+#include "devastator.qh"
#ifndef IMPLEMENTATION
CLASS(Devastator, Weapon)
-/* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets)
-/* impulse */ ATTRIB(Devastator, impulse, int, 9)
+/* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
+/* impulse */ ATTRIB(Devastator, impulse, int, 9);
/* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
/* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
/* modelname */ ATTRIB(Devastator, mdl, string, "rl");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
#endif
/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
#ifdef SVQC
-.float rl_release;
+.float rl_release[MAX_WEAPONSLOTS];
.float rl_detonate_later;
#endif
#endif
{
if(this.realowner && this.realowner.lastrocket == this)
{
- this.realowner.lastrocket = NULL;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.realowner.(weaponentity).lastrocket == this)
+ this.realowner.(weaponentity).lastrocket = NULL;
+ }
// this.realowner.rl_release = 1;
}
}
);
Weapon thiswep = WEP_DEVASTATOR;
- if(PS(this.realowner).m_weapon == thiswep)
+ .entity weaponentity = this.weaponentity_fld;
+ if(this.realowner.(weaponentity).m_weapon == thiswep)
{
if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
this.realowner.cnt = WEP_DEVASTATOR.m_id;
- int slot = 0; // TODO: unhardcode
+ int slot = weaponslot(weaponentity);
ATTACK_FINISHED(this.realowner, slot) = time;
- PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
+ this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner);
}
}
- remove(this);
+ delete(this);
}
void W_Devastator_Explode_think(entity this)
);
Weapon thiswep = WEP_DEVASTATOR;
- if(PS(this.realowner).m_weapon == thiswep)
+ if(this.realowner.(weaponentity).m_weapon == thiswep)
{
if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
this.realowner.cnt = WEP_DEVASTATOR.m_id;
int slot = weaponslot(weaponentity);
ATTACK_FINISHED(this.realowner, slot) = time;
- PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
+ this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner);
}
}
- remove(this);
+ delete(this);
}
void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
{
if(!IS_DEAD(this.realowner))
- if(this.realowner.lastrocket)
+ if(this.realowner.(weaponentity).lastrocket)
{
if((this.spawnshieldtime >= 0)
? (time >= this.spawnshieldtime) // timer
this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
// laser guided, or remote detonation
- if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
+ .entity weaponentity = this.weaponentity_fld;
+ if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
{
- if(this == this.realowner.lastrocket)
- if(!this.realowner.rl_release)
+ int slot = weaponslot(weaponentity);
+
+ if(this == this.realowner.(weaponentity).lastrocket)
+ if(!this.realowner.rl_release[slot])
if(!PHYS_INPUT_BUTTON_ATCK2(this))
if(WEP_CVAR(devastator, guiderate))
if(time > this.pushltime)
}
}
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
if(this.rl_detonate_later)
W_Devastator_RemoteExplode(this, weaponentity);
}
W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
}
-void W_Devastator_Attack(Weapon thiswep, entity actor)
+void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
- W_SetupShot_ProjectileSize(actor, '-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));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
+ missile.weaponentity_fld = weaponentity;
missile.owner = missile.realowner = actor;
- actor.lastrocket = missile;
+ actor.(weaponentity).lastrocket = missile;
if(WEP_CVAR(devastator, detonatedelay) >= 0)
missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
else
missile.nextthink = time;
missile.cnt = time + WEP_CVAR(devastator, lifetime);
missile.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
SUB_SetFade(flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(actor, flash, '5 0 0');
+ W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
// common properties
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
-#if 0
-METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
-{
- entity this = actor;
- // aim and decide to fire if appropriate
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 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);
- for(missile = NULL; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == actor)
- {
- targ = targetlist;
- while(targ)
- {
- if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
- {
- PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- break;
- }
- targ = targ.chain;
- }
- }
-
- if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
- }
-}
-#else
METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
{
// aim and decide to fire if appropriate
selfdamage = 0;
teamdamage = 0;
enemydamage = 0;
- FOREACH_ENTITY_ENT(realowner, actor,
+ IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
{
- if(it.classname != "rocket") continue;
-
entity rocket = it;
- FOREACH_ENTITY_FLOAT(bot_attack, true,
+ IL_EACH(g_bot_targets, it.bot_attack,
{
float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
desirabledamage = desirabledamage - teamdamage;
makevectors(actor.v_angle);
- FOREACH_ENTITY_ENT(realowner, actor,
+ IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
{
- if(it.classname != "rocket") continue;
-
if(skill > 9) // normal players only do this for the target they are tracking
{
entity rocket = it;
- FOREACH_ENTITY_FLOAT(bot_attack, true,
+ IL_EACH(g_bot_targets, it.bot_attack,
{
if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
&& desirabledamage > 0.1 * coredamage
if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
}
}
-#endif
+
METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else {
+ int slot = weaponslot(weaponentity);
if(fire & 1)
{
- if(actor.rl_release || WEP_CVAR(devastator, guidestop))
+ if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop))
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
{
- W_Devastator_Attack(thiswep, actor);
+ W_Devastator_Attack(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
- actor.rl_release = 0;
+ actor.rl_release[slot] = 0;
}
}
else
- actor.rl_release = 1;
+ actor.rl_release[slot] = 1;
if(fire & 2)
- if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
+ if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
{
- entity rock;
bool rockfound = false;
- for(rock = NULL; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
+ IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
{
- if(!rock.rl_detonate_later)
+ if(!it.rl_detonate_later)
{
- rock.rl_detonate_later = true;
+ it.rl_detonate_later = true;
rockfound = true;
}
- }
+ });
if(rockfound)
sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
}
}
METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
{
- actor.rl_release = 1;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ actor.rl_release[slot] = 1;
}
-METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
#if 0
// don't switch while guiding a missile
return ammo_amount;
#endif
}
-METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
return false;
}
METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
{
- actor.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
- actor.rl_release = 0;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
+ actor.rl_release[slot] = 0;
+ }
}
METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, WEP_CVAR(devastator, ammo), SND_RELOAD);
+ W_Reload(actor, weaponentity, WEP_CVAR(devastator, ammo), SND_RELOAD);
}
METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
{