#include "devastator.qh"
#ifdef SVQC
-spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
-spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
.entity lastrocket;
NULL,
WEP_CVAR(devastator, force),
this.projectiledeathtype,
+ this.weaponentity_fld,
directhitentity
);
.entity weaponentity = this.weaponentity_fld;
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
- if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+ if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
this.realowner.cnt = WEP_DEVASTATOR.m_id;
head,
(WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
this.projectiledeathtype | HITTYPE_BOUNCE,
+ this.weaponentity_fld,
NULL
);
break;
NULL,
WEP_CVAR(devastator, remote_force),
this.projectiledeathtype | HITTYPE_BOUNCE,
+ this.weaponentity_fld,
NULL
);
Weapon thiswep = WEP_DEVASTATOR;
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
- if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+ if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
this.realowner.cnt = WEP_DEVASTATOR.m_id;
W_Devastator_Explode(this, toucher);
}
-void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(this.health <= 0)
return;
{
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
- W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), WEP_DEVASTATOR.m_id);
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
- if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+ if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
}
- else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+ else if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
return !ammo_amount;
}
#if 0
if(actor.rl_release == 0)
{
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
return true;
}
else
{
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
return ammo_amount;
}
#else
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
return ammo_amount;
#endif