// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
{
- // Is it a better idea (shorter distance) to trace to the target itthis?
+ // Is it a better idea (shorter distance) to trace to the target itself?
if( vdist(this.origin + olddir * this.wait, <, dist))
traceline(this.origin, this.origin + olddir * this.wait, false, this);
else
missile.health = WEP_CVAR(seeker, missile_health);
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
//missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
if(missile.enemy != NULL)
// ============================
// Begin: Tag and rocket controllers
// ============================
-entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
+entity W_Seeker_Tagged_Info(entity isowner, .entity weaponentity, entity istarget)
{
entity tag;
for(tag = NULL; (tag = find(tag, classname, "tag_tracker")); )
- if((tag.realowner == isowner) && (tag.tag_target == istarget))
+ if((tag.realowner == isowner) && (tag.tag_target == istarget) && (tag.weaponentity_fld == weaponentity))
return tag;
return NULL;
if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher))
{
// check to see if this person is already tagged by me
- entity tag = W_Seeker_Tagged_Info(this.realowner, toucher);
+ .entity weaponentity = this.weaponentity_fld;
+ entity tag = W_Seeker_Tagged_Info(this.realowner, weaponentity, toucher);
if(tag != NULL)
{
// Begin: Genereal weapon functions
// ============================
-METHOD(Seeker, wr_aim, void(entity thiswep, entity actor))
+METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(WEP_CVAR(seeker, type) == 1)
- if(W_Seeker_Tagged_Info(actor, actor.enemy) != NULL)
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+ if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL)
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
else
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
else
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
}
METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
+ if(autocvar_g_balance_seeker_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else if(fire & 1)
{
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
}
else
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
return ammo_amount;
}
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
else
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
}
return ammo_amount;
}