X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fseeker.qc;h=0e73adf2d3bd23da383640b9b6f875851ddeb150;hb=9380d852b4541b6e3906313f34fc666997da6fa7;hp=42487b5a3cb423082c5cdfe4c8e3bdc9dbafb256;hpb=5c9dd3786d57cbbbca67043ba8076548c1d486ef;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/seeker.qc b/qcsrc/common/weapons/weapon/seeker.qc index 42487b5a3..0e73adf2d 100644 --- a/qcsrc/common/weapons/weapon/seeker.qc +++ b/qcsrc/common/weapons/weapon/seeker.qc @@ -1,12 +1,13 @@ +#include "seeker.qh" #ifndef IMPLEMENTATION CLASS(Seeker, Weapon) -/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets) -/* impulse */ ATTRIB(Seeker, impulse, int, 8) +/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(Seeker, impulse, int, 8); /* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0'); /* modelname */ ATTRIB(Seeker, mdl, string, "seeker"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM); #endif /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker"); @@ -151,7 +152,7 @@ void W_Seeker_Missile_Think(entity this) // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P ) if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist))) { - // Is it a better idea (shorter distance) to trace to the target itthis? + // Is it a better idea (shorter distance) to trace to the target itself? if( vdist(this.origin + olddir * this.wait, <, dist)) traceline(this.origin, this.origin + olddir * this.wait, false, this); else @@ -253,20 +254,18 @@ void W_Seeker_Missile_Animate(entity this) } */ -void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m_target) +void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, vector f_diff, entity m_target) { - entity missile; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo)); makevectors(actor.v_angle); - W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0); + W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0); w_shotorg += f_diff; Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); //actor.detornator = false; - missile = new(seeker_missile); + entity missile = new(seeker_missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage); @@ -283,6 +282,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m missile.health = WEP_CVAR(seeker, missile_health); missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale); missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); //missile.think = W_Seeker_Missile_Animate; // csqc projectiles. if(missile.enemy != NULL) @@ -296,6 +296,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m set_movetype(missile, MOVETYPE_FLYMISSILE); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG; W_SetupProjVelocity_UP_PRE(missile, seeker, missile_); @@ -329,7 +330,7 @@ void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger) W_Seeker_Flac_Explode(this, trigger); } -void W_Seeker_Fire_Flac(Weapon thiswep, entity actor) +void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; vector f_diff; @@ -354,7 +355,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor) f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage)); w_shotorg += f_diff; Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -373,6 +374,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor) missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY; missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; // csqc projectiles @@ -401,7 +403,7 @@ entity W_Seeker_Tagged_Info(entity isowner, entity istarget) return NULL; } -void W_Seeker_Attack(entity actor) +void W_Seeker_Attack(entity actor, .entity weaponentity) { entity tracker, closest_target; @@ -421,7 +423,7 @@ void W_Seeker_Attack(entity actor) if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target))) closest_target = NULL; - W_Seeker_Fire_Missile(WEP_SEEKER, actor, '0 0 0', closest_target); + W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target); } void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack @@ -443,22 +445,23 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek oldenemy = own.enemy; own.enemy = this.enemy; + .entity weaponentity = this.weaponentity_fld; c = own.cnt % 4; switch(c) { case 0: - W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 -3.75 0', own.enemy); + W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO break; case 1: - W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 -3.75 0', own.enemy); + W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO break; case 2: - W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 +3.75 0', own.enemy); + W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO break; case 3: default: - W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 +3.75 0', own.enemy); + W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO break; } @@ -536,6 +539,7 @@ void W_Seeker_Tag_Touch(entity this, entity toucher) { //sprint(this.realowner, strcat("You just tagged ^2", toucher.netname, "^7 with a tracking device!\n")); e = new(tag_tracker); + e.weaponentity_fld = this.weaponentity_fld; e.cnt = WEP_CVAR(seeker, missile_count); e.owner = this.owner; e.realowner = this.realowner; @@ -566,14 +570,14 @@ void W_Seeker_Tag_Touch(entity this, entity toucher) return; } -void W_Seeker_Fire_Tag(Weapon thiswep, entity actor) +void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity) { - entity missile; W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo)); - W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count)); - missile = new(seeker_tag); + entity missile = new(seeker_tag); + missile.weaponentity_fld = weaponentity; missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = 50; @@ -593,6 +597,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor) missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); //missile.missile_flags = MIF_..?; set_movetype(missile, MOVETYPE_FLY); @@ -628,7 +633,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire))) { - W_Seeker_Attack(actor); + W_Seeker_Attack(actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready); } } @@ -636,7 +641,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) { - W_Seeker_Fire_Tag(thiswep, actor); + W_Seeker_Fire_Tag(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); } } @@ -648,7 +653,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) { - W_Seeker_Fire_Tag(thiswep, actor); + W_Seeker_Fire_Tag(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); } } @@ -656,7 +661,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire))) { - W_Seeker_Fire_Flac(thiswep, actor); + W_Seeker_Fire_Flac(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready); } } @@ -694,7 +699,7 @@ METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor)) } METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD); + W_Reload(actor, weaponentity, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD); } METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep)) {