-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ DEVASTATOR,
/* function */ W_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);
}
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);
}
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)
if(!self.count)
{
- pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
+ Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
// TODO add a better sound here
- sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+ sound(self.realowner, CH_WEAPON_B, W_Sound("rocket_mode"), VOL_BASE, ATTN_NORM);
self.count = 1;
}
}
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;
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));
- pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, W_Sound("rocket_fire"), CH_WEAPON_A, WEP_CVAR(devastator, damage));
+ Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.owner = missile.realowner = self;
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
W_AttachToShotorg(flash, '5 0 0');
// common properties
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-float W_Devastator(float req)
+bool W_Devastator(int req)
{
entity rock;
float rockfound;
self.rl_release = 1;
if(self.BUTTON_ATCK2)
- if(self.switchweapon == WEP_DEVASTATOR)
+ if(self.switchweapon == WEP_DEVASTATOR.m_id)
{
rockfound = 0;
for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
}
}
if(rockfound)
- sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_B, W_Sound("rocket_det"), VOL_BASE, ATTN_NORM);
}
}
//if(autocvar_sv_precacheweapons)
//{
precache_model("models/flash.md3");
- precache_model("models/weapons/g_rl.md3");
- precache_model("models/weapons/v_rl.md3");
- precache_model("models/weapons/h_rl.iqm");
- precache_sound("weapons/rocket_det.wav");
- precache_sound("weapons/rocket_fire.wav");
- precache_sound("weapons/rocket_mode.wav");
+ precache_model(W_Model("g_rl.md3"));
+ precache_model(W_Model("v_rl.md3"));
+ precache_model(W_Model("h_rl.iqm"));
+ precache_sound(W_Sound("rocket_det"));
+ precache_sound(W_Sound("rocket_fire"));
+ precache_sound(W_Sound("rocket_mode"));
//}
DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
{
#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;
if(WEP_CVAR(devastator, reload_ammo))
{
- if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
+ 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))
#if 0
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));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
return true;
}
else
{
ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
- ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= 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"));
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+ LOG_INFOF("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_RELOAD:
{
- W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
+ W_Reload(WEP_CVAR(devastator, ammo), W_Sound("reload"));
return true;
}
case WR_SUICIDEMESSAGE:
}
#endif
#ifdef CSQC
-float W_Devastator(float req)
+bool W_Devastator(int req)
{
switch(req)
{
{
vector org2;
org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTN_NORM);
return true;
}
case WR_INIT:
{
- precache_sound("weapons/rocket_impact.wav");
+ precache_sound(W_Sound("rocket_impact"));
return true;
}
case WR_ZOOMRETICLE: