+#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");
// in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
entity newmine = spawn();
+ IL_PUSH(g_mines, newmine);
newmine.classname = this.classname;
newmine.bot_dodge = this.bot_dodge;
newmine.nextthink = time;
newmine.cnt = this.cnt;
newmine.flags = this.flags;
+ IL_PUSH(g_projectiles, newmine);
+ IL_PUSH(g_bot_dodge, newmine);
- remove(this);
+ delete(this);
if(to)
SetMovetypeFollow(newmine, to);
if(!w.wr_checkammo1(w, own))
{
own.cnt = WEP_MINE_LAYER.m_id;
- int slot = 0; // TODO: unhardcode
+ .entity weaponentity = this.weaponentity_fld;
+ int slot = weaponslot(weaponentity);
ATTACK_FINISHED(own, slot) = time;
PS(own).m_switchweapon = w_getbestweapon(own);
}
}
this.realowner.minelayer_mines -= 1;
- remove(this);
+ delete(this);
}
void W_MineLayer_Explode_think(entity this)
if(!w.wr_checkammo1(w, own))
{
own.cnt = WEP_MINE_LAYER.m_id;
- int slot = 0; // TODO: unhardcode
+ .entity weaponentity = this.weaponentity_fld;
+ int slot = weaponslot(weaponentity);
ATTACK_FINISHED(own, slot) = time;
PS(own).m_switchweapon = w_getbestweapon(own);
}
}
this.realowner.minelayer_mines -= 1;
- remove(this);
+ delete(this);
}
void W_MineLayer_RemoteExplode(entity this)
int W_MineLayer_Count(entity e)
{
int minecount = 0;
- entity mine;
- for(mine = NULL; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
+ IL_EACH(g_mines, it.realowner == e,
+ {
minecount += 1;
+ });
return minecount;
}
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;
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo));
- 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.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
mine.nextthink = time;
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
actor.minelayer_mines = W_MineLayer_Count(actor);
}
-float W_MineLayer_PlacedMines(entity this, float detonate)
+bool W_MineLayer_PlacedMines(entity this, bool detonate)
{
- entity mine;
- float minfound = 0;
+ bool minfound = false;
- for(mine = NULL; (mine = find(mine, classname, "mine")); ) if(mine.realowner == this)
+ IL_EACH(g_mines, it.realowner == this,
{
if(detonate)
{
- if(!mine.minelayer_detonate)
+ if(!it.minelayer_detonate)
{
- mine.minelayer_detonate = true;
- minfound = 1;
+ it.minelayer_detonate = true;
+ minfound = true;
}
}
else
- minfound = 1;
- }
+ minfound = true;
+ });
return minfound;
}
teamdamage = 0;
enemydamage = 0;
- FOREACH_ENTITY_ENT(realowner, actor,
+ IL_EACH(g_mines, it.realowner == actor,
{
- if(it.classname != "mine") continue;
-
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);
desirabledamage = desirabledamage - teamdamage;
makevectors(actor.v_angle);
- FOREACH_ENTITY_ENT(realowner, actor,
+ IL_EACH(g_mines, it.realowner == actor,
{
- if(it.classname != "mine") continue;
-
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
{
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);
}
}
}
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))
{