-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ DEVASTATOR,
/* function */ W_Devastator,
/* color */ '1 1 0',
/* modelname */ "rl",
/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
+/* crosshair */ "gfx/crosshairrocketlauncher 0.7",
/* wepimg */ "weaponrocketlauncher",
/* refname */ "devastator",
/* wepname */ _("Devastator")
.float rl_release;
.float rl_detonate_later;
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
+void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
void W_Devastator_Unregister(void)
other
);
- if(self.realowner.weapon == WEP_DEVASTATOR)
+ if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
{
if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
+ if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
- self.realowner.cnt = WEP_DEVASTATOR;
+ self.realowner.cnt = WEP_DEVASTATOR.m_id;
ATTACK_FINISHED(self.realowner) = time;
self.realowner.switchweapon = w_getbestweapon(self.realowner);
}
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
- float handled_as_rocketjump = FALSE;
+ float handled_as_rocketjump = false;
entity head = WarpZone_FindRadius(
self.origin,
WEP_CVAR(devastator, remote_jump_radius),
- FALSE
+ false
);
-
+
while(head)
{
if(head.takedamage && (head == self.realowner))
float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
{
+ // we handled this as a rocketjump :)
+ handled_as_rocketjump = true;
+
+ // modify velocity
head.velocity_x *= 0.9;
head.velocity_y *= 0.9;
head.velocity_z = bound(
WEP_CVAR(devastator, remote_jump_velocity_z_min),
- head.velocity_z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
+ head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
WEP_CVAR(devastator, remote_jump_velocity_z_max)
);
- handled_as_rocketjump = TRUE;
+ // now do the damage
RadiusDamage(
self,
head,
world
);
- if(self.realowner.weapon == WEP_DEVASTATOR)
+ if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
{
if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
+ if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
- self.realowner.cnt = WEP_DEVASTATOR;
+ self.realowner.cnt = WEP_DEVASTATOR.m_id;
ATTACK_FINISHED(self.realowner) = time;
self.realowner.switchweapon = w_getbestweapon(self.realowner);
}
// 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
m2 = maxturn_cos * maxturn_cos;
v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
- return normalize(thisdir + goaldir * v_y); // the larger solution!
+ return normalize(thisdir + goaldir * v.y); // the larger solution!
}
// assume thisdir == -goaldir:
// f == -1
}
// accelerate
- makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
- velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
+ makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
+ velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
if(velspeed > 0)
- self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
+ self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
// laser guided, or remote detonation
- if(self.realowner.weapon == WEP_DEVASTATOR)
+ if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
{
if(self == self.realowner.lastrocket)
if(!self.realowner.rl_release)
W_Devastator_Explode();
}
-void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.health <= 0)
return;
-
+
if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
-
+
self.health = self.health - damage;
self.angles = vectoangles(self.velocity);
-
+
if(self.health <= 0)
W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
}
W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
- W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
+ W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.spawnshieldtime = -1;
missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
missile.classname = "rocket";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
missile.takedamage = DAMAGE_YES;
missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
missile.health = WEP_CVAR(devastator, health);
missile.event_damage = W_Devastator_Damage;
- missile.damagedbycontents = TRUE;
+ missile.damagedbycontents = true;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_DEVASTATOR;
+ missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
missile.nextthink = time;
missile.cnt = time + WEP_CVAR(devastator, lifetime);
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
+ missile.missile_flags = MIF_SPLASH;
- CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
+ CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
// muzzle flash for 1st person view
flash = spawn();
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
-float W_Devastator(float req)
+bool W_Devastator(int req)
{
entity rock;
float rockfound;
case WR_AIM:
{
// aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
entity missile, targetlist, targ;
- targetlist = findchainfloat(bot_attack, TRUE);
+ targetlist = findchainfloat(bot_attack, true);
for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
{
targ = targetlist;
{
if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
{
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
break;
}
targ = targ.chain;
}
}
-
- if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
+
+ if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
}
-
- return TRUE;
+
+ return true;
}
#else
case WR_AIM:
{
// aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
selfdamage = 0;
teamdamage = 0;
enemydamage = 0;
- targetlist = findchainfloat(bot_attack, TRUE);
+ targetlist = findchainfloat(bot_attack, true);
missile = find(world, classname, "rocket");
while(missile)
{
if(
(v_forward * normalize(missile.origin - targ.origin)< 0.1)
&& desirabledamage > 0.1*coredamage
- )self.BUTTON_ATCK2 = TRUE;
+ )self.BUTTON_ATCK2 = true;
targ = targ.chain;
}
}else{
if(IS_PLAYER(self.enemy))
if(desirabledamage >= 0.1*coredamage)
if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
// dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
}
// if we would be doing at X percent of the core damage, detonate it
// 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
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
if((skill > 6.5) && (selfdamage > self.health))
- self.BUTTON_ATCK2 = FALSE;
- //if(self.BUTTON_ATCK2 == TRUE)
+ self.BUTTON_ATCK2 = false;
+ //if(self.BUTTON_ATCK2 == true)
// dprint(ftos(desirabledamage),"\n");
- if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+ if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
}
-
- return TRUE;
+
+ return true;
}
#endif
case WR_THINK:
self.rl_release = 1;
if(self.BUTTON_ATCK2)
+ if(self.switchweapon == WEP_DEVASTATOR.m_id)
{
rockfound = 0;
for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
{
if(!rock.rl_detonate_later)
{
- rock.rl_detonate_later = TRUE;
+ rock.rl_detonate_later = true;
rockfound = 1;
}
}
sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
- if(autocvar_sv_precacheweapons)
- {
+ //if(autocvar_sv_precacheweapons)
+ //{
precache_model("models/flash.md3");
precache_model("models/weapons/g_rl.md3");
precache_model("models/weapons/v_rl.md3");
precache_sound("weapons/rocket_det.wav");
precache_sound("weapons/rocket_fire.wav");
precache_sound("weapons/rocket_mode.wav");
- }
- DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ //}
+ DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_SETUP:
{
self.rl_release = 1;
- return TRUE;
+ return true;
}
case WR_CHECKAMMO1:
{
#if 0
// don't switch while guiding a missile
- if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
+ if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR.m_id)
{
- ammo_amount = FALSE;
+ ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
- if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
- ammo_amount = TRUE;
+ if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+ ammo_amount = true;
}
else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
- ammo_amount = TRUE;
+ ammo_amount = true;
return !ammo_amount;
}
#endif
if(self.rl_release == 0)
{
printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
- return TRUE;
+ return true;
}
else
{
ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
- ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
return ammo_amount;
}
#else
ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
- ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
return ammo_amount;
#endif
}
case WR_CHECKAMMO2:
{
- return FALSE;
+ return false;
}
case WR_CONFIG:
{
- DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RESETPLAYER:
{
self.rl_release = 0;
- return TRUE;
+ return true;
}
case WR_RELOAD:
{
W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_DEVASTATOR_MURDER_DIRECT;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
-float W_Devastator(float req)
+bool W_Devastator(int req)
{
switch(req)
{
pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/rocket_impact.wav");
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif