+#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
void W_Devastator_Unregister(entity this)
{
- if(self.realowner && self.realowner.lastrocket == self)
+ if(this.realowner && this.realowner.lastrocket == this)
{
- self.realowner.lastrocket = world;
- // self.realowner.rl_release = 1;
+ 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;
}
}
-void W_Devastator_Explode(entity this)
+void W_Devastator_Explode(entity this, entity directhitentity)
{
- W_Devastator_Unregister(self);
+ W_Devastator_Unregister(this);
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(!IS_DEAD(other))
- if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
+ Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
RadiusDamage(
- self,
- self.realowner,
+ this,
+ this.realowner,
WEP_CVAR(devastator, damage),
WEP_CVAR(devastator, edgedamage),
WEP_CVAR(devastator, radius),
- world,
- world,
+ NULL,
+ NULL,
WEP_CVAR(devastator, force),
- self.projectiledeathtype,
- other
+ this.projectiledeathtype,
+ directhitentity
);
Weapon thiswep = WEP_DEVASTATOR;
- if(PS(self.realowner).m_weapon == thiswep)
+ .entity weaponentity = this.weaponentity_fld;
+ if(this.realowner.(weaponentity).m_weapon == thiswep)
{
- if(self.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
- if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+ if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
- self.realowner.cnt = WEP_DEVASTATOR.m_id;
- int slot = 0; // TODO: unhardcode
- ATTACK_FINISHED(self.realowner, slot) = time;
- PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner);
+ this.realowner.cnt = WEP_DEVASTATOR.m_id;
+ int slot = weaponslot(weaponentity);
+ ATTACK_FINISHED(this.realowner, slot) = time;
+ this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner);
}
}
- remove(self);
+ delete(this);
+}
+
+void W_Devastator_Explode_think(entity this)
+{
+ W_Devastator_Explode(this, NULL);
}
void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
{
- W_Devastator_Unregister(self);
+ W_Devastator_Unregister(this);
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
float handled_as_rocketjump = false;
entity head = WarpZone_FindRadius(
- self.origin,
+ this.origin,
WEP_CVAR(devastator, remote_jump_radius),
false
);
while(head)
{
- if(head.takedamage && (head == self.realowner))
+ if(head.takedamage && (head == this.realowner))
{
- float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
+ float distance_to_head = vlen(this.origin - head.WarpZone_findradius_nearest);
if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
{
// we handled this as a rocketjump :)
// now do the damage
RadiusDamage(
- self,
+ this,
head,
WEP_CVAR(devastator, remote_jump_damage),
WEP_CVAR(devastator, remote_jump_damage),
WEP_CVAR(devastator, remote_jump_radius),
- world,
+ NULL,
head,
0,
- self.projectiledeathtype | HITTYPE_BOUNCE,
- world
+ this.projectiledeathtype | HITTYPE_BOUNCE,
+ NULL
);
break;
}
}
RadiusDamage(
- self,
- self.realowner,
+ this,
+ this.realowner,
WEP_CVAR(devastator, remote_damage),
WEP_CVAR(devastator, remote_edgedamage),
WEP_CVAR(devastator, remote_radius),
- (handled_as_rocketjump ? head : world),
- world,
+ (handled_as_rocketjump ? head : NULL),
+ NULL,
WEP_CVAR(devastator, remote_force),
- self.projectiledeathtype | HITTYPE_BOUNCE,
- world
+ this.projectiledeathtype | HITTYPE_BOUNCE,
+ NULL
);
Weapon thiswep = WEP_DEVASTATOR;
- if(PS(self.realowner).m_weapon == thiswep)
+ if(this.realowner.(weaponentity).m_weapon == thiswep)
{
- if(self.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
- if(!(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+ if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
- self.realowner.cnt = WEP_DEVASTATOR.m_id;
+ this.realowner.cnt = WEP_DEVASTATOR.m_id;
int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(self.realowner, slot) = time;
- PS(self.realowner).m_switchweapon = w_getbestweapon(self.realowner);
+ ATTACK_FINISHED(this.realowner, slot) = time;
+ this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner);
}
}
- remove(self);
+ delete(this);
}
void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
{
- if(!IS_DEAD(self.realowner))
- if(self.realowner.lastrocket)
+ if(!IS_DEAD(this.realowner))
+ if(this.realowner.(weaponentity).lastrocket)
{
- if((self.spawnshieldtime >= 0)
- ? (time >= self.spawnshieldtime) // timer
- : (vdist(NearestPointOnBox(self.realowner, self.origin) - self.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
+ if((this.spawnshieldtime >= 0)
+ ? (time >= this.spawnshieldtime) // timer
+ : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
)
{
- W_Devastator_DoRemoteExplode(self, weaponentity);
+ W_Devastator_DoRemoteExplode(this, weaponentity);
}
}
}
{
vector desireddir, olddir, newdir, desiredorigin, goal;
float velspeed, f;
- self.nextthink = time;
- if(time > self.cnt)
+ this.nextthink = time;
+ if(time > this.cnt)
{
- other = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Devastator_Explode(self);
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+ W_Devastator_Explode(this, NULL);
return;
}
// accelerate
- makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
- velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
+ makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
+ velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor(this.realowner) - (this.velocity * v_forward);
if(velspeed > 0)
- self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
+ this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
// laser guided, or remote detonation
- if(PS(self.realowner).m_weapon == WEP_DEVASTATOR)
+ .entity weaponentity = this.weaponentity_fld;
+ if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
{
- if(self == self.realowner.lastrocket)
- if(!self.realowner.rl_release)
- if(!PHYS_INPUT_BUTTON_ATCK2(self))
+ 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 > self.pushltime)
- if(!IS_DEAD(self.realowner))
+ if(time > this.pushltime)
+ if(!IS_DEAD(this.realowner))
{
f = WEP_CVAR(devastator, guideratedelay);
if(f)
- f = bound(0, (time - self.pushltime) / f, 1);
+ f = bound(0, (time - this.pushltime) / f, 1);
else
f = 1;
- velspeed = vlen(self.velocity);
+ velspeed = vlen(this.velocity);
- makevectors(self.realowner.v_angle);
- desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
- desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
- olddir = normalize(self.velocity);
+ makevectors(this.realowner.v_angle);
+ desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
+ desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
+ olddir = normalize(this.velocity);
// now it gets tricky... we want to move like some curve to approximate the target direction
// but we are limiting the rate at which we can turn!
- goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
- newdir = W_Devastator_SteerTo(olddir, normalize(goal - self.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
+ goal = desiredorigin + ((this.origin - desiredorigin) * desireddir + WEP_CVAR(devastator, guidegoal)) * desireddir;
+ newdir = W_Devastator_SteerTo(olddir, normalize(goal - this.origin), cos(WEP_CVAR(devastator, guiderate) * f * frametime * DEG2RAD));
- self.velocity = newdir * velspeed;
- self.angles = vectoangles(self.velocity);
+ this.velocity = newdir * velspeed;
+ this.angles = vectoangles(this.velocity);
- if(!self.count)
+ if(!this.count)
{
- Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
+ Send_Effect(EFFECT_ROCKET_GUIDE, this.origin, this.velocity, 1);
// TODO add a better sound here
- sound(self.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
- self.count = 1;
+ sound(this.realowner, CH_WEAPON_B, SND_ROCKET_MODE, VOL_BASE, ATTN_NORM);
+ this.count = 1;
}
}
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- if(self.rl_detonate_later)
- W_Devastator_RemoteExplode(self, weaponentity);
+ if(this.rl_detonate_later)
+ W_Devastator_RemoteExplode(this, weaponentity);
}
- if(self.csqcprojectile_clientanimate == 0)
- UpdateCSQCProjectile(self);
+ if(this.csqcprojectile_clientanimate == 0)
+ UpdateCSQCProjectile(this);
}
-void W_Devastator_Touch(entity this)
+void W_Devastator_Touch(entity this, entity toucher)
{
- if(WarpZone_Projectile_Touch(this))
+ if(WarpZone_Projectile_Touch(this, toucher))
{
if(wasfreed(this))
W_Devastator_Unregister(this);
return;
}
W_Devastator_Unregister(this);
- W_Devastator_Explode(this);
+ W_Devastator_Explode(this, toucher);
}
void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
this.angles = vectoangles(this.velocity);
if(this.health <= 0)
- W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode);
+ W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
}
-void W_Devastator_Attack(Weapon thiswep, entity actor)
-{entity this = actor;
- entity missile;
- entity flash;
-
- W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo));
+void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
- W_SetupShot_ProjectileSize(self, '-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);
- missile = WarpZone_RefSys_SpawnSameRefSys(self);
- missile.owner = missile.realowner = self;
- self.lastrocket = missile;
+ entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
+ missile.weaponentity_fld = weaponentity;
+ missile.owner = missile.realowner = actor;
+ actor.(weaponentity).lastrocket = missile;
if(WEP_CVAR(devastator, detonatedelay) >= 0)
missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
else
missile.event_damage = W_Devastator_Damage;
missile.damagedbycontents = true;
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
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
// muzzle flash for 1st person view
- flash = spawn();
+ entity flash = spawn();
setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
SUB_SetFade(flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(self, flash, '5 0 0');
+ W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
// common properties
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
+ 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(self) = bot_aim(self, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
+ 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 = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
- {
- targ = targetlist;
- while(targ)
- {
- if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
- {
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- break;
- }
- targ = targ.chain;
- }
- }
-
- if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
- }
-}
-#else
-METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
-{
- entity this = actor;
- // aim and decide to fire if appropriate
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 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 targetlist, targ;
- float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius;
float selfdamage, teamdamage, enemydamage;
edgedamage = WEP_CVAR(devastator, edgedamage);
coredamage = WEP_CVAR(devastator, damage);
selfdamage = 0;
teamdamage = 0;
enemydamage = 0;
- targetlist = findchainfloat(bot_attack, true);
- FOREACH_ENTITY_ENT(realowner, self,
+ IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
{
- if(it.classname != "rocket") continue;
-
- targ = targetlist;
- while(targ)
+ entity rocket = it;
+ IL_EACH(g_bot_targets, it.bot_attack,
{
- d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin);
- d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
- // count potential damage according to type of target
- if(targ == self)
- selfdamage = selfdamage + d;
- else if(targ.team == self.team && teamplay)
- teamdamage = teamdamage + d;
- else if(bot_shouldattack(self, targ))
- enemydamage = enemydamage + d;
- targ = targ.chain;
- }
+ float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
+ d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+ // count potential damage according to type of target
+ if(it == actor)
+ selfdamage = selfdamage + d;
+ else if(SAME_TEAM(it, actor))
+ teamdamage = teamdamage + d;
+ else if(bot_shouldattack(actor, it))
+ enemydamage = enemydamage + d;
+ });
});
float desirabledamage;
desirabledamage = enemydamage;
- if(time > self.invincible_finished && time > self.spawnshieldtime)
+ if(time > actor.invincible_finished && time > actor.spawnshieldtime)
desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if(teamplay && self.team)
+ if(teamplay && actor.team)
desirabledamage = desirabledamage - teamdamage;
- FOREACH_ENTITY_ENT(realowner, self,
+ makevectors(actor.v_angle);
+ IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
{
- if(it.classname != "rocket") continue;
-
- makevectors(it.v_angle);
- targ = targetlist;
if(skill > 9) // normal players only do this for the target they are tracking
{
- targ = targetlist;
- while(targ)
- {
- if(
- (v_forward * normalize(it.origin - targ.origin)< 0.1)
- && desirabledamage > 0.1*coredamage
- ) PHYS_INPUT_BUTTON_ATCK2(self) = true;
- targ = targ.chain;
- }
- }
- else
- {
- float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+ entity rocket = it;
+ IL_EACH(g_bot_targets, it.bot_attack,
+ {
+ if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
+ && desirabledamage > 0.1 * coredamage
+ ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ });
+ }
+ else
+ {
//As the distance gets larger, a correct detonation gets near imposible
//Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
- if(v_forward * normalize(it.origin - self.enemy.origin)< 0.1)
- if(IS_PLAYER(self.enemy))
- if(desirabledamage >= 0.1*coredamage)
- if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
- }
+ if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
+ && IS_PLAYER(actor.enemy)
+ && (desirabledamage >= 0.1 * coredamage)
+ )
+ {
+ float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
+ if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ }
+ }
});
// 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
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if((skill > 6.5) && (selfdamage > self.health))
- PHYS_INPUT_BUTTON_ATCK2(self) = false;
- //if(PHYS_INPUT_BUTTON_ATCK2(self) == true)
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ if((skill > 6.5) && (selfdamage > actor.health))
+ PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+ //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
// dprint(ftos(desirabledamage),"\n");
- if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
+ 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 = world; (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))
{
- entity this = actor;
- self.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))
{
- entity this = actor;
- self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
- self.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))
{
METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
{
- entity this = actor;
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
+ sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
}
#endif