P(class, prefix, remote_edgedamage, float, NONE) \
P(class, prefix, remote_force, float, NONE) \
P(class, prefix, remote_jump_damage, float, NONE) \
+ P(class, prefix, remote_jump_force, float, NONE) \
P(class, prefix, remote_jump_radius, float, NONE) \
P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
#ifdef SVQC
-.float rl_release[MAX_WEAPONSLOTS];
+.float rl_release;
.float rl_detonate_later;
#endif
#endif
);
Weapon thiswep = WEP_DEVASTATOR;
- if(PS(this.realowner).m_weapon == thiswep)
+ .entity weaponentity = this.weaponentity_fld;
+ if(this.realowner.(weaponentity).m_weapon == thiswep)
{
if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
this.realowner.cnt = WEP_DEVASTATOR.m_id;
- int slot = 0; // TODO: unhardcode
+ int slot = weaponslot(weaponentity);
ATTACK_FINISHED(this.realowner, slot) = time;
- PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
+ this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
}
}
delete(this);
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- float handled_as_rocketjump = false;
-
- entity head = WarpZone_FindRadius(
- this.origin,
- WEP_CVAR(devastator, remote_jump_radius),
- false
- );
+ bool handled_as_rocketjump = false;
+ entity head = NULL;
- while(head)
+ if(WEP_CVAR(devastator, remote_jump_radius))
{
- if(head.takedamage && (head == this.realowner))
+ head = WarpZone_FindRadius(
+ this.origin,
+ WEP_CVAR(devastator, remote_jump_radius),
+ false
+ );
+
+ while(head)
{
- float distance_to_head = vlen(this.origin - head.WarpZone_findradius_nearest);
- if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
+ if(head.takedamage && (head == this.realowner))
{
- // we handled this as a rocketjump :)
- handled_as_rocketjump = true;
-
- // modify velocity
- head.velocity_x *= 0.9;
- head.velocity_y *= 0.9;
- head.velocity_z = bound(
- WEP_CVAR(devastator, remote_jump_velocity_z_min),
- head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
- WEP_CVAR(devastator, remote_jump_velocity_z_max)
- );
-
- // now do the damage
- RadiusDamage(
- this,
- head,
- WEP_CVAR(devastator, remote_jump_damage),
- WEP_CVAR(devastator, remote_jump_damage),
- WEP_CVAR(devastator, remote_jump_radius),
- NULL,
- head,
- 0,
- this.projectiledeathtype | HITTYPE_BOUNCE,
- NULL
- );
- break;
+ if(vdist(this.origin - head.WarpZone_findradius_nearest, <=, WEP_CVAR(devastator, remote_jump_radius)))
+ {
+ // we handled this as a rocketjump :)
+ handled_as_rocketjump = true;
+
+ // modify velocity
+ if(WEP_CVAR(devastator, remote_jump_velocity_z_add))
+ {
+ head.velocity_x *= 0.9;
+ head.velocity_y *= 0.9;
+ head.velocity_z = bound(
+ WEP_CVAR(devastator, remote_jump_velocity_z_min),
+ head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
+ WEP_CVAR(devastator, remote_jump_velocity_z_max)
+ );
+ }
+
+ // now do the damage
+ RadiusDamage(
+ this,
+ head,
+ WEP_CVAR(devastator, remote_jump_damage),
+ WEP_CVAR(devastator, remote_jump_damage),
+ WEP_CVAR(devastator, remote_jump_radius),
+ NULL,
+ head,
+ (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
+ this.projectiledeathtype | HITTYPE_BOUNCE,
+ NULL
+ );
+ break;
+ }
}
+ head = head.chain;
}
- head = head.chain;
}
RadiusDamage(
);
Weapon thiswep = WEP_DEVASTATOR;
- if(PS(this.realowner).m_weapon == thiswep)
+ if(this.realowner.(weaponentity).m_weapon == thiswep)
{
if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
this.realowner.cnt = WEP_DEVASTATOR.m_id;
int slot = weaponslot(weaponentity);
ATTACK_FINISHED(this.realowner, slot) = time;
- PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
+ this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
}
}
delete(this);
this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
// laser guided, or remote detonation
- if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
+ .entity weaponentity = this.weaponentity_fld;
+ if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
{
- .entity weaponentity = this.weaponentity_fld;
- int slot = weaponslot(weaponentity);
-
if(this == this.realowner.(weaponentity).lastrocket)
- if(!this.realowner.rl_release[slot])
+ if(!this.realowner.(weaponentity).rl_release)
if(!PHYS_INPUT_BUTTON_ATCK2(this))
if(WEP_CVAR(devastator, guiderate))
if(time > this.pushltime)
void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
+ 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));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile.health = WEP_CVAR(devastator, health);
missile.event_damage = W_Devastator_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
missile.cnt = time + WEP_CVAR(devastator, lifetime);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
-#if 0
-METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
+METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- entity this = actor;
// aim and decide to fire if appropriate
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
- if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
- {
- // decide whether to detonate rockets
- entity missile, targetlist, targ;
- targetlist = findchainfloat(bot_attack, true);
- for(missile = NULL; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == actor)
- {
- targ = targetlist;
- while(targ)
- {
- if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
- {
- PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- break;
- }
- targ = targ.chain;
- }
- }
-
- if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
- }
-}
-#else
-METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
-{
- // aim and decide to fire if appropriate
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
}
}
-#endif
+
METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
+ if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else {
- int slot = weaponslot(weaponentity);
if(fire & 1)
{
- if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop))
+ if(actor.(weaponentity).rl_release || WEP_CVAR(devastator, guidestop))
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
{
W_Devastator_Attack(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
- actor.rl_release[slot] = 0;
+ actor.(weaponentity).rl_release = 0;
}
}
else
- actor.rl_release[slot] = 1;
+ actor.(weaponentity).rl_release = 1;
if(fire & 2)
- if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
+ if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
{
- entity rock;
bool rockfound = false;
- for(rock = NULL; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
+ IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
{
- if(!rock.rl_detonate_later)
+ if(!it.rl_detonate_later)
{
- rock.rl_detonate_later = true;
+ it.rl_detonate_later = true;
rockfound = true;
}
- }
+ });
if(rockfound)
sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
}
}
}
-METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
+METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- actor.rl_release[slot] = 1;
+ actor.(weaponentity).rl_release = 1;
}
-METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
#if 0
// don't switch while guiding a missile
ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
- if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+ if(actor.(thiswep.ammo_field) < 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
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
- ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= 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"));
return ammo_amount;
}
#else
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
- ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
return ammo_amount;
#endif
}
-METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
return false;
}
{
.entity weaponentity = weaponentities[slot];
actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
- actor.rl_release[slot] = 0;
+ actor.(weaponentity).rl_release = 0;
}
}
METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))