]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/fireball.qc
Merge branch 'terencehill/vec2_optimizations' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
index 4010def843f9273fc4e5da3b183bfc76c1af610f..e968f881f25f9c14012ae78ad6435a24a37980ae 100644 (file)
@@ -3,8 +3,8 @@
 CLASS(Fireball, Weapon)
 /* ammotype  */ //ATTRIB(Fireball, ammo_field, .int, ammo_none);
 /* impulse   */ ATTRIB(Fireball, impulse, int, 9);
-/* flags     */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
-/* rating    */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* flags     */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
+/* rating    */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
 /* color     */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
 /* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
 #ifdef GAMEQC
@@ -56,7 +56,7 @@ REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
 #ifdef SVQC
 .float bot_primary_fireballmooth; // whatever a mooth is
 .vector fireball_impactvec;
-.float fireball_primarytime[MAX_WEAPONSLOTS];
+.float fireball_primarytime;
 #endif
 #endif
 #ifdef IMPLEMENTATION
@@ -150,7 +150,7 @@ void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float
                if(d < dist)
                {
                        e.fireball_impactvec = p;
-                       RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
+                       RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
                }
        }
        if(RandomSelection_chosen_ent)
@@ -364,13 +364,13 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
 }
 
-METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
+METHOD(Fireball, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     PHYS_INPUT_BUTTON_ATCK(actor) = false;
     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
     if(actor.bot_primary_fireballmooth == 0)
     {
-        if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
+        if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
         {
             PHYS_INPUT_BUTTON_ATCK(actor) = true;
             if(random() < 0.02) actor.bot_primary_fireballmooth = 0;
@@ -378,7 +378,7 @@ METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
     }
     else
     {
-        if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
+        if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
         {
             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
             if(random() < 0.01) actor.bot_primary_fireballmooth = 1;
@@ -389,12 +389,11 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti
 {
     if(fire & 1)
     {
-       int slot = weaponslot(weaponentity);
-        if(time >= actor.fireball_primarytime[slot])
+        if(time >= actor.(weaponentity).fireball_primarytime)
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
         {
             W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
-            actor.fireball_primarytime[slot] = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
+            actor.(weaponentity).fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
         }
     }
     else if(fire & 2)
@@ -417,7 +416,10 @@ METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapo
 METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
 {
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       actor.fireball_primarytime[slot] = time;
+       {
+               .entity weaponentity = weaponentities[slot];
+       actor.(weaponentity).fireball_primarytime = time;
+       }
 }
 METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
 {