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
#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
vector f_diff;
float c;
- c = actor.bulletcounter % 4;
+ c = actor.(weaponentity).bulletcounter % 4;
switch(c)
{
case 0:
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;
}
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;
{
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)
}
}
}
-METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
-{
- actor.ammo_field = ammo_none;
-}
-METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
return true; // infinite ammo
}
-METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
return true; // fireball has infinite ammo
}
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))
{