REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
#ifdef SVQC
-.float rl_release[MAX_WEAPONSLOTS];
+.float rl_release;
.float rl_detonate_later;
#endif
#endif
);
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, weaponentity);
}
}
delete(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, weaponentity);
}
}
delete(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)
- if(!this.realowner.rl_release[slot])
+ if(!this.realowner.(weaponentity).rl_release)
if(!PHYS_INPUT_BUTTON_ATCK2(this))
if(WEP_CVAR(devastator, guiderate))
if(time > this.pushltime)
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);
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
-METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
+METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
// 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);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 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
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
+ if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).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[slot] || WEP_CVAR(devastator, guidestop))
+ if(actor.(weaponentity).rl_release || WEP_CVAR(devastator, guidestop))
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
{
W_Devastator_Attack(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
- actor.rl_release[slot] = 0;
+ actor.(weaponentity).rl_release = 0;
}
}
else
- actor.rl_release[slot] = 1;
+ actor.(weaponentity).rl_release = 1;
if(fire & 2)
- if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
+ if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
{
bool rockfound = false;
IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
}
}
}
-METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
+METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- actor.rl_release[slot] = 1;
+ actor.(weaponentity).rl_release = 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
ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
- if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+ if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
}
else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
else
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
- ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
return ammo_amount;
}
#else
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
- ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
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;
}
{
.entity weaponentity = weaponentities[slot];
actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
- actor.rl_release[slot] = 0;
+ actor.(weaponentity).rl_release = 0;
}
}
METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))