]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hlac.qc
Unhardcode a few more 0 slot cases
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
index c77ccc98e4d12377da82b75aff8ffefb1ba46f1c..010ca4fe8e18183e7c7f970f311844df3eb790e0 100644 (file)
@@ -75,9 +75,9 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        entity missile;
     float spread;
 
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
 
-    spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.misc_bulletcounter);
+    spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
     spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
     if(actor.crouch)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
@@ -112,6 +112,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        missile.projectiledeathtype = WEP_HLAC.m_id;
 
        CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
@@ -155,6 +156,7 @@ void W_HLAC_Attack2(entity actor, .entity weaponentity)
 
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        missile.missile_flags = MIF_SPLASH;
        missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
 
@@ -166,7 +168,7 @@ void W_HLAC_Attack2(entity actor, .entity weaponentity)
 // weapon frames
 void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
+       if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
        {
                w_ready(thiswep, actor, weaponentity, fire);
                return;
@@ -174,10 +176,10 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
 
        if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
-               if(!thiswep.wr_checkammo1(thiswep, actor))
+               if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
-                       W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                       W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w_ready(thiswep, actor, weaponentity, fire);
                        return;
                }
@@ -185,7 +187,7 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
                int slot = weaponslot(weaponentity);
                ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
                W_HLAC_Attack(WEP_HLAC, actor, weaponentity);
-               actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+               actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
        }
        else
@@ -198,7 +200,7 @@ void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
 {
     float i;
 
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
 
     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
         W_HLAC_Attack2(actor, weaponentity);
@@ -210,19 +212,19 @@ void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
        }
 }
 
-METHOD(HLAC, wr_aim, void(entity thiswep, entity actor))
+METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
 }
 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
+    if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     } else if(fire & 1)
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
         {
-            actor.misc_bulletcounter = 0;
+            actor.(weaponentity).misc_bulletcounter = 0;
             W_HLAC_Attack(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
         }
@@ -237,16 +239,16 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
         }
     }
 }
-METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
-    ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
     return ammo_amount;
 }
-METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
-    ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
     return ammo_amount;
 }
 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))