#ifndef VEHICLE_RACER_WEAPON_H
#define VEHICLE_RACER_WEAPON_H
-#include "../../weapons/all.qh"
+#include <common/weapons/all.qh>
CLASS(RacerAttack, PortoLaunch)
/* flags */ ATTRIB(RacerAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(RacerAttack, impulse, int, 3);
/* refname */ ATTRIB(RacerAttack, netname, string, "racercannon");
-/* wepname */ ATTRIB(RacerAttack, message, string, _("Racer cannon"));
+/* wepname */ ATTRIB(RacerAttack, m_name, string, _("Racer cannon"));
ENDCLASS(RacerAttack)
REGISTER_WEAPON(RACER, NEW(RacerAttack));
// TODO: move into implementation
#ifdef SVQC
float autocvar_g_vehicle_racer_rocket_refire;
-void racer_fire_rocket(vector org, vector dir, entity trg);
+void racer_fire_rocket(entity player, vector org, vector dir, entity trg);
#endif
#endif
float autocvar_g_vehicle_racer_rocket_climbspeed;
float autocvar_g_vehicle_racer_rocket_locked_maxangle;
-void racer_fire_rocket(vector org, vector dir, entity trg);
-METHOD(RacerAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+void racer_fire_rocket(entity player, vector org, vector dir, entity trg);
+METHOD(RacerAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
bool isPlayer = IS_PLAYER(actor);
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
- if (fire1)
- if (weapon_prepareattack(thiswep, player, false, autocvar_g_vehicle_racer_cannon_refire)) {
+ if (fire & 1)
+ if (weapon_prepareattack(thiswep, player, weaponentity, false, autocvar_g_vehicle_racer_cannon_refire)) {
if (veh) {
veh.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
veh.wait = time;
autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force, 0,
DEATH_VH_WAKI_GUN.m_id, PROJECTILE_WAKICANNON, 0, true, true, player);
bolt.velocity = normalize(dir) * autocvar_g_vehicle_racer_cannon_speed;
- weapon_thinkf(player, WFRAME_FIRE1, 0, w_ready);
+ weapon_thinkf(player, weaponentity, WFRAME_FIRE1, 0, w_ready);
}
- if (fire2)
- if (!isPlayer || weapon_prepareattack(thiswep, actor, false, 0.2)) {
+ if (fire & 2)
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
if (isPlayer) W_SetupShot_Dir(actor, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
- racer_fire_rocket(w_shotorg, w_shotdir, NULL);
- weapon_thinkf(actor, WFRAME_FIRE2, 0, w_ready);
+ racer_fire_rocket(player, w_shotorg, w_shotdir, NULL);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
}
}
void racer_rocket_tracker();
void racer_rocket_groundhugger();
-void racer_fire_rocket(vector org, vector dir, entity trg)
+void racer_fire_rocket(entity player, vector org, vector dir, entity trg)
{SELFPARAM();
entity rocket = vehicles_projectile(EFFECT_RACER_ROCKETLAUNCH.eent_eff_name, SND(ROCKET_FIRE),
org, dir * autocvar_g_vehicle_racer_rocket_speed,
autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
- DEATH_VH_WAKI_ROCKET.m_id, PROJECTILE_WAKIROCKET, 20, false, false, self.owner);
+ DEATH_VH_WAKI_ROCKET.m_id, PROJECTILE_WAKIROCKET, 20, false, false, player);
rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate;
self.nextthink = time;
- if (self.owner.deadflag != DEAD_NO || self.cnt < time)
+ if (IS_DEAD(self.owner) || self.cnt < time)
{
self.use();
return;
//vector
float height_diff = predicted_origin_z - self.origin_z;
- if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
+ if(vdist(newdir - v_forward, >, autocvar_g_vehicle_racer_rocket_locked_maxangle))
{
//bprint("Target lost!\n");
//dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
self.nextthink = time;
- if(self.owner.deadflag != DEAD_NO || self.cnt < time)
+ if(IS_DEAD(self.owner) || self.cnt < time)
{
self.use();
return;