#include "hlac.qh"
#ifdef SVQC
-spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
void W_HLAC_Touch(entity this, entity toucher)
{
isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
- RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher);
+ RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius),
+ NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, this.weaponentity_fld, toucher);
delete(this);
}
if(actor.crouch)
spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
- W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+ W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
if(!autocvar_g_norecoil)
{
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
IL_PUSH(g_bot_dodge, missile);
- missile.projectiledeathtype = WEP_HLAC.m_id;
+ missile.projectiledeathtype = thiswep.m_id;
+ missile.weaponentity_fld = weaponentity;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
-void W_HLAC_Attack2(entity actor, .entity weaponentity)
+void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
{
entity missile;
float spread;
if(actor.crouch)
spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
- W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+ W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = new(hlacbolt);
IL_PUSH(g_projectiles, missile);
IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
- missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+ missile.weaponentity_fld = weaponentity;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
return;
}
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
- W_HLAC_Attack(WEP_HLAC, actor, weaponentity);
+ ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
+ W_HLAC_Attack(thiswep, actor, weaponentity);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
- W_HLAC_Attack2(actor, weaponentity);
+ W_HLAC_Attack2(thiswep, actor, weaponentity);
if(!autocvar_g_norecoil)
{
}
METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
return ammo_amount;
}
METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))