-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ DEVASTATOR,
/* function */ W_Devastator,
.float rl_release;
.float rl_detonate_later;
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
+void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
void W_Devastator_Unregister(void)
other
);
- if(self.realowner.weapon == WEP_DEVASTATOR)
+ if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
{
if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
- self.realowner.cnt = WEP_DEVASTATOR;
+ self.realowner.cnt = WEP_DEVASTATOR.m_id;
ATTACK_FINISHED(self.realowner) = time;
self.realowner.switchweapon = w_getbestweapon(self.realowner);
}
world
);
- if(self.realowner.weapon == WEP_DEVASTATOR)
+ if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
{
if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
- self.realowner.cnt = WEP_DEVASTATOR;
+ self.realowner.cnt = WEP_DEVASTATOR.m_id;
ATTACK_FINISHED(self.realowner) = time;
self.realowner.switchweapon = w_getbestweapon(self.realowner);
}
// accelerate
makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
- velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
+ velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
if(velspeed > 0)
- self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
+ self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
// laser guided, or remote detonation
- if(self.realowner.weapon == WEP_DEVASTATOR)
+ if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
{
if(self == self.realowner.lastrocket)
if(!self.realowner.rl_release)
if(!self.count)
{
- pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
+ Send_Effect("rocket_guide", self.origin, self.velocity, 1);
// TODO add a better sound here
sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
self.count = 1;
W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
- pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("rocketlauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.owner = missile.realowner = self;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_DEVASTATOR;
+ missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
W_AttachToShotorg(flash, '5 0 0');
// common properties
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
bool W_Devastator(int req)
self.rl_release = 1;
if(self.BUTTON_ATCK2)
- if(self.switchweapon == WEP_DEVASTATOR)
+ if(self.switchweapon == WEP_DEVASTATOR.m_id)
{
rockfound = 0;
for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
{
#if 0
// don't switch while guiding a missile
- if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
+ if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR.m_id)
{
ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
- if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
+ if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
}
else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
else
{
ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
- ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
return ammo_amount;
}
#else
ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
- ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
return ammo_amount;
#endif
}