#include "raptor_weapons.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
// 1 [wait] 1 [wait] 2 [wait] 2 [wait] [wait]
- float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
+ float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + ((veh.misc_bulletcounter + 1) >= 4));
if (fire & 1)
if (weapon_prepareattack(thiswep, player, weaponentity, false, t)) {
- if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
+ if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_RAPT_CANNON.m_id);
vector org = w_shotorg;
vector dir = w_shotdir;
if (veh) {
veh.misc_bulletcounter += 1;
org = (veh.misc_bulletcounter <= 2) ? gettaginfo(veh.gun1, gettagindex(veh.gun1, "fire1"))
- : (((veh.misc_bulletcounter == 4) ? veh.misc_bulletcounter = 0 : 0), gettaginfo(veh.gun2, gettagindex(veh.gun2, "fire1")));
+ : (((veh.misc_bulletcounter >= 4) ? veh.misc_bulletcounter = 0 : 0), gettaginfo(veh.gun2, gettagindex(veh.gun2, "fire1")));
dir = v_forward;
veh.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
actor.cnt = time;
weapon_thinkf(player, weaponentity, WFRAME_FIRE1, 0, w_ready);
}
}
-METHOD(RaptorCannon, wr_checkammo1, bool(RacerAttack thiswep, entity actor)) {
+METHOD(RaptorCannon, wr_checkammo1, bool(RacerAttack thiswep, entity actor, .entity weaponentity)) {
bool isPlayer = IS_PLAYER(actor);
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
}
void raptor_flare_think(entity this);
-void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
+void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
void raptor_flare_touch(entity this, entity toucher);
METHOD(RaptorFlare, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
entity veh = player.vehicle;
if (fire & 2)
if (!isPlayer || weapon_prepareattack(thiswep, player, weaponentity, true, autocvar_g_vehicle_raptor_flare_refire)) {
+ vector forward, right, up;
+ MAKE_VECTORS(player.v_angle, forward, right, up);
for(int i = 0; i < 3; ++i) {
entity _flare = spawn();
setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
_flare.effects = EF_LOWPRECISION | EF_FLAME;
_flare.scale = 0.5;
setorigin(_flare, actor.origin - '0 0 16');
- _flare.movetype = MOVETYPE_TOSS;
+ set_movetype(_flare, MOVETYPE_TOSS);
_flare.gravity = 0.15;
- _flare.velocity = 0.25 * actor.velocity + (v_forward + randomvec() * 0.25)* -500;
+ _flare.velocity = 0.25 * actor.velocity + (forward + randomvec() * 0.25)* -500;
setthink(_flare, raptor_flare_think);
_flare.nextthink = time;
_flare.owner = veh ? veh : player;
_flare.solid = SOLID_CORPSE;
_flare.takedamage = DAMAGE_YES;
_flare.event_damage = raptor_flare_damage;
- _flare.health = 20;
+ SetResourceExplicit(_flare, RES_HEALTH, 20);
_flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
settouch(_flare, raptor_flare_touch);
}
RadiusDamage (this, this.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
autocvar_g_vehicle_raptor_bomblet_edgedamage,
autocvar_g_vehicle_raptor_bomblet_radius, NULL, NULL,
- autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB.m_id, NULL);
- remove(this);
+ autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB.m_id, DMG_NOWEP, NULL);
+ delete(this);
}
void raptor_bomblet_touch(entity this, entity toucher)
bomblet = spawn();
setorigin(bomblet, this.origin);
- bomblet.movetype = MOVETYPE_TOSS;
+ set_movetype(bomblet, MOVETYPE_TOSS);
settouch(bomblet, raptor_bomblet_touch);
setthink(bomblet, raptor_bomblet_boom);
bomblet.nextthink = time + 5;
CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
}
- remove(this);
+ delete(this);
}
void raptor_bomb_touch(entity this, entity toucher)
org = gettaginfo(this, gettagindex(this, "bombmount_right"));
setorigin(bomb_2, org);
- bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
+ set_movetype(bomb_1, MOVETYPE_BOUNCE);
+ set_movetype(bomb_2, MOVETYPE_BOUNCE);
bomb_1.velocity = bomb_2.velocity = this.velocity;
settouch(bomb_1, raptor_bomb_touch);
settouch(bomb_2, raptor_bomb_touch);
void raptor_flare_touch(entity this, entity toucher)
{
- remove(this);
+ delete(this);
}
-void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- this.health -= damage;
- if(this.health <= 0)
- remove(this);
+ TakeResource(this, RES_HEALTH, damage);
+ if(GetResource(this, RES_HEALTH) <= 0)
+ delete(this);
}
void raptor_flare_think(entity this)
{
this.nextthink = time + 0.1;
- entity _missile = findchainentity(enemy, this.owner);
- while(_missile)
+ IL_EACH(g_projectiles, it.enemy == this.owner,
{
- if(_missile.flags & FL_PROJECTILE)
- if(vdist(this.origin - _missile.origin, <, autocvar_g_vehicle_raptor_flare_range))
+ if(vdist(this.origin - it.origin, <, autocvar_g_vehicle_raptor_flare_range))
if(random() > autocvar_g_vehicle_raptor_flare_chase)
- _missile.enemy = this;
- _missile = _missile.chain;
- }
+ it.enemy = this;
+ });
if(this.tur_impacttime < time)
- remove(this);
+ delete(this);
}
#endif
return;
Movetype_Physics_MatchTicrate(this, autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
- this.move_avelocity += randomvec() * 15;
+ this.avelocity += randomvec() * 15;
this.renderflags = 0;
if(this.cnt < time)
this.alpha = bound(0, this.nextthink - time, 1);
if(this.alpha < ALPHA_MIN_VISIBLE)
- remove(this);
+ delete(this);
}
void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
setmodel(sfrag, MDL_VEH_RAPTOR_CB_FRAGMENT);
setorigin(sfrag, _org);
- sfrag.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(sfrag, MOVETYPE_BOUNCE);
sfrag.gravity = 0.15;
sfrag.solid = SOLID_CORPSE;
sfrag.draw = RaptorCBShellfragDraw;
+ IL_PUSH(g_drawables, sfrag);
- sfrag.move_origin = sfrag.origin = _org;
- sfrag.move_velocity = _vel;
- sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
- sfrag.angles = sfrag.move_angles = _ang;
+ sfrag.velocity = _vel;
+ sfrag.avelocity = prandomvec() * vlen(sfrag.velocity);
+ sfrag.angles = _ang;
sfrag.move_time = time;
sfrag.damageforcescale = 4;
}
#endif
-
-#endif