]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/devastator.qc
Add weaponentity parameter to ammo checking
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index 5ffe08bad9613ee7303ab9c256d8726e97b13f52..6ca5fa101cf9ddef4d3773b0e4e7b0909965fab1 100644 (file)
@@ -115,15 +115,16 @@ void W_Devastator_Explode(entity this, entity directhitentity)
        );
 
        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);
                }
        }
        delete(this);
@@ -201,7 +202,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
        );
 
        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))
@@ -209,7 +210,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
                        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);
                }
        }
        delete(this);
@@ -282,9 +283,9 @@ void W_Devastator_Think(entity this)
                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)
        {
-               .entity weaponentity = this.weaponentity_fld;
                int slot = weaponslot(weaponentity);
 
                if(this == this.realowner.(weaponentity).lastrocket)
@@ -361,7 +362,7 @@ void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float d
 
 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, 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);
@@ -400,6 +401,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        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
@@ -415,35 +417,6 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        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
@@ -460,12 +433,10 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
         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);
@@ -486,14 +457,12 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
             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
@@ -526,7 +495,7 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
         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
@@ -547,18 +516,17 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
             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);
         }
@@ -569,7 +537,7 @@ METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
     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
@@ -605,7 +573,7 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
     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;
 }