#ifdef SVQC
.float bot_primary_fireballmooth; // whatever a mooth is
.vector fireball_impactvec;
-.float fireball_primarytime[MAX_WEAPONSLOTS];
+.float fireball_primarytime;
#endif
#endif
#ifdef IMPLEMENTATION
setsize(proj, '-16 -16 -16', '16 16 16');
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
+ IL_PUSH(g_bot_dodge, proj);
proj.missile_flags = MIF_SPLASH | MIF_PROXY;
CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
vector f_diff;
float c;
- c = actor.bulletcounter % 4;
+ c = actor.(weaponentity).bulletcounter % 4;
switch(c)
{
case 0:
proj.angles = vectoangles(proj.velocity);
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
+ IL_PUSH(g_bot_dodge, proj);
proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
{
if(fire & 1)
{
- int slot = weaponslot(weaponentity);
- if(time >= actor.fireball_primarytime[slot])
+ if(time >= actor.(weaponentity).fireball_primarytime)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
{
W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
- actor.fireball_primarytime[slot] = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
+ actor.(weaponentity).fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
}
}
else if(fire & 2)
}
}
}
-METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
-{
- actor.ammo_field = ammo_none;
-}
-METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
return true; // infinite ammo
}
-METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
return true; // fireball has infinite ammo
}
METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- actor.fireball_primarytime[slot] = time;
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).fireball_primarytime = time;
+ }
}
METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
{