]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/devastator.qc
Merge branch 'master' into Mario/csqc_muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index 5654488ddb065d4e9aeb49b8f95cda1889de2132..4a622275bc06accad1122bac1e17361f930212c4 100644 (file)
@@ -47,7 +47,7 @@ void W_Devastator_Explode(entity this, entity directhitentity)
        if(this.realowner.(weaponentity).m_weapon == thiswep)
        {
                if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
-               if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!(this.realowner.items & IT_UNLIMITED_AMMO))
                {
                        this.realowner.cnt = thiswep.m_id;
                        ATTACK_FINISHED(this.realowner, weaponentity) = time;
@@ -71,8 +71,11 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
 
        bool handled_as_rocketjump = false;
        entity head = NULL;
+       bool allow_rocketjump = WEP_CVAR(devastator, remote_jump);
+       MUTATOR_CALLHOOK(AllowRocketJumping, allow_rocketjump);
+       allow_rocketjump = M_ARGV(0, bool);
 
-       if(WEP_CVAR(devastator, remote_jump_radius))
+       if(allow_rocketjump && WEP_CVAR(devastator, remote_jump_radius))
        {
                head = WarpZone_FindRadius(
                        this.origin,
@@ -140,7 +143,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
        if(this.realowner.(weaponentity).m_weapon == thiswep)
        {
                if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
-               if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!(this.realowner.items & IT_UNLIMITED_AMMO))
                {
                        this.realowner.cnt = thiswep.m_id;
                        ATTACK_FINISHED(this.realowner, weaponentity) = time;
@@ -305,7 +308,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id);
-       Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
        missile.weaponentity_fld = weaponentity;
@@ -314,7 +317,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
        if(WEP_CVAR(devastator, detonatedelay) >= 0)
                missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
        else
-               missile.spawnshieldtime = -1;
+               missile.spawnshieldtime = -1; // NOTE: proximity based when rocket jumping
        missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
        missile.classname = "rocket";
        missile.bot_dodge = true;
@@ -349,6 +352,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
        CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
 
        // muzzle flash for 1st person view
+       // TODO: handle on the client side
        entity flash = spawn();
        setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
        SUB_SetFade(flash, time, 0.1);
@@ -398,7 +402,7 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponenti
         });
         float desirabledamage;
         desirabledamage = enemydamage;
-        if(time > actor.invincible_finished && time > actor.spawnshieldtime)
+        if(time > STAT(INVINCIBLE_FINISHED, actor) && time > actor.spawnshieldtime)
             desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
         if(teamplay && actor.team)
             desirabledamage = desirabledamage - teamdamage;