/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
/* refname */ ATTRIB(Devastator, netname, string, "devastator");
-/* wepname */ ATTRIB(Devastator, message, string, _("Devastator"));
+/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, NONE) \
+ P(class, prefix, animtime, float, NONE) \
+ P(class, prefix, damageforcescale, float, NONE) \
+ P(class, prefix, damage, float, NONE) \
+ P(class, prefix, detonatedelay, float, NONE) \
+ P(class, prefix, edgedamage, float, NONE) \
+ P(class, prefix, force, float, NONE) \
+ P(class, prefix, guidedelay, float, NONE) \
+ P(class, prefix, guidegoal, float, NONE) \
+ P(class, prefix, guideratedelay, float, NONE) \
+ P(class, prefix, guiderate, float, NONE) \
+ P(class, prefix, guidestop, float, NONE) \
+ P(class, prefix, health, float, NONE) \
+ P(class, prefix, lifetime, float, NONE) \
+ P(class, prefix, radius, float, NONE) \
+ P(class, prefix, refire, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_damage, float, NONE) \
+ P(class, prefix, remote_edgedamage, float, NONE) \
+ P(class, prefix, remote_force, float, NONE) \
+ P(class, prefix, remote_jump_damage, float, NONE) \
+ P(class, prefix, remote_jump_radius, float, NONE) \
+ P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
+ P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
+ P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
+ P(class, prefix, remote_radius, float, NONE) \
+ P(class, prefix, speedaccel, float, NONE) \
+ P(class, prefix, speedstart, float, NONE) \
+ P(class, prefix, speed, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Devastator, devastator)
+#undef X
+
ENDCLASS(Devastator)
-REGISTER_WEAPON(DEVASTATOR, NEW(Devastator));
-
-#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
-#define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, ammo) \
- w_cvar(id, sn, NONE, animtime) \
- w_cvar(id, sn, NONE, damage) \
- w_cvar(id, sn, NONE, damageforcescale) \
- w_cvar(id, sn, NONE, detonatedelay) \
- w_cvar(id, sn, NONE, edgedamage) \
- w_cvar(id, sn, NONE, force) \
- w_cvar(id, sn, NONE, guidedelay) \
- w_cvar(id, sn, NONE, guidegoal) \
- w_cvar(id, sn, NONE, guiderate) \
- w_cvar(id, sn, NONE, guideratedelay) \
- w_cvar(id, sn, NONE, guidestop) \
- w_cvar(id, sn, NONE, health) \
- w_cvar(id, sn, NONE, lifetime) \
- w_cvar(id, sn, NONE, radius) \
- w_cvar(id, sn, NONE, refire) \
- w_cvar(id, sn, NONE, remote_damage) \
- w_cvar(id, sn, NONE, remote_edgedamage) \
- w_cvar(id, sn, NONE, remote_force) \
- w_cvar(id, sn, NONE, remote_jump_damage) \
- w_cvar(id, sn, NONE, remote_jump_radius) \
- w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
- w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
- w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
- w_cvar(id, sn, NONE, remote_radius) \
- w_cvar(id, sn, NONE, speed) \
- w_cvar(id, sn, NONE, speedaccel) \
- w_cvar(id, sn, NONE, speedstart) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
#ifdef SVQC
-DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float rl_release;
.float rl_detonate_later;
#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(WEP_DEVASTATOR.m_id); }
+spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
.entity lastrocket;
-void W_Devastator_Unregister(void)
-{SELFPARAM();
- if(self.realowner && self.realowner.lastrocket == self)
+void W_Devastator_Unregister(entity this)
+{
+ if(this.realowner && this.realowner.lastrocket == this)
{
- self.realowner.lastrocket = world;
- // self.realowner.rl_release = 1;
+ this.realowner.lastrocket = NULL;
+ // this.realowner.rl_release = 1;
}
}
-void W_Devastator_Explode(void)
-{SELFPARAM();
- W_Devastator_Unregister();
+void W_Devastator_Explode(entity this, entity directhitentity)
+{
+ W_Devastator_Unregister(this);
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
- 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
);
- if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
+ Weapon thiswep = WEP_DEVASTATOR;
+ if(PS(this.realowner).m_weapon == thiswep)
{
- if(self.realowner.WEP_AMMO(DEVASTATOR) < 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 = 0; // TODO: unhardcode
- ATTACK_FINISHED(self.realowner, slot) = time;
- self.realowner.switchweapon = w_getbestweapon(self.realowner);
+ ATTACK_FINISHED(this.realowner, slot) = time;
+ PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
}
}
- remove(self);
+ remove(this);
+}
+
+void W_Devastator_Explode_think(entity this)
+{
+ W_Devastator_Explode(this, NULL);
}
-void W_Devastator_DoRemoteExplode(int slot)
-{SELFPARAM();
- W_Devastator_Unregister();
+void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
+{
+ 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
);
- if(self.realowner.weapon == WEP_DEVASTATOR.m_id)
+ Weapon thiswep = WEP_DEVASTATOR;
+ if(PS(this.realowner).m_weapon == thiswep)
{
- if(self.realowner.WEP_AMMO(DEVASTATOR) < 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;
- ATTACK_FINISHED(self.realowner, slot) = time;
- self.realowner.switchweapon = w_getbestweapon(self.realowner);
+ 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);
}
}
- remove(self);
+ remove(this);
}
-void W_Devastator_RemoteExplode(int slot)
-{SELFPARAM();
- if(self.realowner.deadflag == DEAD_NO)
- if(self.realowner.lastrocket)
+void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
+{
+ if(!IS_DEAD(this.realowner))
+ if(this.realowner.lastrocket)
{
- if((self.spawnshieldtime >= 0)
- ? (time >= self.spawnshieldtime) // timer
- : (vlen(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(slot);
+ W_Devastator_DoRemoteExplode(this, weaponentity);
}
}
}
// normalize(thisdir + goaldir)
// normalize(0)
-void W_Devastator_Think(void)
-{SELFPARAM();
+void W_Devastator_Think(entity this)
+{
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();
+ 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(self.realowner.weapon == WEP_DEVASTATOR.m_id)
+ if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
{
- if(self == self.realowner.lastrocket)
- if(!self.realowner.rl_release)
- if(!self.BUTTON_ATCK2)
+ if(this == this.realowner.lastrocket)
+ if(!this.realowner.rl_release)
+ if(!PHYS_INPUT_BUTTON_ATCK2(this))
if(WEP_CVAR(devastator, guiderate))
- if(time > self.pushltime)
- if(self.realowner.deadflag == DEAD_NO)
+ 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;
}
}
- int slot = 0; // TODO: unhardcode
- if(self.rl_detonate_later)
- W_Devastator_RemoteExplode(slot);
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ 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(void)
-{SELFPARAM();
- if(WarpZone_Projectile_Touch())
+void W_Devastator_Touch(entity this, entity toucher)
+{
+ if(WarpZone_Projectile_Touch(this, toucher))
{
- if(wasfreed(self))
- W_Devastator_Unregister();
+ if(wasfreed(this))
+ W_Devastator_Unregister(this);
return;
}
- W_Devastator_Unregister();
- W_Devastator_Explode();
+ W_Devastator_Unregister(this);
+ W_Devastator_Explode(this, toucher);
}
-void W_Devastator_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
- if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- self.health = self.health - damage;
- self.angles = vectoangles(self.velocity);
+ this.health = this.health - damage;
+ this.angles = vectoangles(this.velocity);
- if(self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
+ if(this.health <= 0)
+ W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
}
-void W_Devastator_Attack(Weapon thiswep)
-{SELFPARAM();
- entity missile;
- entity flash;
-
- W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo));
+void W_Devastator_Attack(Weapon thiswep, entity actor)
+{
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
- 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, '-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.owner = missile.realowner = actor;
+ actor.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
W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
missile.angles = vectoangles(missile.velocity);
- missile.touch = W_Devastator_Touch;
- missile.think = W_Devastator_Think;
+ settouch(missile, W_Devastator_Touch);
+ setthink(missile, W_Devastator_Think);
missile.nextthink = time;
missile.cnt = time + WEP_CVAR(devastator, lifetime);
missile.flags = FL_PROJECTILE;
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, 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))
- {
- // aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(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))
- {
- self.BUTTON_ATCK2 = true;
- break;
- }
- targ = targ.chain;
- }
- }
-
- if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
- }
- }
- #else
- METHOD(Devastator, wr_aim, void(entity thiswep))
- {
- // aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(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;
- float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
- float selfdamage, teamdamage, enemydamage;
- edgedamage = WEP_CVAR(devastator, edgedamage);
- coredamage = WEP_CVAR(devastator, damage);
- edgeradius = WEP_CVAR(devastator, radius);
- recipricoledgeradius = 1 / edgeradius;
- selfdamage = 0;
- teamdamage = 0;
- enemydamage = 0;
- targetlist = findchainfloat(bot_attack, true);
- missile = find(world, classname, "rocket");
- while(missile)
- {
- if(missile.realowner != self)
- {
- missile = find(missile, classname, "rocket");
- continue;
- }
- targ = targetlist;
- while(targ)
- {
- d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.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(targ))
- enemydamage = enemydamage + d;
- targ = targ.chain;
- }
- missile = find(missile, classname, "rocket");
- }
- float desirabledamage;
- desirabledamage = enemydamage;
- if(time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if(teamplay && self.team)
- desirabledamage = desirabledamage - teamdamage;
-
- missile = find(world, classname, "rocket");
- while(missile)
- {
- if(missile.realowner != self)
- {
- missile = find(missile, classname, "rocket");
- continue;
- }
- makevectors(missile.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(missile.origin - targ.origin)< 0.1)
- && desirabledamage > 0.1*coredamage
- )self.BUTTON_ATCK2 = true;
- targ = targ.chain;
- }
- }else{
- float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
- //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(missile.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))
- self.BUTTON_ATCK2 = true;
- // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
- }
-
- missile = find(missile, classname, "rocket");
- }
- // 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
- self.BUTTON_ATCK2 = true;
- if((skill > 6.5) && (selfdamage > self.health))
- self.BUTTON_ATCK2 = false;
- //if(self.BUTTON_ATCK2 == true)
- // dprint(ftos(desirabledamage),"\n");
- if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
- }
- }
- #endif
- METHOD(Devastator, wr_think, void(entity thiswep, entity actor, int slot, int fire))
- {
- if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- } else {
- if(fire & 1)
- {
- if(actor.rl_release || WEP_CVAR(devastator, guidestop))
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(devastator, refire)))
- {
- W_Devastator_Attack(thiswep);
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
- actor.rl_release = 0;
- }
- }
- else
- actor.rl_release = 1;
-
- if(fire & 2)
- if(actor.switchweapon == WEP_DEVASTATOR.m_id)
- {
- entity rock;
- bool rockfound = false;
- for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
- {
- if(!rock.rl_detonate_later)
- {
- rock.rl_detonate_later = true;
- rockfound = true;
- }
- }
- if(rockfound)
- sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
- }
- }
- }
- METHOD(Devastator, wr_init, void(entity thiswep))
- {
- DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(Devastator, wr_setup, void(entity thiswep))
- {
- self.rl_release = 1;
- }
- METHOD(Devastator, wr_checkammo1, bool(entity thiswep))
- {
- #if 0
- // don't switch while guiding a missile
- if(ATTACK_FINISHED(self, slot) <= time || self.weapon != WEP_DEVASTATOR.m_id)
- {
- ammo_amount = false;
- if(WEP_CVAR(devastator, reload_ammo))
- {
- if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
- ammo_amount = true;
- }
- else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
- ammo_amount = true;
- return !ammo_amount;
- }
- #endif
- #if 0
- if(self.rl_release == 0)
- {
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
- return true;
- }
- else
- {
- ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
- ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
- return ammo_amount;
- }
- #else
- float ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
- ammo_amount += self.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
- return ammo_amount;
- #endif
- }
- METHOD(Devastator, wr_checkammo2, bool(entity thiswep))
- {
- return false;
- }
- METHOD(Devastator, wr_config, void(entity thiswep))
- {
- DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(Devastator, wr_resetplayer, void(entity thiswep))
- {
- self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
- self.rl_release = 0;
- }
- METHOD(Devastator, wr_reload, void(entity thiswep))
- {
- W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD));
- }
- METHOD(Devastator, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_DEVASTATOR_SUICIDE;
- }
- METHOD(Devastator, wr_killmessage, int(entity thiswep))
- {
- if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_DEVASTATOR_MURDER_SPLASH;
- else
- return WEAPON_DEVASTATOR_MURDER_DIRECT;
- }
+#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
+ 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 targetlist, targ;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float selfdamage, teamdamage, enemydamage;
+ edgedamage = WEP_CVAR(devastator, edgedamage);
+ coredamage = WEP_CVAR(devastator, damage);
+ edgeradius = WEP_CVAR(devastator, radius);
+ recipricoledgeradius = 1 / edgeradius;
+ selfdamage = 0;
+ teamdamage = 0;
+ enemydamage = 0;
+ targetlist = findchainfloat(bot_attack, true);
+ FOREACH_ENTITY_ENT(realowner, actor,
+ {
+ if(it.classname != "rocket") continue;
+
+ targ = targetlist;
+ while(targ)
+ {
+ 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 == actor)
+ selfdamage = selfdamage + d;
+ else if(targ.team == actor.team && teamplay)
+ teamdamage = teamdamage + d;
+ else if(bot_shouldattack(actor, targ))
+ enemydamage = enemydamage + d;
+ targ = targ.chain;
+ }
+ });
+ float desirabledamage;
+ desirabledamage = enemydamage;
+ if(time > actor.invincible_finished && time > actor.spawnshieldtime)
+ desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+ if(teamplay && actor.team)
+ desirabledamage = desirabledamage - teamdamage;
+
+ FOREACH_ENTITY_ENT(realowner, actor,
+ {
+ 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(actor) = true;
+ targ = targ.chain;
+ }
+ }
+ else
+ {
+ float distance; distance= bound(300,vlen(actor.origin-actor.enemy.origin),30000);
+ //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 - actor.enemy.origin)< 0.1)
+ if(IS_PLAYER(actor.enemy))
+ if(desirabledamage >= 0.1*coredamage)
+ if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+ }
+ });
+ // 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(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(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 {
+ if(fire & 1)
+ {
+ if(actor.rl_release || WEP_CVAR(devastator, guidestop))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
+ {
+ W_Devastator_Attack(thiswep, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
+ actor.rl_release = 0;
+ }
+ }
+ else
+ actor.rl_release = 1;
+
+ if(fire & 2)
+ if(PS(actor).m_switchweapon == WEP_DEVASTATOR)
+ {
+ entity rock;
+ bool rockfound = false;
+ for(rock = NULL; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == actor)
+ {
+ if(!rock.rl_detonate_later)
+ {
+ rock.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;
+}
+METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ #if 0
+ // don't switch while guiding a missile
+ if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
+ {
+ 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))
+ ammo_amount = true;
+ }
+ else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+ ammo_amount = true;
+ return !ammo_amount;
+ }
+ #endif
+ #if 0
+ if(actor.rl_release == 0)
+ {
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
+ return true;
+ }
+ else
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += actor.(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);
+ return ammo_amount;
+ #endif
+}
+METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ 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;
+}
+METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(actor, WEP_CVAR(devastator, ammo), SND_RELOAD);
+}
+METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_DEVASTATOR_SUICIDE;
+}
+METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
+{
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_DEVASTATOR_MURDER_SPLASH;
+ else
+ return WEAPON_DEVASTATOR_MURDER_DIRECT;
+}
#endif
#ifdef CSQC
- METHOD(Devastator, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
- }
+METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);
+}
#endif
#endif