X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fvehicle%2Fraptor.qc;h=f0c4dc1ec7afd47a21f5d753d6427971237a4eb5;hp=d7ef38abcad18d731ee7337e5f7a17bcc9f4c7f4;hb=4aa44bf21dcc38987623628aa35f340aed93b2f7;hpb=1deb523af5f2edddb70ed34cbb0d4463f21d6cad diff --git a/qcsrc/common/vehicles/vehicle/raptor.qc b/qcsrc/common/vehicles/vehicle/raptor.qc index d7ef38abca..f0c4dc1ec7 100644 --- a/qcsrc/common/vehicles/vehicle/raptor.qc +++ b/qcsrc/common/vehicles/vehicle/raptor.qc @@ -254,7 +254,7 @@ bool raptor_frame(entity this, float dt) setorigin(this, vehic.origin + '0 0 32'); this.oldorigin = this.origin; // negate fall damage - this.vehicle_weapon2mode = vehic.vehicle_weapon2mode; + STAT(VEHICLESTAT_W2MODE, this) = STAT(VEHICLESTAT_W2MODE, vehic); vector vf, ad; // Target lock & predict @@ -343,11 +343,11 @@ bool raptor_frame(entity this, float dt) vehicle_aimturret(vehic, trace_endpos, vehic.gun1, "fire1", autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up, - autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed); + autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed, dt); vehicle_aimturret(vehic, trace_endpos, vehic.gun2, "fire1", autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up, - autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed); + autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed, dt); /* ad = ad * 0.5; @@ -358,7 +358,7 @@ bool raptor_frame(entity this, float dt) Weapon wep1 = WEP_RAPTOR; .entity weaponentity = weaponentities[0]; - if(!forbidWeaponUse(this)) + if(!weaponLocked(this) && !weaponUseForbidden(this)) if(PHYS_INPUT_BUTTON_ATCK(this)) if (wep1.wr_checkammo1(wep1, vehic, weaponentity)) { @@ -369,14 +369,14 @@ bool raptor_frame(entity this, float dt) vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true); if(vehic.vehicle_flags & VHF_HEALTHREGEN) - vehicles_regen(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false); + vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false, RES_HEALTH); if(vehic.vehicle_flags & VHF_ENERGYREGEN) vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, dt, false); Weapon wep2a = WEP_RAPTOR_BOMB; - if(!forbidWeaponUse(this)) - if(vehic.vehicle_weapon2mode == RSM_BOMB) + if(!weaponLocked(this) && !weaponUseForbidden(this)) + if(STAT(VEHICLESTAT_W2MODE, vehic) == RSM_BOMB) { if(time > vehic.lip + autocvar_g_vehicle_raptor_bombs_refire) if(PHYS_INPUT_BUTTON_ATCK2(this)) @@ -427,7 +427,7 @@ bool raptor_frame(entity this, float dt) } - VEHICLE_UPDATE_PLAYER(this, vehic, health, raptor); + VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, raptor, RES_HEALTH); VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor); if(vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor); @@ -453,7 +453,7 @@ bool raptor_takeoff(entity this, float dt) // Takeoff sequense if(vehic.frame < 25) { - vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / PHYS_INPUT_FRAMETIME); + vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / dt); vehic.velocity_z = min(vehic.velocity_z * 1.5, 256); vehic.bomb1.gun1.avelocity_y = 90 + ((vehic.frame / 25) * 25000); vehic.bomb1.gun2.avelocity_y = -vehic.bomb1.gun1.avelocity_y; @@ -465,13 +465,13 @@ bool raptor_takeoff(entity this, float dt) else this.PlayerPhysplug = raptor_frame; - this.vehicle_weapon2mode = vehic.vehicle_weapon2mode; + STAT(VEHICLESTAT_W2MODE, this) = STAT(VEHICLESTAT_W2MODE, vehic); if(vehic.vehicle_flags & VHF_SHIELDREGEN) vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true); if(vehic.vehicle_flags & VHF_HEALTHREGEN) - vehicles_regen(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false); + vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false, RES_HEALTH); if(vehic.vehicle_flags & VHF_ENERGYREGEN) vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, dt, false); @@ -481,7 +481,7 @@ bool raptor_takeoff(entity this, float dt) this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100); this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0; - VEHICLE_UPDATE_PLAYER(this, vehic, health, raptor); + VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, raptor, RES_HEALTH); VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor); if(vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor); @@ -493,7 +493,7 @@ void raptor_blowup(entity this, entity toucher) { this.deadflag = DEAD_DEAD; this.vehicle_exit(this, VHEF_NORMAL); - RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_RAPT_DEATH.m_id, NULL); + RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_RAPT_DEATH.m_id, DMG_NOWEP, NULL); this.alpha = -1; set_movetype(this, MOVETYPE_NONE); @@ -539,20 +539,20 @@ bool raptor_impulse(entity this, int _imp) switch(_imp) { case IMP_weapon_group_1.impulse: - this.vehicle.vehicle_weapon2mode = RSM_BOMB; + STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_BOMB; CSQCVehicleSetup(this, 0); return true; case IMP_weapon_group_2.impulse: - this.vehicle.vehicle_weapon2mode = RSM_FLARE; + STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_FLARE; CSQCVehicleSetup(this, 0); return true; case IMP_weapon_next_byid.impulse: case IMP_weapon_next_bypriority.impulse: case IMP_weapon_next_bygroup.impulse: - this.vehicle.vehicle_weapon2mode += 1; - if(this.vehicle.vehicle_weapon2mode > RSM_LAST) - this.vehicle.vehicle_weapon2mode = RSM_FIRST; + STAT(VEHICLESTAT_W2MODE, this.vehicle) += 1; + if(STAT(VEHICLESTAT_W2MODE, this.vehicle) > RSM_LAST) + STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_FIRST; CSQCVehicleSetup(this, 0); return true; @@ -560,9 +560,9 @@ bool raptor_impulse(entity this, int _imp) case IMP_weapon_prev_byid.impulse: case IMP_weapon_prev_bypriority.impulse: case IMP_weapon_prev_bygroup.impulse: - this.vehicle.vehicle_weapon2mode -= 1; - if(this.vehicle.vehicle_weapon2mode < RSM_FIRST) - this.vehicle.vehicle_weapon2mode = RSM_LAST; + STAT(VEHICLESTAT_W2MODE, this.vehicle) -= 1; + if(STAT(VEHICLESTAT_W2MODE, this.vehicle) < RSM_FIRST) + STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_LAST; CSQCVehicleSetup(this, 0); return true; @@ -590,11 +590,11 @@ METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance)) } METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance)) { - instance.vehicle_weapon2mode = RSM_BOMB; + STAT(VEHICLESTAT_W2MODE, instance) = RSM_BOMB; instance.owner.PlayerPhysplug = raptor_takeoff; set_movetype(instance, MOVETYPE_BOUNCEMISSILE); instance.solid = SOLID_SLIDEBOX; - instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_raptor_health) * 100; + instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_raptor_health) * 100; instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100; instance.velocity = '0 0 1'; // nudge upwards so takeoff sequence can work instance.tur_head.exteriormodeltoclient = instance.owner; @@ -609,7 +609,7 @@ METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance)) } METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance)) { - instance.health = 0; + SetResourceExplicit(instance, RES_HEALTH, 0); instance.event_damage = func_null; instance.solid = SOLID_CORPSE; instance.takedamage = DAMAGE_NO; @@ -701,7 +701,7 @@ METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance)) } instance.frame = 0; - instance.vehicle_health = autocvar_g_vehicle_raptor_health; + SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health); instance.vehicle_shield = autocvar_g_vehicle_raptor_shield; set_movetype(instance, MOVETYPE_TOSS); instance.solid = SOLID_SLIDEBOX; @@ -720,7 +720,7 @@ METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance)) instance.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor; instance.bouncestop = autocvar_g_vehicle_raptor_bouncestop; instance.damageforcescale = 0.25; - instance.vehicle_health = autocvar_g_vehicle_raptor_health; + SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health); instance.vehicle_shield = autocvar_g_vehicle_raptor_shield; } METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance)) @@ -739,9 +739,9 @@ METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance)) instance.vehicle_exit = raptor_exit; instance.respawntime = autocvar_g_vehicle_raptor_respawntime; - instance.vehicle_health = autocvar_g_vehicle_raptor_health; + SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health); instance.vehicle_shield = autocvar_g_vehicle_raptor_shield; - instance.max_health = instance.vehicle_health; + instance.max_health = GetResource(instance, RES_HEALTH); if(!autocvar_g_vehicle_raptor_swim) instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;