X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fdevastator.qc;h=d30569adf2e65d07508537901d055669997166c8;hp=6e618c88ec22eda2d70197423a21b751d7b8afaf;hb=86c4f57358c37c4165945b1c99840aa447b50000;hpb=2183056a5b6e75d2e025aa6c718eeb6f87de31b6 diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index 6e618c88e..d30569adf 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -1,8 +1,6 @@ #include "devastator.qh" #ifdef SVQC -spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); } -spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); } .entity lastrocket; @@ -40,6 +38,7 @@ void W_Devastator_Explode(entity this, entity directhitentity) NULL, WEP_CVAR(devastator, force), this.projectiledeathtype, + this.weaponentity_fld, directhitentity ); @@ -47,7 +46,7 @@ void W_Devastator_Explode(entity this, entity directhitentity) .entity weaponentity = this.weaponentity_fld; if(this.realowner.(weaponentity).m_weapon == thiswep) { - if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) + if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo)) if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO)) { this.realowner.cnt = WEP_DEVASTATOR.m_id; @@ -114,6 +113,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity) head, (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0), this.projectiledeathtype | HITTYPE_BOUNCE, + this.weaponentity_fld, NULL ); break; @@ -133,13 +133,14 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity) NULL, WEP_CVAR(devastator, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, + this.weaponentity_fld, NULL ); Weapon thiswep = WEP_DEVASTATOR; if(this.realowner.(weaponentity).m_weapon == thiswep) { - if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) + if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo)) if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO)) { this.realowner.cnt = WEP_DEVASTATOR.m_id; @@ -234,11 +235,19 @@ void W_Devastator_Think(entity this) else f = 1; + vector md = this.realowner.(weaponentity).movedir; + vector vecs = ((md.x > 0) ? md : '0 0 0'); + + vector dv = v_right * -vecs.y + v_up * vecs.z; + + if(!W_DualWielding(this.realowner)) + dv = '0 0 0'; // don't override! + velspeed = vlen(this.velocity); makevectors(this.realowner.v_angle); desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward); - desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs); + desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs + dv); olddir = normalize(this.velocity); // now it gets tricky... we want to move like some curve to approximate the target direction @@ -278,26 +287,26 @@ void W_Devastator_Touch(entity this, entity toucher) W_Devastator_Explode(this, toucher); } -void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { - if(this.health <= 0) + if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt - this.health = this.health - damage; + SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH) - damage); this.angles = vectoangles(this.velocity); - if(this.health <= 0) + if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0) W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think); } -void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) +void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity); - W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), WEP_DEVASTATOR.m_id); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = WarpZone_RefSys_SpawnSameRefSys(actor); @@ -315,7 +324,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) missile.takedamage = DAMAGE_YES; missile.damageforcescale = WEP_CVAR(devastator, damageforcescale); - missile.health = WEP_CVAR(devastator, health); + SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(devastator, health)); missile.event_damage = W_Devastator_Damage; missile.damagedbycontents = true; IL_PUSH(g_damagedbycontents, missile); @@ -333,6 +342,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) setthink(missile, W_Devastator_Think); missile.nextthink = time; missile.cnt = time + WEP_CVAR(devastator, lifetime); + missile.rl_detonate_later = (fire & 2); // allow instant detonation missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); @@ -349,6 +359,11 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) // common properties MUTATOR_CALLHOOK(EditProjectile, actor, missile); + + if (time >= missile.nextthink) + { + getthink(missile)(missile); + } } METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) @@ -422,7 +437,7 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponenti // but don't fire a new shot at the same time! if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events PHYS_INPUT_BUTTON_ATCK2(actor) = true; - if((skill > 6.5) && (selfdamage > actor.health)) + if((skill > 6.5) && (selfdamage > GetResourceAmount(actor, RESOURCE_HEALTH))) PHYS_INPUT_BUTTON_ATCK2(actor) = false; //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true) // dprint(ftos(desirabledamage),"\n"); @@ -440,7 +455,7 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen if(actor.(weaponentity).rl_release || WEP_CVAR(devastator, guidestop)) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire))) { - W_Devastator_Attack(thiswep, actor, weaponentity); + W_Devastator_Attack(thiswep, actor, weaponentity, fire); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready); actor.(weaponentity).rl_release = 0; } @@ -478,10 +493,10 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea ammo_amount = false; if(WEP_CVAR(devastator, reload_ammo)) { - if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo)) + if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo)) ammo_amount = true; } - else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) + else if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo)) ammo_amount = true; return !ammo_amount; } @@ -489,18 +504,18 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea #if 0 if(actor.rl_release == 0) { - LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo)); + LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo)); return true; } else { - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); - LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE")); + LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE")); return ammo_amount; } #else - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); return ammo_amount; #endif