X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fseeker.qc;h=20f5995e547c06c66a407f8267b03b149cfe17cd;hp=00e481ba26584ddc0cf4383b10e4646cffb93e7c;hb=9e84ff8daa3826ef32e2891a7c5224a7cd436d23;hpb=05ee5b1212a6537e5c5acb76dbc1ef9df40f85c6 diff --git a/qcsrc/common/weapons/weapon/seeker.qc b/qcsrc/common/weapons/weapon/seeker.qc index 00e481ba2..20f5995e5 100644 --- a/qcsrc/common/weapons/weapon/seeker.qc +++ b/qcsrc/common/weapons/weapon/seeker.qc @@ -1,12 +1,13 @@ +#include "seeker.qh" #ifndef IMPLEMENTATION CLASS(Seeker, Weapon) -/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets) -/* impulse */ ATTRIB(Seeker, impulse, int, 8) +/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(Seeker, impulse, int, 8); /* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* 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"); @@ -99,7 +100,7 @@ void W_Seeker_Missile_Explode(entity this, entity directhitentity) this.event_damage = func_null; RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), NULL, NULL, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, directhitentity); - remove(this); + delete(this); } void W_Seeker_Missile_Explode_think(entity this) @@ -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 @@ -253,20 +254,18 @@ void W_Seeker_Missile_Animate(entity this) } */ -void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m_target) +void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, vector f_diff, entity m_target) { - entity missile; - - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity); makevectors(actor.v_angle); - W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0); + W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0); w_shotorg += f_diff; Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); //actor.detornator = false; - missile = new(seeker_missile); + entity missile = new(seeker_missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage); @@ -283,6 +282,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m 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) @@ -294,7 +294,9 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m setorigin(missile, w_shotorg); setsize(missile, '-4 -4 -4', '4 4 4'); set_movetype(missile, MOVETYPE_FLYMISSILE); - missile.flags = FL_PROJECTILE; + 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_); @@ -315,7 +317,7 @@ void W_Seeker_Flac_Explode(entity this, entity directhitentity) RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), NULL, NULL, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, directhitentity); - remove(this); + delete(this); } void W_Seeker_Flac_Touch(entity this, entity toucher) @@ -328,15 +330,15 @@ void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger) W_Seeker_Flac_Explode(this, trigger); } -void W_Seeker_Fire_Flac(Weapon thiswep, entity actor) +void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; vector f_diff; float c; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo), weaponentity); - c = actor.bulletcounter % 4; + c = actor.(weaponentity).bulletcounter % 4; switch(c) { case 0: @@ -353,7 +355,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor) f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage)); w_shotorg += f_diff; Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -370,7 +372,9 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor) set_movetype(missile, MOVETYPE_FLY); missile.projectiledeathtype = WEP_SEEKER.m_id; missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY; - missile.flags = FL_PROJECTILE; + missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; // csqc projectiles @@ -389,17 +393,17 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor) // ============================ // Begin: Tag and rocket controllers // ============================ -entity W_Seeker_Tagged_Info(entity isowner, entity istarget) +entity W_Seeker_Tagged_Info(entity isowner, .entity weaponentity, entity istarget) { entity tag; for(tag = NULL; (tag = find(tag, classname, "tag_tracker")); ) - if((tag.realowner == isowner) && (tag.tag_target == istarget)) + if((tag.realowner == isowner) && (tag.tag_target == istarget) && (tag.weaponentity_fld == weaponentity)) return tag; return NULL; } -void W_Seeker_Attack(entity actor) +void W_Seeker_Attack(entity actor, .entity weaponentity) { entity tracker, closest_target; @@ -419,7 +423,7 @@ void W_Seeker_Attack(entity actor) if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target))) closest_target = NULL; - W_Seeker_Fire_Missile(WEP_SEEKER, actor, '0 0 0', closest_target); + W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target); } void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack @@ -429,9 +433,10 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek this.cnt = this.cnt - 1; Weapon thiswep = WEP_SEEKER; - if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER)) + .entity weaponentity = this.weaponentity_fld; + if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER)) { - remove(this); + delete(this); return; } @@ -446,17 +451,17 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek switch(c) { case 0: - W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 -3.75 0', own.enemy); + W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO break; case 1: - W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 -3.75 0', own.enemy); + W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO break; case 2: - W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 +3.75 0', own.enemy); + W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO break; case 3: default: - W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 +3.75 0', own.enemy); + W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO break; } @@ -465,14 +470,15 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek void W_Seeker_Tracker_Think(entity this) { + .entity weaponentity = this.weaponentity_fld; // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up - if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER) + if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER) || (time > this.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime))) { if(this) { WaypointSprite_Kill(this.tag_target.wps_tag_tracker); - remove(this); + delete(this); } return; } @@ -490,7 +496,7 @@ void W_Seeker_Tag_Explode(entity this) // return; Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, 0, this); - remove(this); + delete(this); } void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) @@ -521,7 +527,8 @@ void W_Seeker_Tag_Touch(entity this, entity toucher) if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher)) { // check to see if this person is already tagged by me - entity tag = W_Seeker_Tagged_Info(this.realowner, toucher); + .entity weaponentity = this.weaponentity_fld; + entity tag = W_Seeker_Tagged_Info(this.realowner, weaponentity, toucher); if(tag != NULL) { @@ -534,6 +541,7 @@ void W_Seeker_Tag_Touch(entity this, entity toucher) { //sprint(this.realowner, strcat("You just tagged ^2", toucher.netname, "^7 with a tracking device!\n")); e = new(tag_tracker); + e.weaponentity_fld = this.weaponentity_fld; e.cnt = WEP_CVAR(seeker, missile_count); e.owner = this.owner; e.realowner = this.realowner; @@ -560,18 +568,18 @@ void W_Seeker_Tag_Touch(entity this, entity toucher) } } - remove(this); + delete(this); return; } -void W_Seeker_Fire_Tag(Weapon thiswep, entity actor) +void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity) { - entity missile; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity); - W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count)); - missile = new(seeker_tag); + entity missile = new(seeker_tag); + missile.weaponentity_fld = weaponentity; missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = 50; @@ -589,7 +597,9 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor) setorigin(missile, w_shotorg); setsize(missile, '-2 -2 -2', '2 2 2'); - missile.flags = FL_PROJECTILE; + missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); //missile.missile_flags = MIF_..?; set_movetype(missile, MOVETYPE_FLY); @@ -605,19 +615,19 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor) // Begin: Genereal weapon functions // ============================ -METHOD(Seeker, wr_aim, void(entity thiswep, entity actor)) +METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(seeker, type) == 1) - if(W_Seeker_Tagged_Info(actor, actor.enemy) != NULL) - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false); + if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL) + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false); else - PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); else - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); } METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload + if(autocvar_g_balance_seeker_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else if(fire & 1) { @@ -625,7 +635,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire))) { - W_Seeker_Attack(actor); + W_Seeker_Attack(actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready); } } @@ -633,7 +643,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) { - W_Seeker_Fire_Tag(thiswep, actor); + W_Seeker_Fire_Tag(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); } } @@ -645,7 +655,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) { - W_Seeker_Fire_Tag(thiswep, actor); + W_Seeker_Fire_Tag(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); } } @@ -653,45 +663,45 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire))) { - W_Seeker_Fire_Flac(thiswep, actor); + W_Seeker_Fire_Flac(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready); } } } } -METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; if(WEP_CVAR(seeker, type) == 1) { ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo); - ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo); } else { ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo); - ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); } return ammo_amount; } -METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; if(WEP_CVAR(seeker, type) == 1) { ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo); - ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); } else { ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo); - ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo); } return ammo_amount; } METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD); + W_Reload(actor, weaponentity, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD); } METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep)) {