]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/devastator.qc
Add g_balance_devastator_remote_jump as a controller cvar for rocket flying, force...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index ab97e3d7f0b6c5c16ba538092b3ece2bd2aeb4df..a77136b397f874bdd56f1b615125cc8d4f43f415 100644 (file)
@@ -46,12 +46,11 @@ void W_Devastator_Explode(entity this, entity directhitentity)
        .entity weaponentity = this.weaponentity_fld;
        if(this.realowner.(weaponentity).m_weapon == thiswep)
        {
-               if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+               if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
                if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
                {
-                       this.realowner.cnt = WEP_DEVASTATOR.m_id;
-                       int slot = weaponslot(weaponentity);
-                       ATTACK_FINISHED(this.realowner, slot) = time;
+                       this.realowner.cnt = thiswep.m_id;
+                       ATTACK_FINISHED(this.realowner, weaponentity) = time;
                        this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
                }
        }
@@ -72,8 +71,11 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
 
        bool handled_as_rocketjump = false;
        entity head = NULL;
+       bool allow_rocketjump = WEP_CVAR(devastator, remote_jump);
+       MUTATOR_CALLHOOK(AllowRocketJumping, allow_rocketjump);
+       allow_rocketjump = M_ARGV(0, bool);
 
-       if(WEP_CVAR(devastator, remote_jump_radius))
+       if(allow_rocketjump && WEP_CVAR(devastator, remote_jump_radius))
        {
                head = WarpZone_FindRadius(
                        this.origin,
@@ -140,12 +142,11 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
        Weapon thiswep = WEP_DEVASTATOR;
        if(this.realowner.(weaponentity).m_weapon == thiswep)
        {
-               if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+               if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
                if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
                {
-                       this.realowner.cnt = WEP_DEVASTATOR.m_id;
-                       int slot = weaponslot(weaponentity);
-                       ATTACK_FINISHED(this.realowner, slot) = time;
+                       this.realowner.cnt = thiswep.m_id;
+                       ATTACK_FINISHED(this.realowner, weaponentity) = time;
                        this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
                }
        }
@@ -289,16 +290,16 @@ void W_Devastator_Touch(entity this, entity toucher)
 
 void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                return;
 
        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       TakeResource(this, RESOURCE_HEALTH, damage);
+       TakeResource(this, RES_HEALTH, damage);
        this.angles = vectoangles(this.velocity);
 
-       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
 }
 
@@ -306,7 +307,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
 {
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
 
-       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), WEP_DEVASTATOR.m_id);
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id);
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
@@ -324,14 +325,14 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
 
        missile.takedamage = DAMAGE_YES;
        missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
-       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(devastator, health));
+       SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(devastator, health));
        missile.event_damage = W_Devastator_Damage;
        missile.damagedbycontents = true;
        IL_PUSH(g_damagedbycontents, missile);
 
        set_movetype(missile, MOVETYPE_FLY);
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
+       missile.projectiledeathtype = thiswep.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
@@ -437,7 +438,7 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponenti
         // but don't fire a new shot at the same time!
         if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
-        if((skill > 6.5) && (selfdamage > GetResourceAmount(actor, RESOURCE_HEALTH)))
+        if((skill > 6.5) && (selfdamage > GetResource(actor, RES_HEALTH)))
             PHYS_INPUT_BUTTON_ATCK2(actor) = false;
         //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
         //     dprint(ftos(desirabledamage),"\n");
@@ -464,7 +465,7 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
             actor.(weaponentity).rl_release = 1;
 
         if(fire & 2)
-        if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
+        if(actor.(weaponentity).m_switchweapon == thiswep)
         {
             bool rockfound = false;
             IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
@@ -488,15 +489,15 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
 {
     #if 0
     // don't switch while guiding a missile
-    if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
+    if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
     {
         ammo_amount = false;
         if(WEP_CVAR(devastator, reload_ammo))
         {
-            if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+            if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
                 ammo_amount = true;
         }
-        else if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+        else if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
             ammo_amount = true;
         return !ammo_amount;
     }
@@ -504,19 +505,19 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
     #if 0
     if(actor.rl_release == 0)
     {
-        LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
+        LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
         return true;
     }
     else
     {
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
         ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
-        LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+        LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
         return ammo_amount;
     }
     #else
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(devastator, ammo);
     return ammo_amount;
     #endif
 }