X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fminelayer.qc;h=00f729b113e14f7bf87dc02eb1e006c1dc7a2f65;hp=f58a8f254927d10b1e4b596f5983b6e593c41c9b;hb=9e84ff8daa3826ef32e2891a7c5224a7cd436d23;hpb=0bc82ed18958bfca28a49a2793e3318d78050d15 diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index f58a8f254..00f729b11 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -1,12 +1,13 @@ +#include "minelayer.qh" #ifndef IMPLEMENTATION CLASS(MineLayer, Weapon) -/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets) -/* impulse */ ATTRIB(MineLayer, impulse, int, 4) +/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(MineLayer, impulse, int, 4); /* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0'); /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM); #endif /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer"); @@ -71,6 +72,7 @@ void W_MineLayer_Stick(entity this, entity to) entity newmine = spawn(); IL_PUSH(g_mines, newmine); + newmine.weaponentity_fld = this.weaponentity_fld; newmine.classname = this.classname; newmine.bot_dodge = this.bot_dodge; @@ -91,6 +93,7 @@ void W_MineLayer_Stick(entity this, entity to) newmine.event_damage = this.event_damage; newmine.spawnshieldtime = this.spawnshieldtime; newmine.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, newmine); set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place newmine.projectiledeathtype = this.projectiledeathtype; @@ -103,6 +106,7 @@ void W_MineLayer_Stick(entity this, entity to) newmine.cnt = this.cnt; newmine.flags = this.flags; IL_PUSH(g_projectiles, newmine); + IL_PUSH(g_bot_dodge, newmine); delete(this); @@ -124,20 +128,20 @@ void W_MineLayer_Explode(entity this, entity directhitentity) RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, directhitentity); - if(PS(this.realowner).m_weapon == WEP_MINE_LAYER) + .entity weaponentity = this.weaponentity_fld; + if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER) { entity own = this.realowner; Weapon w = WEP_MINE_LAYER; - if(!w.wr_checkammo1(w, own)) + if(!w.wr_checkammo1(w, own, weaponentity)) { own.cnt = WEP_MINE_LAYER.m_id; - .entity weaponentity = this.weaponentity_fld; int slot = weaponslot(weaponentity); ATTACK_FINISHED(own, slot) = time; - PS(own).m_switchweapon = w_getbestweapon(own); + own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity); } } - this.realowner.minelayer_mines -= 1; + this.realowner.(weaponentity).minelayer_mines -= 1; delete(this); } @@ -156,20 +160,20 @@ void W_MineLayer_DoRemoteExplode(entity this) RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL); - if(PS(this.realowner).m_weapon == WEP_MINE_LAYER) + .entity weaponentity = this.weaponentity_fld; + if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER) { entity own = this.realowner; Weapon w = WEP_MINE_LAYER; - if(!w.wr_checkammo1(w, own)) + if(!w.wr_checkammo1(w, own, weaponentity)) { own.cnt = WEP_MINE_LAYER.m_id; - .entity weaponentity = this.weaponentity_fld; int slot = weaponslot(weaponentity); ATTACK_FINISHED(own, slot) = time; - PS(own).m_switchweapon = w_getbestweapon(own); + own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity); } } - this.realowner.minelayer_mines -= 1; + this.realowner.(weaponentity).minelayer_mines -= 1; delete(this); } @@ -204,10 +208,10 @@ void W_MineLayer_ProximityExplode(entity this) W_MineLayer_Explode(this, NULL); } -int W_MineLayer_Count(entity e) +int W_MineLayer_Count(entity e, .entity weaponentity) { int minecount = 0; - IL_EACH(g_mines, it.realowner == e, + IL_EACH(g_mines, it.realowner == e && it.weaponentity_fld == weaponentity, { minecount += 1; }); @@ -271,7 +275,8 @@ void W_MineLayer_Think(entity this) } // remote detonation - if(PS(this.realowner).m_weapon == WEP_MINE_LAYER) + .entity weaponentity = this.weaponentity_fld; + if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER) if(!IS_DEAD(this.realowner)) if(this.minelayer_detonate) W_MineLayer_RemoteExplode(this); @@ -285,13 +290,16 @@ void W_MineLayer_Touch(entity this, entity toucher) if(WarpZone_Projectile_Touch(this, toucher)) { if(wasfreed(this)) - this.realowner.minelayer_mines -= 1; + { + .entity weaponentity = this.weaponentity_fld; + this.realowner.(weaponentity).minelayer_mines -= 1; + } return; } - if(toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) + if((toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) || toucher.owner == this.owner) { - // hit a player + // hit a player or other mine // don't stick } else @@ -325,7 +333,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) // scan how many mines we placed, and return if we reached our limit if(WEP_CVAR(minelayer, limit)) { - if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit)) + if(actor.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit)) { // the refire delay keeps this message from being spammed Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit)); @@ -334,7 +342,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) } } - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage)); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -356,6 +364,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) mine.health = WEP_CVAR(minelayer, health); mine.event_damage = W_MineLayer_Damage; mine.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, mine); set_movetype(mine, MOVETYPE_TOSS); PROJECTILE_MAKETRIGGER(mine); @@ -372,6 +381,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown)); mine.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, mine); + IL_PUSH(g_bot_dodge, mine); mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY; if(mine.cnt > 0) { mine.cnt += time; } @@ -389,14 +399,14 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) MUTATOR_CALLHOOK(EditProjectile, actor, mine); - actor.minelayer_mines = W_MineLayer_Count(actor); + actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity); } -bool W_MineLayer_PlacedMines(entity this, bool detonate) +bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate) { bool minfound = false; - IL_EACH(g_mines, it.realowner == this, + IL_EACH(g_mines, it.realowner == this && it.weaponentity_fld == weaponentity, { if(detonate) { @@ -412,13 +422,13 @@ bool W_MineLayer_PlacedMines(entity this, bool detonate) return minfound; } -METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor)) +METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { // aim and decide to fire if appropriate - if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit)) + if(actor.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit)) PHYS_INPUT_BUTTON_ATCK(actor) = false; else - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false); if(skill >= 2) // skill 0 and 1 bots won't detonate mines! { // decide whether to detonate mines @@ -435,7 +445,7 @@ METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor)) IL_EACH(g_mines, it.realowner == actor, { entity mine = it; - FOREACH_ENTITY_FLOAT(bot_attack, true, + IL_EACH(g_bot_targets, it.bot_attack, { float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); @@ -462,7 +472,7 @@ METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor)) if(skill > 9) // normal players only do this for the target they are tracking { entity mine = it; - FOREACH_ENTITY_FLOAT(bot_attack, true, + IL_EACH(g_bot_targets, it.bot_attack, { if((v_forward * normalize(mine.origin - it.origin) < 0.1) && desirabledamage > 0.1 * coredamage @@ -498,10 +508,13 @@ METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor)) } METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload + if(weaponslot(weaponentity) == 0) + actor.minelayer_mines = actor.(weaponentity).minelayer_mines; + + if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload { // not if we're holding the minelayer without enough ammo, but can detonate existing mines - if(!(W_MineLayer_PlacedMines(actor, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) { + if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) { thiswep.wr_reload(thiswep, actor, weaponentity); } } @@ -516,25 +529,25 @@ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponent if(fire & 2) { - if(W_MineLayer_PlacedMines(actor, true)) + if(W_MineLayer_PlacedMines(actor, weaponentity, true)) sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM); } } -METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { //int slot = 0; // TODO: unhardcode // actually do // don't switch while placing a mine //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER) //{ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo); - ammo_amount += actor.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo); return ammo_amount; //} //return true; } -METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - if(W_MineLayer_PlacedMines(actor, false)) + if(W_MineLayer_PlacedMines(actor, weaponentity, false)) return true; else return false; @@ -542,6 +555,11 @@ METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor)) METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor)) { actor.minelayer_mines = 0; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).minelayer_mines = 0; + } } METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) {