#include "blaster.qh"
-#ifndef IMPLEMENTATION
-CLASS(Blaster, Weapon)
-/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none);
-/* impulse */ ATTRIB(Blaster, impulse, int, 1);
-/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
-/* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
-/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
-#ifdef GAMEQC
-/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
-#endif
-/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
-/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
-/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
-/* refname */ ATTRIB(Blaster, netname, string, "blaster");
-/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, delay, float, BOTH) \
- P(class, prefix, edgedamage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, force_zscale, float, BOTH) \
- P(class, prefix, lifetime, float, BOTH) \
- P(class, prefix, radius, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, shotangle, float, BOTH) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, spread, float, BOTH) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Blaster, blaster)
-#undef X
-
-ENDCLASS(Blaster)
-REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster));
#ifdef SVQC
-.float blaster_damage;
-.float blaster_edgedamage;
-.float blaster_radius;
-.float blaster_force;
-.float blaster_lifetime;
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
-spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
void W_Blaster_Touch(entity this, entity toucher)
{
NULL,
this.blaster_force,
this.projectiledeathtype,
+ this.weaponentity_fld,
toucher
);
{
vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
- W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage);
+ W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity missile = new(blasterbolt);
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;
+ missile.weaponentity_fld = weaponentity;
setthink(missile, W_Blaster_Think);
missile.nextthink = time + atk_delay;
}
}
-METHOD(Blaster, wr_aim, void(entity thiswep, entity actor))
+METHOD(Blaster, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(WEP_CVAR(blaster, secondary))
{
if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
- { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
+ { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
else
- { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+ { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
}
else
- { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+ { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
}
METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
{
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;
}
}
}
-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
}
}
#endif
-#endif