]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/minelayer.qc
Merge branch 'master' into DefaultUser/trigger_cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
index 463f5109b918187ed45bfe6b41e66f1eb440af76..d8075c9fe4d167cf127b4411252bb7cdd75f58db 100644 (file)
@@ -1,7 +1,6 @@
 #include "minelayer.qh"
 
 #ifdef SVQC
-spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
 
 void W_MineLayer_Stick(entity this, entity to)
 {
@@ -65,7 +64,7 @@ void W_MineLayer_Explode(entity this, entity directhitentity)
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
 
-       RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, directhitentity);
+       RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
 
        .entity weaponentity = this.weaponentity_fld;
        if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
@@ -97,7 +96,8 @@ void W_MineLayer_DoRemoteExplode(entity this)
        if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
                this.velocity = this.mine_orientation; // particle fx and decals need .velocity
 
-       RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL);
+       RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius),
+                                               NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, this.weaponentity_fld, NULL);
 
        .entity weaponentity = this.weaponentity_fld;
        if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
@@ -247,7 +247,7 @@ void W_MineLayer_Touch(entity this, entity toucher)
        }
 }
 
-void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        if(this.health <= 0)
                return;
@@ -283,7 +283,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
 
-       W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), WEP_MINE_LAYER.m_id);
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        mine = WarpZone_RefSys_SpawnSameRefSys(actor);
@@ -308,6 +308,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        set_movetype(mine, MOVETYPE_TOSS);
        PROJECTILE_MAKETRIGGER(mine);
        mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
+       mine.weaponentity_fld = weaponentity;
        setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
 
        setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
@@ -447,13 +448,10 @@ METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentit
 }
 METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-       if(weaponslot(weaponentity) == 0)
-               actor.minelayer_mines = actor.(weaponentity).minelayer_mines;
-
     if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
     {
         // not if we're holding the minelayer without enough ammo, but can detonate existing mines
-        if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
+        if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(minelayer, ammo))) {
             thiswep.wr_reload(thiswep, actor, weaponentity);
         }
     }
@@ -478,7 +476,7 @@ METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weap
     // actually do // don't switch while placing a mine
     //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
     //{
-        float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
+        float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(minelayer, ammo);
         ammo_amount += actor.(weaponentity).(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
         return ammo_amount;
     //}
@@ -493,7 +491,6 @@ METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weap
 }
 METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    actor.minelayer_mines = 0;
     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
     {
        .entity weaponentity = weaponentities[slot];