entity missile;
float spread;
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
- spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.misc_bulletcounter);
+ spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
if(actor.crouch)
spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.projectiledeathtype = WEP_HLAC.m_id;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
// weapon frames
void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
+ if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
{
w_ready(thiswep, actor, weaponentity, fire);
return;
if(PHYS_INPUT_BUTTON_ATCK(actor))
{
- if(!thiswep.wr_checkammo1(thiswep, actor))
+ if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
int slot = weaponslot(weaponentity);
ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
W_HLAC_Attack(WEP_HLAC, actor, weaponentity);
- actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+ actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
else
{
float i;
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
W_HLAC_Attack2(actor, weaponentity);
}
}
-METHOD(HLAC, wr_aim, void(entity thiswep, entity actor))
+METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
}
METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
+ if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else if(fire & 1)
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
{
- actor.misc_bulletcounter = 0;
+ actor.(weaponentity).misc_bulletcounter = 0;
W_HLAC_Attack(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
}
}
}
-METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
- ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
return ammo_amount;
}
-METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
- ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))