydamage;
- if (time > self.invincible_finished && time > self.spawnshieldtime)
+ if(time > self.invincible_finished && time > self.spawnshieldtime)
desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if (teamplay && self.team)
+ if(teamplay && self.team)
desirabledamage = desirabledamage - teamdamage;
missile = find(world, classname, "rocket");
- while (missile)
+ while(missile)
{
- if (missile.realowner != self)
+ if(missile.realowner != self)
{
missile = find(missile, classname, "rocket");
continue;
}
makevectors(missile.v_angle);
targ = targetlist;
- if (skill > 9) // normal players only do this for the target they are tracking
+ if(skill > 9) // normal players only do this for the target they are tracking
{
targ = targetlist;
- while (targ)
+ while(targ)
{
- if (
+ if(
(v_forward * normalize(missile.origin - targ.origin)< 0.1)
&& desirabledamage > 0.1*coredamage
)self.BUTTON_ATCK2 = TRUE;
}
// if we would be doing at X percent of the core damage, detonate it
// but don't fire a new shot at the same time!
- if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+ if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
self.BUTTON_ATCK2 = TRUE;
- if ((skill > 6.5) && (selfdamage > self.health))
+ if((skill > 6.5) && (selfdamage > self.health))
self.BUTTON_ATCK2 = FALSE;
//if(self.BUTTON_ATCK2 == TRUE)
// dprint(ftos(desirabledamage),"\n");
- if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+ if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
}
return TRUE;
}
}
if(rockfound)
- sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
}
{
#if 0
// don't switch while guiding a missile
- if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
+ if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
{
ammo_amount = FALSE;
if(WEP_CVAR(devastator, reload_ammo))
return WEAPON_DEVASTATOR_MURDER_DIRECT;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
return FALSE;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#endif