X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fminelayer.qc;h=c8d242fa41ea19e8f22c83d460dea9f64d99eafb;hb=29cced5bd174a8f030cebbc195b60ed3bcd512e3;hp=66c6d021e4d8c7962c4f078a895c672bec1cf019;hpb=cf1edea8694548556934b5b05f526bc192f576cb;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index 66c6d021e..c8d242fa4 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -1,12 +1,13 @@ +#include "minelayer.qh" #ifndef IMPLEMENTATION CLASS(MineLayer, Weapon) -/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets) -/* impulse */ ATTRIB(MineLayer, impulse, int, 4) +/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(MineLayer, impulse, int, 4); /* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0'); /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM); #endif /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer"); @@ -63,144 +64,156 @@ void W_MineLayer_Think(entity this); #ifdef SVQC spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); } -void W_MineLayer_Stick(entity to) -{SELFPARAM(); - spamsound(self, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM); +void W_MineLayer_Stick(entity this, entity to) +{ + spamsound(this, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM); // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile entity newmine = spawn(); - newmine.classname = self.classname; + IL_PUSH(g_mines, newmine); + newmine.weaponentity_fld = this.weaponentity_fld; + newmine.classname = this.classname; - newmine.bot_dodge = self.bot_dodge; - newmine.bot_dodgerating = self.bot_dodgerating; + newmine.bot_dodge = this.bot_dodge; + newmine.bot_dodgerating = this.bot_dodgerating; - newmine.owner = self.owner; - newmine.realowner = self.realowner; + newmine.owner = this.owner; + newmine.realowner = this.realowner; setsize(newmine, '-4 -4 -4', '4 4 4'); - setorigin(newmine, self.origin); + setorigin(newmine, this.origin); setmodel(newmine, MDL_MINELAYER_MINE); newmine.angles = vectoangles(-trace_plane_normal); // face against the surface newmine.mine_orientation = -trace_plane_normal; - newmine.takedamage = self.takedamage; - newmine.damageforcescale = self.damageforcescale; - newmine.health = self.health; - newmine.event_damage = self.event_damage; - newmine.spawnshieldtime = self.spawnshieldtime; + newmine.takedamage = this.takedamage; + newmine.damageforcescale = this.damageforcescale; + newmine.health = this.health; + newmine.event_damage = this.event_damage; + newmine.spawnshieldtime = this.spawnshieldtime; newmine.damagedbycontents = true; - newmine.movetype = MOVETYPE_NONE; // lock the mine in place - newmine.projectiledeathtype = self.projectiledeathtype; + set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place + newmine.projectiledeathtype = this.projectiledeathtype; - newmine.mine_time = self.mine_time; + newmine.mine_time = this.mine_time; settouch(newmine, func_null); setthink(newmine, W_MineLayer_Think); newmine.nextthink = time; - newmine.cnt = self.cnt; - newmine.flags = self.flags; + newmine.cnt = this.cnt; + newmine.flags = this.flags; + IL_PUSH(g_projectiles, newmine); + IL_PUSH(g_bot_dodge, newmine); - remove(self); + delete(this); if(to) SetMovetypeFollow(newmine, to); } -void W_MineLayer_Explode(entity this) +void W_MineLayer_Explode(entity this, entity directhitentity) { - if(other.takedamage == DAMAGE_AIM) - if(IS_PLAYER(other)) - if(DIFF_TEAM(self.realowner, other)) - if(!IS_DEAD(other)) - 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, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other); + 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); - if(PS(self.realowner).m_weapon == WEP_MINE_LAYER) + .entity weaponentity = this.weaponentity_fld; + if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER) { entity own = this.realowner; Weapon w = WEP_MINE_LAYER; - if(!w.wr_checkammo1(w, own)) + if(!w.wr_checkammo1(w, own, weaponentity)) { own.cnt = WEP_MINE_LAYER.m_id; - int slot = 0; // TODO: unhardcode + int slot = weaponslot(weaponentity); ATTACK_FINISHED(own, slot) = time; - PS(own).m_switchweapon = w_getbestweapon(own); + own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity); } } - self.realowner.minelayer_mines -= 1; - remove(self); + this.realowner.minelayer_mines -= 1; + delete(this); } -void W_MineLayer_DoRemoteExplode() -{SELFPARAM(); - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; +void W_MineLayer_Explode_think(entity this) +{ + W_MineLayer_Explode(this, NULL); +} - if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) - self.velocity = self.mine_orientation; // particle fx and decals need .velocity +void W_MineLayer_DoRemoteExplode(entity this) +{ + this.event_damage = func_null; + this.takedamage = DAMAGE_NO; + + if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW) + this.velocity = this.mine_orientation; // particle fx and decals need .velocity - RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world); + 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); - if(PS(self.realowner).m_weapon == WEP_MINE_LAYER) + .entity weaponentity = this.weaponentity_fld; + if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER) { entity own = this.realowner; Weapon w = WEP_MINE_LAYER; - if(!w.wr_checkammo1(w, own)) + if(!w.wr_checkammo1(w, own, weaponentity)) { own.cnt = WEP_MINE_LAYER.m_id; - int slot = 0; // TODO: unhardcode + int slot = weaponslot(weaponentity); ATTACK_FINISHED(own, slot) = time; - PS(own).m_switchweapon = w_getbestweapon(own); + own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity); } } this.realowner.minelayer_mines -= 1; - remove(self); + delete(this); } -void W_MineLayer_RemoteExplode() -{SELFPARAM(); - if(!IS_DEAD(self.realowner)) - if((self.spawnshieldtime >= 0) - ? (time >= self.spawnshieldtime) // timer - : (vdist(NearestPointOnBox(self.realowner, self.origin) - self.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device +void W_MineLayer_RemoteExplode(entity this) +{ + if(!IS_DEAD(this.realowner)) + if((this.spawnshieldtime >= 0) + ? (time >= this.spawnshieldtime) // timer + : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device ) { - W_MineLayer_DoRemoteExplode(); + W_MineLayer_DoRemoteExplode(this); } } -void W_MineLayer_ProximityExplode() -{SELFPARAM(); +void W_MineLayer_ProximityExplode(entity this) +{ // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance - if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0) + if(WEP_CVAR(minelayer, protection) && this.mine_explodeanyway == 0) { entity head; - head = findradius(self.origin, WEP_CVAR(minelayer, radius)); + head = findradius(this.origin, WEP_CVAR(minelayer, radius)); while(head) { - if(head == self.realowner || SAME_TEAM(head, self.realowner)) + if(head == this.realowner || SAME_TEAM(head, this.realowner)) return; head = head.chain; } } - self.mine_time = 0; - W_MineLayer_Explode(self); + this.mine_time = 0; + W_MineLayer_Explode(this, NULL); } int W_MineLayer_Count(entity e) { int minecount = 0; - entity mine; - for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e) + IL_EACH(g_mines, it.realowner == e, + { minecount += 1; + }); return minecount; } @@ -209,85 +222,85 @@ void W_MineLayer_Think(entity this) { entity head; - self.nextthink = time; + this.nextthink = time; - if(self.movetype == MOVETYPE_FOLLOW) + if(this.move_movetype == MOVETYPE_FOLLOW) { - if(LostMovetypeFollow(self)) + if(LostMovetypeFollow(this)) { - UnsetMovetypeFollow(self); - self.movetype = MOVETYPE_NONE; + UnsetMovetypeFollow(this); + set_movetype(this, MOVETYPE_NONE); } } // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this // TODO: replace this mine_trigger.wav sound with a real countdown - if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0)) + if((time > this.cnt) && (!this.mine_time) && (this.cnt > 0)) { if(WEP_CVAR(minelayer, lifetime_countdown) > 0) - spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM); - self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown); - self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. + spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM); + this.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown); + this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. } // a player's mines shall explode if he disconnects or dies // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams? - if(!IS_PLAYER(self.realowner) || IS_DEAD(self.realowner) || STAT(FROZEN, self.realowner)) + if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner)) { - other = world; - self.projectiledeathtype |= HITTYPE_BOUNCE; - W_MineLayer_Explode(self); + this.projectiledeathtype |= HITTYPE_BOUNCE; + W_MineLayer_Explode(this, NULL); return; } // set the mine for detonation when a foe gets close enough - head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius)); + head = findradius(this.origin, WEP_CVAR(minelayer, proximityradius)); while(head) { if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head)) - if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates - if(!self.mine_time) + if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates + if(!this.mine_time) { - spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM); - self.mine_time = time + WEP_CVAR(minelayer, time); + spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM); + this.mine_time = time + WEP_CVAR(minelayer, time); } head = head.chain; } // explode if it's time to - if(self.mine_time && time >= self.mine_time) + if(this.mine_time && time >= this.mine_time) { - W_MineLayer_ProximityExplode(); + W_MineLayer_ProximityExplode(this); return; } // remote detonation - if(PS(self.realowner).m_weapon == WEP_MINE_LAYER) - if(!IS_DEAD(self.realowner)) - if(self.minelayer_detonate) - W_MineLayer_RemoteExplode(); + .entity weaponentity = this.weaponentity_fld; + if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER) + if(!IS_DEAD(this.realowner)) + if(this.minelayer_detonate) + W_MineLayer_RemoteExplode(this); } -void W_MineLayer_Touch(entity this) +void W_MineLayer_Touch(entity this, entity toucher) { - if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) + if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW) return; // we're already a stuck mine, why do we get called? TODO does this even happen? - if(WarpZone_Projectile_Touch()) + if(WarpZone_Projectile_Touch(this, toucher)) { - if(wasfreed(self)) - self.realowner.minelayer_mines -= 1; + if(wasfreed(this)) + this.realowner.minelayer_mines -= 1; return; } - if(other && IS_PLAYER(other) && !IS_DEAD(other)) + if(toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) { // hit a player // don't stick } else { - W_MineLayer_Stick(other); + W_MineLayer_Stick(this, toucher); } } @@ -305,33 +318,35 @@ void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float da this.angles = vectoangles(this.velocity); if(this.health <= 0) - W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode); + W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think); } -void W_MineLayer_Attack(Weapon thiswep) -{SELFPARAM(); +void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) +{ entity mine; entity flash; // scan how many mines we placed, and return if we reached our limit if(WEP_CVAR(minelayer, limit)) { - if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) + if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit)) { // the refire delay keeps this message from being spammed - Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit)); - play2(self, SND(UNAVAILABLE)); + Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit)); + play2(actor, SND(UNAVAILABLE)); return; } } - W_DecreaseAmmo(thiswep, self, WEP_CVAR(minelayer, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity); - W_SetupShot_ProjectileSize(self, '-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)); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - mine = WarpZone_RefSys_SpawnSameRefSys(self); - mine.owner = mine.realowner = self; + mine = WarpZone_RefSys_SpawnSameRefSys(actor); + mine.weaponentity_fld = weaponentity; + IL_PUSH(g_mines, mine); + mine.owner = mine.realowner = actor; if(WEP_CVAR(minelayer, detonatedelay) >= 0) mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay); else @@ -346,7 +361,7 @@ void W_MineLayer_Attack(Weapon thiswep) mine.event_damage = W_MineLayer_Damage; mine.damagedbycontents = true; - mine.movetype = MOVETYPE_TOSS; + set_movetype(mine, MOVETYPE_TOSS); PROJECTILE_MAKETRIGGER(mine); mine.projectiledeathtype = WEP_MINE_LAYER.m_id; setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot @@ -360,6 +375,8 @@ void W_MineLayer_Attack(Weapon thiswep) mine.nextthink = time; mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown)); mine.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, mine); + IL_PUSH(g_bot_dodge, mine); mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY; if(mine.cnt > 0) { mine.cnt += time; } @@ -371,49 +388,46 @@ void W_MineLayer_Attack(Weapon thiswep) setmodel(flash, MDL_MINELAYER_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, weaponentity, flash, '5 0 0'); // common properties - MUTATOR_CALLHOOK(EditProjectile, self, mine); + MUTATOR_CALLHOOK(EditProjectile, actor, mine); - self.minelayer_mines = W_MineLayer_Count(self); + actor.minelayer_mines = W_MineLayer_Count(actor); } -float W_MineLayer_PlacedMines(entity this, float detonate) +bool W_MineLayer_PlacedMines(entity this, bool detonate) { - entity mine; - float minfound = 0; + bool minfound = false; - for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == this) + IL_EACH(g_mines, it.realowner == this, { if(detonate) { - if(!mine.minelayer_detonate) + if(!it.minelayer_detonate) { - mine.minelayer_detonate = true; - minfound = 1; + it.minelayer_detonate = true; + minfound = true; } } else - minfound = 1; - } + minfound = true; + }); return minfound; } -METHOD(MineLayer, wr_aim, void(entity thiswep)) +METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor)) { - SELFPARAM(); // aim and decide to fire if appropriate - if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) - PHYS_INPUT_BUTTON_ATCK(self) = false; + if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit)) + PHYS_INPUT_BUTTON_ATCK(actor) = false; else - PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false); if(skill >= 2) // skill 0 and 1 bots won't detonate mines! { // decide whether to detonate mines - entity targetlist, targ; - float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; + float edgedamage, coredamage, edgeradius, recipricoledgeradius; float selfdamage, teamdamage, enemydamage; edgedamage = WEP_CVAR(minelayer, edgedamage); coredamage = WEP_CVAR(minelayer, damage); @@ -422,87 +436,74 @@ METHOD(MineLayer, wr_aim, void(entity thiswep)) selfdamage = 0; teamdamage = 0; enemydamage = 0; - targetlist = findchainfloat(bot_attack, true); - entity mine = find(world, classname, "mine"); - while(mine) + + IL_EACH(g_mines, it.realowner == actor, { - if(mine.realowner != self) - { - mine = find(mine, classname, "mine"); - continue; - } - targ = targetlist; - while(targ) - { - d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin); - d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); + entity mine = it; + IL_EACH(g_bot_targets, it.bot_attack, + { + float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin); + d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target - if(targ == self) + if(it == actor) selfdamage = selfdamage + d; - else if(targ.team == self.team && teamplay) + else if(SAME_TEAM(it, actor)) teamdamage = teamdamage + d; - else if(bot_shouldattack(self, targ)) + else if(bot_shouldattack(actor, it)) enemydamage = enemydamage + d; - targ = targ.chain; - } - mine = find(mine, classname, "mine"); - } + }); + }); + float desirabledamage; desirabledamage = enemydamage; - if(time > self.invincible_finished && time > self.spawnshieldtime) + if(time > actor.invincible_finished && time > actor.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; - if(teamplay && self.team) + if(teamplay && actor.team) desirabledamage = desirabledamage - teamdamage; - mine = find(world, classname, "mine"); - while(mine) + makevectors(actor.v_angle); + IL_EACH(g_mines, it.realowner == actor, { - if(mine.realowner != self) - { - mine = find(mine, classname, "mine"); - continue; - } - makevectors(mine.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(mine.origin - targ.origin)< 0.1) - && desirabledamage > 0.1*coredamage - ) PHYS_INPUT_BUTTON_ATCK2(self) = true; - targ = targ.chain; - } - }else{ - float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); + entity mine = it; + IL_EACH(g_bot_targets, it.bot_attack, + { + if((v_forward * normalize(mine.origin - it.origin) < 0.1) + && desirabledamage > 0.1 * coredamage + ) PHYS_INPUT_BUTTON_ATCK2(actor) = true; + }); + } + else + { //As the distance gets larger, a correct detonation gets near imposible //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player - if(v_forward * normalize(mine.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)) - PHYS_INPUT_BUTTON_ATCK2(self) = true; - // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); - } - - mine = find(mine, classname, "mine"); - } + if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1) + && IS_PLAYER(actor.enemy) + && (desirabledamage >= 0.1 * coredamage) + ) + { + float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000); + if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1)) + PHYS_INPUT_BUTTON_ATCK2(actor) = true; + } + } + }); + // 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(self) = true; - if((skill > 6.5) && (selfdamage > self.health)) - PHYS_INPUT_BUTTON_ATCK2(self) = false; - //if(PHYS_INPUT_BUTTON_ATCK2(self) == true) + 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(self)) PHYS_INPUT_BUTTON_ATCK(self) = false; + if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false; } } METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload + 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, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) { @@ -513,7 +514,7 @@ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponent { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire))) { - W_MineLayer_Attack(thiswep); + W_MineLayer_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready); } } @@ -524,7 +525,7 @@ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponent sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM); } } -METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { //int slot = 0; // TODO: unhardcode // actually do // don't switch while placing a mine @@ -536,22 +537,20 @@ METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor)) //} //return true; } -METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { if(W_MineLayer_PlacedMines(actor, false)) return true; else return false; } -METHOD(MineLayer, wr_resetplayers, void(entity thiswep)) +METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor)) { - SELFPARAM(); - self.minelayer_mines = 0; + actor.minelayer_mines = 0; } METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - SELFPARAM(); - W_Reload(self, WEP_CVAR(minelayer, ammo), SND_RELOAD); + W_Reload(actor, weaponentity, WEP_CVAR(minelayer, ammo), SND_RELOAD); } METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep)) { @@ -565,14 +564,13 @@ METHOD(MineLayer, wr_killmessage, Notification(entity thiswep)) #endif #ifdef CSQC -METHOD(MineLayer, wr_impacteffect, void(entity thiswep)) +METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor)) { - SELFPARAM(); vector org2; org2 = w_org + w_backoff * 12; pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) - sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM); + sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM); } #endif