+#include "minelayer.qh"
#ifndef IMPLEMENTATION
CLASS(MineLayer, Weapon)
-/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets)
-/* impulse */ ATTRIB(MineLayer, impulse, int, 4)
+/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets);
+/* impulse */ ATTRIB(MineLayer, impulse, int, 4);
/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
#endif
/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
entity newmine = spawn();
IL_PUSH(g_mines, newmine);
+ newmine.weaponentity_fld = this.weaponentity_fld;
newmine.classname = this.classname;
newmine.bot_dodge = this.bot_dodge;
newmine.event_damage = this.event_damage;
newmine.spawnshieldtime = this.spawnshieldtime;
newmine.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, newmine);
set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place
newmine.projectiledeathtype = this.projectiledeathtype;
newmine.cnt = this.cnt;
newmine.flags = this.flags;
IL_PUSH(g_projectiles, newmine);
+ IL_PUSH(g_bot_dodge, newmine);
delete(this);
RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, directhitentity);
- if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
+ .entity weaponentity = this.weaponentity_fld;
+ if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
{
entity own = this.realowner;
Weapon w = WEP_MINE_LAYER;
- if(!w.wr_checkammo1(w, own))
+ if(!w.wr_checkammo1(w, own, weaponentity))
{
own.cnt = WEP_MINE_LAYER.m_id;
- int slot = 0; // TODO: unhardcode
+ int slot = weaponslot(weaponentity);
ATTACK_FINISHED(own, slot) = time;
- PS(own).m_switchweapon = w_getbestweapon(own);
+ own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
}
}
- this.realowner.minelayer_mines -= 1;
+ this.realowner.(weaponentity).minelayer_mines -= 1;
delete(this);
}
RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL);
- if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
+ .entity weaponentity = this.weaponentity_fld;
+ if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
{
entity own = this.realowner;
Weapon w = WEP_MINE_LAYER;
- if(!w.wr_checkammo1(w, own))
+ if(!w.wr_checkammo1(w, own, weaponentity))
{
own.cnt = WEP_MINE_LAYER.m_id;
- int slot = 0; // TODO: unhardcode
+ int slot = weaponslot(weaponentity);
ATTACK_FINISHED(own, slot) = time;
- PS(own).m_switchweapon = w_getbestweapon(own);
+ own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
}
}
- this.realowner.minelayer_mines -= 1;
+ this.realowner.(weaponentity).minelayer_mines -= 1;
delete(this);
}
W_MineLayer_Explode(this, NULL);
}
-int W_MineLayer_Count(entity e)
+int W_MineLayer_Count(entity e, .entity weaponentity)
{
int minecount = 0;
- IL_EACH(g_mines, it.realowner == e,
+ IL_EACH(g_mines, it.realowner == e && it.weaponentity_fld == weaponentity,
{
minecount += 1;
});
}
// remote detonation
- if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
+ .entity weaponentity = this.weaponentity_fld;
+ if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
if(!IS_DEAD(this.realowner))
if(this.minelayer_detonate)
W_MineLayer_RemoteExplode(this);
if(WarpZone_Projectile_Touch(this, toucher))
{
if(wasfreed(this))
- this.realowner.minelayer_mines -= 1;
+ {
+ .entity weaponentity = this.weaponentity_fld;
+ this.realowner.(weaponentity).minelayer_mines -= 1;
+ }
return;
}
- if(toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher))
+ if((toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) || toucher.owner == this.owner)
{
- // hit a player
+ // hit a player or other mine
// don't stick
}
else
W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
}
-void W_MineLayer_Attack(Weapon thiswep, entity actor)
+void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
entity mine;
entity flash;
// scan how many mines we placed, and return if we reached our limit
if(WEP_CVAR(minelayer, limit))
{
- if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
+ if(actor.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit))
{
// the refire delay keeps this message from being spammed
Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
}
}
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
- W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
mine = WarpZone_RefSys_SpawnSameRefSys(actor);
+ mine.weaponentity_fld = weaponentity;
IL_PUSH(g_mines, mine);
mine.owner = mine.realowner = actor;
if(WEP_CVAR(minelayer, detonatedelay) >= 0)
mine.health = WEP_CVAR(minelayer, health);
mine.event_damage = W_MineLayer_Damage;
mine.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, mine);
set_movetype(mine, MOVETYPE_TOSS);
PROJECTILE_MAKETRIGGER(mine);
mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
mine.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, mine);
+ IL_PUSH(g_bot_dodge, mine);
mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
if(mine.cnt > 0) { mine.cnt += time; }
setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
SUB_SetFade(flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(actor, flash, '5 0 0');
+ W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
// common properties
MUTATOR_CALLHOOK(EditProjectile, actor, mine);
- actor.minelayer_mines = W_MineLayer_Count(actor);
+ actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity);
}
-bool W_MineLayer_PlacedMines(entity this, bool detonate)
+bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate)
{
bool minfound = false;
- IL_EACH(g_mines, it.realowner == this,
+ IL_EACH(g_mines, it.realowner == this && it.weaponentity_fld == weaponentity,
{
if(detonate)
{
return minfound;
}
-METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor))
+METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
// aim and decide to fire if appropriate
- if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
+ if(actor.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit))
PHYS_INPUT_BUTTON_ATCK(actor) = false;
else
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
{
// decide whether to detonate mines
IL_EACH(g_mines, it.realowner == actor,
{
entity mine = it;
- FOREACH_ENTITY_FLOAT(bot_attack, true,
+ IL_EACH(g_bot_targets, it.bot_attack,
{
float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin);
d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
if(skill > 9) // normal players only do this for the target they are tracking
{
entity mine = it;
- FOREACH_ENTITY_FLOAT(bot_attack, true,
+ IL_EACH(g_bot_targets, it.bot_attack,
{
if((v_forward * normalize(mine.origin - it.origin) < 0.1)
&& desirabledamage > 0.1 * coredamage
}
METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
+ if(weaponslot(weaponentity) == 0)
+ actor.minelayer_mines = actor.(weaponentity).minelayer_mines;
+
+ if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
{
// not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(actor, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
+ if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
thiswep.wr_reload(thiswep, actor, weaponentity);
}
}
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
{
- W_MineLayer_Attack(thiswep, actor);
+ W_MineLayer_Attack(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
}
}
if(fire & 2)
{
- if(W_MineLayer_PlacedMines(actor, true))
+ if(W_MineLayer_PlacedMines(actor, weaponentity, true))
sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
}
}
-METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
//int slot = 0; // TODO: unhardcode
// actually do // don't switch while placing a mine
//if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
//{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
- ammo_amount += actor.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
return ammo_amount;
//}
//return true;
}
-METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- if(W_MineLayer_PlacedMines(actor, false))
+ if(W_MineLayer_PlacedMines(actor, weaponentity, false))
return true;
else
return false;
METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
{
actor.minelayer_mines = 0;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).minelayer_mines = 0;
+ }
}
METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, WEP_CVAR(minelayer, ammo), SND_RELOAD);
+ W_Reload(actor, weaponentity, WEP_CVAR(minelayer, ammo), SND_RELOAD);
}
METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
{