From: Mario Date: Mon, 8 Aug 2016 10:54:29 +0000 (+1000) Subject: Sloterize devastator rocket guiding X-Git-Tag: xonotic-v0.8.2~723^2~9 X-Git-Url: https://de.git.xonotic.org/?a=commitdiff_plain;h=792c379d06c9dbd39e4e3f180ee3327d1fb3ca61;p=xonotic%2Fxonotic-data.pk3dir.git Sloterize devastator rocket guiding --- diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index 5f8a8a1b7..d834bc4e3 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -61,7 +61,7 @@ ENDCLASS(Devastator) REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator)); #ifdef SVQC -.float rl_release; +.float rl_release[MAX_WEAPONSLOTS]; .float rl_detonate_later; #endif #endif @@ -76,7 +76,12 @@ void W_Devastator_Unregister(entity this) { if(this.realowner && this.realowner.lastrocket == this) { - this.realowner.lastrocket = NULL; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(this.realowner.(weaponentity).lastrocket == this) + this.realowner.(weaponentity).lastrocket = NULL; + } // this.realowner.rl_release = 1; } } @@ -212,7 +217,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity) void W_Devastator_RemoteExplode(entity this, .entity weaponentity) { if(!IS_DEAD(this.realowner)) - if(this.realowner.lastrocket) + if(this.realowner.(weaponentity).lastrocket) { if((this.spawnshieldtime >= 0) ? (time >= this.spawnshieldtime) // timer @@ -278,8 +283,11 @@ void W_Devastator_Think(entity this) // laser guided, or remote detonation if(PS(this.realowner).m_weapon == WEP_DEVASTATOR) { - if(this == this.realowner.lastrocket) - if(!this.realowner.rl_release) + .entity weaponentity = this.weaponentity_fld; + int slot = weaponslot(weaponentity); + + if(this == this.realowner.(weaponentity).lastrocket) + if(!this.realowner.rl_release[slot]) if(!PHYS_INPUT_BUTTON_ATCK2(this)) if(WEP_CVAR(devastator, guiderate)) if(time > this.pushltime) @@ -315,7 +323,6 @@ void W_Devastator_Think(entity this) } } - .entity weaponentity = weaponentities[0]; // TODO: unhardcode if(this.rl_detonate_later) W_Devastator_RemoteExplode(this, weaponentity); } @@ -359,8 +366,9 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = WarpZone_RefSys_SpawnSameRefSys(actor); + missile.weaponentity_fld = weaponentity; missile.owner = missile.realowner = actor; - actor.lastrocket = missile; + actor.(weaponentity).lastrocket = missile; if(WEP_CVAR(devastator, detonatedelay) >= 0) missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay); else @@ -523,18 +531,19 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else { + int slot = weaponslot(weaponentity); if(fire & 1) { - if(actor.rl_release || WEP_CVAR(devastator, guidestop)) + if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop)) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire))) { W_Devastator_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready); - actor.rl_release = 0; + actor.rl_release[slot] = 0; } } else - actor.rl_release = 1; + actor.rl_release[slot] = 1; if(fire & 2) if(PS(actor).m_switchweapon == WEP_DEVASTATOR) @@ -556,7 +565,8 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen } METHOD(Devastator, wr_setup, void(entity thiswep, entity actor)) { - actor.rl_release = 1; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + actor.rl_release[slot] = 1; } METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor)) { @@ -600,8 +610,12 @@ METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor)) } METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor)) { - actor.lastrocket = NULL; // stop rocket guiding, no revenge from the grave! - actor.rl_release = 0; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave! + actor.rl_release[slot] = 0; + } } METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) {