X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fturrets%2Fturret%2Fhellion_weapon.qc;h=1c12a33c65559181d455df5cb2f90381bb1008bf;hb=e2206feb6fec163ffee9c87d50d8d9580393cd88;hp=2b80607ce7e1b66ee4fe29b985723de419c415d7;hpb=cf1edea8694548556934b5b05f526bc192f576cb;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/turrets/turret/hellion_weapon.qc b/qcsrc/common/turrets/turret/hellion_weapon.qc index 2b80607ce..1c12a33c6 100644 --- a/qcsrc/common/turrets/turret/hellion_weapon.qc +++ b/qcsrc/common/turrets/turret/hellion_weapon.qc @@ -1,7 +1,5 @@ #include "hellion_weapon.qh" -#ifdef IMPLEMENTATION - #ifdef SVQC float autocvar_g_turrets_unit_hellion_shot_speed_gain; @@ -15,7 +13,7 @@ METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weapo if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_HELLION.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; @@ -29,11 +27,10 @@ METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weapo actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2")); } - entity missile = turret_projectile(SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false); + entity missile = turret_projectile(actor, SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false); te_explosion (missile.origin); setthink(missile, turret_hellion_missile_think); missile.nextthink = time; - missile.flags = FL_PROJECTILE; missile.max_health = time + 9; missile.tur_aimpos = randomvec() * 128; missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT; @@ -47,62 +44,60 @@ void turret_hellion_missile_think(entity this) vector pre_pos; float itime; - self.nextthink = time + 0.05; + this.nextthink = time + 0.05; - olddir = normalize(self.velocity); + olddir = normalize(this.velocity); - if(self.max_health < time) - turret_projectile_explode(self); + if(this.max_health < time) + turret_projectile_explode(this); // Enemy dead? just keep on the current heading then. - if ((self.enemy == world) || (IS_DEAD(self.enemy))) + if ((this.enemy == NULL) || (IS_DEAD(this.enemy))) { // Make sure we dont return to tracking a respawned player - self.enemy = world; + this.enemy = NULL; // Turn model - self.angles = vectoangles(self.velocity); + this.angles = vectoangles(this.velocity); - if(vdist(self.origin - self.owner.origin, >, (self.owner.shot_radius * 5))) - turret_projectile_explode(self); + if(vdist(this.origin - this.owner.origin, >, (this.owner.shot_radius * 5))) + turret_projectile_explode(this); // Accelerate - self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max)); + this.velocity = olddir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max)); - UpdateCSQCProjectile(self); + UpdateCSQCProjectile(this); return; } // Enemy in range? - if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 0.2)) - turret_projectile_explode(self); + if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 0.2)) + turret_projectile_explode(this); // Predict enemy position - itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity); - pre_pos = self.enemy.origin + self.enemy.velocity * itime; + itime = vlen(this.enemy.origin - this.origin) / vlen(this.velocity); + pre_pos = this.enemy.origin + this.enemy.velocity * itime; - pre_pos = (pre_pos + self.enemy.origin) * 0.5; + pre_pos = (pre_pos + this.enemy.origin) * 0.5; // Find out the direction to that place - newdir = normalize(pre_pos - self.origin); + newdir = normalize(pre_pos - this.origin); // Turn newdir = normalize(olddir + newdir * 0.35); // Turn model - self.angles = vectoangles(self.velocity); + this.angles = vectoangles(this.velocity); // Accelerate - self.velocity = newdir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max)); + this.velocity = newdir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max)); if (itime < 0.05) - setthink(self, turret_projectile_explode); + setthink(this, turret_projectile_explode); - UpdateCSQCProjectile(self); + UpdateCSQCProjectile(this); } #endif - -#endif