X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fhmg.qc;h=caf96a67b3fc7e11a7dad4b8a01d2587908e4eee;hp=024fdb1cc768397f28409097e9f2e5166fa57b0a;hb=3bbcff2475d1b2efc1314a358bf60c6fba6e4be6;hpb=c039d054a46888048d214000273ccfc63e4611b6 diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qc b/qcsrc/common/mutators/mutator/overkill/hmg.qc index 024fdb1cc..caf96a67b 100644 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qc @@ -20,14 +20,14 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone return; } - if((!thiswep.wr_checkammo1(thiswep, actor) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS))) + if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS))) { - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } - W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo)); + W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo), weaponentity); W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage)); @@ -37,10 +37,10 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone actor.punchangle_y = random () - 0.5; } - float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max)); - fireBullet(actor, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0); + float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(hmg, spread_max)); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0); - actor.misc_bulletcounter = actor.misc_bulletcounter + 1; + actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -58,45 +58,45 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto); } -METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor)) +METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); else - PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false); + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); } METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload + if(WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(hmg, ammo)) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else { if (fire & 1) if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { - actor.misc_bulletcounter = 0; + actor.(weaponentity).misc_bulletcounter = 0; W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); } } } -METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); return ammo_amount; } -METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); return ammo_amount; }