X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fseeker.qc;h=20f5995e547c06c66a407f8267b03b149cfe17cd;hb=646e82672a7a8b8db0be0caf5dbd062b0d04da96;hp=4b9e2d81a987c5c37b8f71d5e43fc8b0ea7df004;hpb=bf094df0de66898cb15780dbf136bf93b0761857;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/seeker.qc b/qcsrc/common/weapons/weapon/seeker.qc index 4b9e2d81a..20f5995e5 100644 --- a/qcsrc/common/weapons/weapon/seeker.qc +++ b/qcsrc/common/weapons/weapon/seeker.qc @@ -1,3 +1,4 @@ +#include "seeker.qh" #ifndef IMPLEMENTATION CLASS(Seeker, Weapon) /* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets); @@ -151,7 +152,7 @@ void W_Seeker_Missile_Think(entity this) // 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 @@ -255,7 +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); @@ -281,6 +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) @@ -294,6 +296,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v set_movetype(missile, MOVETYPE_FLYMISSILE); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG; W_SetupProjVelocity_UP_PRE(missile, seeker, missile_); @@ -333,9 +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: @@ -371,6 +374,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity) missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY; missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; // csqc projectiles @@ -389,11 +393,11 @@ 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)) + if((tag.realowner == isowner) && (tag.tag_target == istarget) && (tag.weaponentity_fld == weaponentity)) return tag; return NULL; @@ -429,7 +433,8 @@ 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; @@ -441,7 +446,6 @@ 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) @@ -466,8 +470,9 @@ 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) @@ -522,7 +527,8 @@ 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) { @@ -568,7 +574,7 @@ 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)); @@ -593,6 +599,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity) missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); //missile.missile_flags = MIF_..?; set_movetype(missile, MOVETYPE_FLY); @@ -608,19 +615,19 @@ 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) { @@ -662,33 +669,33 @@ 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; }