]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/devastator.qc
Intrusify bot targets
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index 3049225c4ffef66b20f13adfce03616ee2ac13e2..a99bce47ed9a9dd5527e0defb6586d3ba6c939c3 100644 (file)
@@ -1,12 +1,13 @@
+#include "devastator.qh"
 #ifndef IMPLEMENTATION
 CLASS(Devastator, Weapon)
-/* ammotype  */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets)
-/* impulse   */ ATTRIB(Devastator, impulse, int, 9)
+/* ammotype  */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
+/* impulse   */ ATTRIB(Devastator, impulse, int, 9);
 /* flags     */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
 /* rating    */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
 /* color     */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
 #endif
 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
@@ -61,7 +62,7 @@ ENDCLASS(Devastator)
 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
 
 #ifdef SVQC
-.float rl_release;
+.float rl_release[MAX_WEAPONSLOTS];
 .float rl_detonate_later;
 #endif
 #endif
@@ -76,7 +77,12 @@ void W_Devastator_Unregister(entity this)
 {
        if(this.realowner && this.realowner.lastrocket == this)
        {
-               this.realowner.lastrocket = NULL;
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(this.realowner.(weaponentity).lastrocket == this)
+                               this.realowner.(weaponentity).lastrocket = NULL;
+               }
                // this.realowner.rl_release = 1;
        }
 }
@@ -120,7 +126,7 @@ void W_Devastator_Explode(entity this, entity directhitentity)
                        PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
                }
        }
-       remove(this);
+       delete(this);
 }
 
 void W_Devastator_Explode_think(entity this)
@@ -206,13 +212,13 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
                        PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
                }
        }
-       remove(this);
+       delete(this);
 }
 
 void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
 {
        if(!IS_DEAD(this.realowner))
-       if(this.realowner.lastrocket)
+       if(this.realowner.(weaponentity).lastrocket)
        {
                if((this.spawnshieldtime >= 0)
                        ? (time >= this.spawnshieldtime) // timer
@@ -278,8 +284,11 @@ void W_Devastator_Think(entity this)
        // laser guided, or remote detonation
        if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
        {
-               if(this == this.realowner.lastrocket)
-               if(!this.realowner.rl_release)
+               .entity weaponentity = this.weaponentity_fld;
+               int slot = weaponslot(weaponentity);
+
+               if(this == this.realowner.(weaponentity).lastrocket)
+               if(!this.realowner.rl_release[slot])
                if(!PHYS_INPUT_BUTTON_ATCK2(this))
                if(WEP_CVAR(devastator, guiderate))
                if(time > this.pushltime)
@@ -315,7 +324,6 @@ void W_Devastator_Think(entity this)
                        }
                }
 
-               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                if(this.rl_detonate_later)
                        W_Devastator_RemoteExplode(this, weaponentity);
        }
@@ -351,16 +359,17 @@ void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float d
                W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
 }
 
-void W_Devastator_Attack(Weapon thiswep, entity actor)
+void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
 
-       W_SetupShot_ProjectileSize(actor, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
+       missile.weaponentity_fld = weaponentity;
        missile.owner = missile.realowner = actor;
-       actor.lastrocket = missile;
+       actor.(weaponentity).lastrocket = missile;
        if(WEP_CVAR(devastator, detonatedelay) >= 0)
                missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
        else
@@ -390,6 +399,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor)
        missile.nextthink = time;
        missile.cnt = time + WEP_CVAR(devastator, lifetime);
        missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
        missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
@@ -399,7 +409,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor)
        setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
        SUB_SetFade(flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(actor, flash, '5 0 0');
+       W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
 
        // common properties
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
@@ -450,12 +460,10 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
         selfdamage = 0;
         teamdamage = 0;
         enemydamage = 0;
-        FOREACH_ENTITY_ENT(realowner, actor,
+        IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
         {
-            if(it.classname != "rocket") continue;
-
             entity rocket = it;
-            FOREACH_ENTITY_FLOAT(bot_attack, true,
+            IL_EACH(g_bot_targets, it.bot_attack,
             {
                float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
                d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
@@ -476,14 +484,12 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
             desirabledamage = desirabledamage - teamdamage;
 
         makevectors(actor.v_angle);
-        FOREACH_ENTITY_ENT(realowner, actor,
+        IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
         {
-            if(it.classname != "rocket") continue;
-
             if(skill > 9) // normal players only do this for the target they are tracking
             {
                    entity rocket = it;
-                   FOREACH_ENTITY_FLOAT(bot_attack, true,
+                   IL_EACH(g_bot_targets, it.bot_attack,
                    {
                        if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
                            && desirabledamage > 0.1 * coredamage
@@ -522,18 +528,19 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
     if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     } else {
+       int slot = weaponslot(weaponentity);
         if(fire & 1)
         {
-            if(actor.rl_release || WEP_CVAR(devastator, guidestop))
+            if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop))
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
             {
-                W_Devastator_Attack(thiswep, actor);
+                W_Devastator_Attack(thiswep, actor, weaponentity);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
-                actor.rl_release = 0;
+                actor.rl_release[slot] = 0;
             }
         }
         else
-            actor.rl_release = 1;
+            actor.rl_release[slot] = 1;
 
         if(fire & 2)
         if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
@@ -555,7 +562,8 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
 }
 METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
 {
-    actor.rl_release = 1;
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       actor.rl_release[slot] = 1;
 }
 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
 {
@@ -599,12 +607,16 @@ METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    actor.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
-    actor.rl_release = 0;
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+    {
+       .entity weaponentity = weaponentities[slot];
+       actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
+       actor.rl_release[slot] = 0;
+    }
 }
 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(actor, WEP_CVAR(devastator, ammo), SND_RELOAD);
+    W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
 }
 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
 {