this.health = this.health - damage;
if(this.health <= 0)
- WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode));
+ WITHSELF(this, W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode));
}
/*
W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
makevectors(self.v_angle);
- W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
w_shotorg += f_diff;
Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(FLAC_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
w_shotorg += f_diff;
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity missile;
W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
- W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(TAG_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
missile = new(seeker_tag);
missile.owner = missile.realowner = self;
METHOD(Seeker, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
if(WEP_CVAR(seeker, type) == 1)
if(W_Seeker_Tagged_Info(self, self.enemy) != world)
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
else
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 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))
{
}
METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
{
+ SELFPARAM();
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
}
METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
{
+ SELFPARAM();
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
}
METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
+ SELFPARAM();
+ W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
}
-METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
+METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
{
return WEAPON_SEEKER_SUICIDE;
}
-METHOD(Seeker, wr_killmessage, int(entity thiswep))
+METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_SEEKER_MURDER_TAG;
METHOD(Seeker, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_BOUNCE)