-#ifndef IMPLEMENTATION
-CLASS(RocketPropelledChainsaw, Weapon)
-/* ammotype */ ATTRIB(RocketPropelledChainsaw, ammo_field, .int, ammo_rockets);
-/* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 7);
-/* flags */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON);
-/* rating */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0');
-/* modelname */ ATTRIB(RocketPropelledChainsaw, mdl, string, "ok_rl");
-#ifndef MENUQC
-/* model */ ATTRIB(RocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM);
-#endif
-/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher");
-/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc");
-/* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc");
-/* wepname */ ATTRIB(RocketPropelledChainsaw, m_name, string, _("Rocket Propelled Chainsaw"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, NONE) \
- P(class, prefix, animtime, float, NONE) \
- P(class, prefix, damage2, float, NONE) \
- P(class, prefix, damageforcescale, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, edgedamage, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, health, float, NONE) \
- P(class, prefix, lifetime, float, NONE) \
- P(class, prefix, radius, float, NONE) \
- P(class, prefix, refire, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, speedaccel, float, NONE) \
- P(class, prefix, speed, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, RocketPropelledChainsaw, rpc)
-#undef X
-
-ENDCLASS(RocketPropelledChainsaw)
-REGISTER_WEAPON(RPC, rpc, NEW(RocketPropelledChainsaw));
+#include "rpc.qh"
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); }
entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
entity flash = spawn ();
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity);
W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(missile);
missile.nextthink = time;
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
CSQCProjectile(missile, true, PROJECTILE_RPC, false);
METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
+ if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) {
thiswep.wr_reload(thiswep, actor, weaponentity);
} else
{
}
}
-METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
- ammo_amount += actor.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
return ammo_amount;
}
-METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
return false;
}
}
#endif
-#endif