]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
Use a trick to prevent handling of items that aren't registered with .itemdef (should...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index 9f0a326ff2d53da99691044fb3bd42f273ed3430..0e73adf2d3bd23da383640b9b6f875851ddeb150 100644 (file)
@@ -1,3 +1,4 @@
+#include "seeker.qh"
 #ifndef IMPLEMENTATION
 CLASS(Seeker, Weapon)
 /* ammotype  */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets);
@@ -6,7 +7,7 @@ CLASS(Seeker, Weapon)
 /* 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
@@ -281,6 +282,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v
        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)
@@ -294,6 +296,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v
        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_);
@@ -371,6 +374,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity)
        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
@@ -593,6 +597,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
 
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        //missile.missile_flags = MIF_..?;
 
        set_movetype(missile, MOVETYPE_FLY);