#include "devastator.qh"
#ifdef SVQC
-spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
-spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
.entity lastrocket;
NULL,
WEP_CVAR(devastator, force),
this.projectiledeathtype,
+ this.weaponentity_fld,
directhitentity
);
head,
(WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
this.projectiledeathtype | HITTYPE_BOUNCE,
+ this.weaponentity_fld,
NULL
);
break;
NULL,
WEP_CVAR(devastator, remote_force),
this.projectiledeathtype | HITTYPE_BOUNCE,
+ this.weaponentity_fld,
NULL
);
else
f = 1;
+ vector md = this.realowner.(weaponentity).movedir;
+ vector vecs = ((md.x > 0) ? md : '0 0 0');
+
+ vector dv = v_right * -vecs.y + v_up * vecs.z;
+
+ if(!W_DualWielding(this.realowner))
+ dv = '0 0 0'; // don't override!
+
velspeed = vlen(this.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);
+ desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs + dv);
olddir = normalize(this.velocity);
// now it gets tricky... we want to move like some curve to approximate the target direction
W_Devastator_Explode(this, toucher);
}
-void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(this.health <= 0)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
return;
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- this.health = this.health - damage;
+ TakeResource(this, RESOURCE_HEALTH, damage);
this.angles = vectoangles(this.velocity);
- if(this.health <= 0)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
}
-void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
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));
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), WEP_DEVASTATOR.m_id);
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
missile.takedamage = DAMAGE_YES;
missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
- missile.health = WEP_CVAR(devastator, health);
+ SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(devastator, health));
missile.event_damage = W_Devastator_Damage;
missile.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, missile);
setthink(missile, W_Devastator_Think);
missile.nextthink = time;
missile.cnt = time + WEP_CVAR(devastator, lifetime);
+ missile.rl_detonate_later = (fire & 2); // allow instant detonation
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
IL_PUSH(g_bot_dodge, missile);
// common properties
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+
+ if (time >= missile.nextthink)
+ {
+ getthink(missile)(missile);
+ }
}
METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
// 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(actor) = true;
- if((skill > 6.5) && (selfdamage > actor.health))
+ if((skill > 6.5) && (selfdamage > GetResourceAmount(actor, RESOURCE_HEALTH)))
PHYS_INPUT_BUTTON_ATCK2(actor) = false;
//if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
// dprint(ftos(desirabledamage),"\n");
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);
+ W_Devastator_Attack(thiswep, actor, weaponentity, fire);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
actor.(weaponentity).rl_release = 0;
}