]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
Merge branch 'master' into martin-t/dmgtext2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index ffdbfc0d7053e704c88e9152d691ede046aa6d14..4b5ccab4a55a5f371c8475ecf032c7321c834cab 100644 (file)
@@ -4,7 +4,7 @@ CLASS(Seeker, Weapon)
 /* ammotype  */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets);
 /* impulse   */ ATTRIB(Seeker, impulse, int, 8);
 /* flags     */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating    */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* rating    */ ATTRIB(Seeker, bot_pickupbasevalue, float, 5000);
 /* color     */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
 /* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
 #ifdef GAMEQC
@@ -256,7 +256,7 @@ void W_Seeker_Missile_Animate(entity this)
 
 void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, vector f_diff, entity m_target)
 {
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity);
 
        makevectors(actor.v_angle);
        W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
@@ -282,6 +282,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v
        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)
@@ -335,9 +336,9 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity)
        vector f_diff;
        float c;
 
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo), weaponentity);
 
-       c = actor.bulletcounter % 4;
+       c = actor.(weaponentity).bulletcounter % 4;
        switch(c)
        {
                case 0:
@@ -392,35 +393,38 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity)
 // ============================
 // 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))
-                       return tag;
+       IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == isowner,
+       {
+               if(it.tag_target == istarget && it.weaponentity_fld == weaponentity)
+                       return it;
+       });
 
        return NULL;
 }
 
 void W_Seeker_Attack(entity actor, .entity weaponentity)
 {
-       entity tracker, closest_target;
+       entity closest_target = NULL;
 
-       closest_target = NULL;
-       for(tracker = NULL; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == actor)
+       IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == actor,
        {
                if(closest_target)
                {
-                       if(vlen2(actor.origin - tracker.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
-                               closest_target = tracker.tag_target;
+                       if(vlen2(actor.origin - it.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
+                               closest_target = it.tag_target;
                }
                else
-                       closest_target = tracker.tag_target;
-       }
+                       closest_target = it.tag_target;
+       });
 
-       traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
-       if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
-               closest_target = NULL;
+       if(closest_target)
+       {
+               traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
+               if(!closest_target || (trace_fraction < 1 && trace_ent != closest_target))
+                       closest_target = NULL;
+       }
 
        W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target);
 }
@@ -432,7 +436,8 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek
        this.cnt = this.cnt - 1;
 
        Weapon thiswep = WEP_SEEKER;
-       if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER))
+       .entity weaponentity = this.weaponentity_fld;
+       if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER))
        {
                delete(this);
                return;
@@ -444,7 +449,6 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek
 
        oldenemy = own.enemy;
        own.enemy = this.enemy;
-       .entity weaponentity = this.weaponentity_fld;
 
        c = own.cnt % 4;
        switch(c)
@@ -469,8 +473,9 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek
 
 void W_Seeker_Tracker_Think(entity this)
 {
+       .entity weaponentity = this.weaponentity_fld;
        // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
-       if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER)
+       if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER)
        || (time > this.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
        {
                if(this)
@@ -525,7 +530,8 @@ void W_Seeker_Tag_Touch(entity this, entity toucher)
        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)
                {
@@ -542,6 +548,7 @@ void W_Seeker_Tag_Touch(entity this, entity toucher)
                        e.cnt         = WEP_CVAR(seeker, missile_count);
                        e.owner       = this.owner;
                        e.realowner   = this.realowner;
+                       IL_PUSH(g_seeker_trackers, e);
 
                        if(WEP_CVAR(seeker, type) == 1)
                        {
@@ -571,7 +578,7 @@ void W_Seeker_Tag_Touch(entity this, entity toucher)
 
 void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
 
@@ -612,19 +619,19 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
 // 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)
     {
@@ -666,33 +673,33 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         }
     }
 }
-METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount;
     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;
 }
-METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float 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;
 }