X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fblaster.qc;h=29e9c2a570cd50ca532b6bcccef2ce20760edae1;hb=12150869d71c8ff952778108e82f665530d60778;hp=791b574817cfc1d6c8daa56c17889ac09057f33f;hpb=641c47df604de42c11c68a7d80813b29affcefb2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index 791b57481..29e9c2a57 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -1,3 +1,4 @@ +#include "blaster.qh" #ifndef IMPLEMENTATION CLASS(Blaster, Weapon) /* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none); @@ -6,7 +7,7 @@ CLASS(Blaster, Weapon) /* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0); /* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5'); /* modelname */ ATTRIB(Blaster, mdl, string, "laser"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM); #endif /* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser"); @@ -139,6 +140,7 @@ void W_Blaster_Attack( settouch(missile, W_Blaster_Touch); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = atk_deathtype; setthink(missile, W_Blaster_Think); @@ -194,8 +196,8 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti { case 0: // switch to last used weapon { - if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching - W_LastWeapon(actor); + if(actor.(weaponentity).m_switchweapon == WEP_BLASTER) // don't do this if already switching + W_LastWeapon(actor, weaponentity); break; } @@ -226,17 +228,12 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti } } -METHOD(Blaster, wr_setup, void(entity thiswep, entity actor)) -{ - actor.ammo_field = ammo_none; -} - -METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // infinite ammo } -METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // blaster has infinite ammo }