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=a82762fa4009213b8cedc901288a91b26cc80a56;hp=b2df4f0efb54c53e5b951f9c874e3ce651b4b25e;hb=2ccfbaf3d871db94af3195383a57ff738abaa07a;hpb=05776c4204bf73c8ebc84e615ad088af45ebe5ed diff --git a/qcsrc/common/weapons/weapon/seeker.qc b/qcsrc/common/weapons/weapon/seeker.qc index b2df4f0ef..a82762fa4 100644 --- a/qcsrc/common/weapons/weapon/seeker.qc +++ b/qcsrc/common/weapons/weapon/seeker.qc @@ -1,7 +1,6 @@ #include "seeker.qh" #ifdef SVQC -spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); } // ============================ // Begin: Missile functions, these are general functions to be manipulated by other code @@ -9,7 +8,7 @@ spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); } 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); + 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, this.weaponentity_fld, directhitentity); delete(this); } @@ -123,20 +122,20 @@ void W_Seeker_Missile_Think(entity this) -void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { - if(this.health <= 0) + if(GetResource(this, RES_HEALTH) <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt if(this.realowner == attacker) - this.health = this.health - (damage * 0.25); + TakeResource(this, RES_HEALTH, (damage * 0.25)); else - this.health = this.health - damage; + TakeResource(this, RES_HEALTH, damage); - if(this.health <= 0) + if(GetResource(this, RES_HEALTH) <= 0) W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think); } @@ -170,9 +169,9 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity); makevectors(actor.v_angle); - W_SetupShot_ProjectileSize(actor, weaponentity, '-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, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id)); w_shotorg += f_diff; - Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(actor, weaponentity, EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); //actor.detornator = false; @@ -190,16 +189,17 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v missile.solid = SOLID_BBOX; missile.scale = 2; missile.takedamage = DAMAGE_YES; - missile.health = WEP_CVAR(seeker, missile_health); + missile.weaponentity_fld = weaponentity; + SetResourceExplicit(missile, RES_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) - missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY; + missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY; else - missile.projectiledeathtype = WEP_SEEKER.m_id; + missile.projectiledeathtype = thiswep.m_id; setorigin(missile, w_shotorg); @@ -226,7 +226,7 @@ void W_Seeker_Flac_Explode(entity this, entity directhitentity) { this.event_damage = func_null; - 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); + 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, this.weaponentity_fld, directhitentity); delete(this); } @@ -266,10 +266,10 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity) f_diff = '+1.25 +3.75 0'; break; } - 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_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage), thiswep.m_id | HITTYPE_SECONDARY); w_shotorg += f_diff; - Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); missile = new(missile); missile.owner = missile.realowner = actor; @@ -281,8 +281,8 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand); missile.solid = SOLID_BBOX; set_movetype(missile, MOVETYPE_FLY); - missile.projectiledeathtype = WEP_SEEKER.m_id; - missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY; + missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY; + missile.weaponentity_fld = weaponentity; missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); @@ -315,7 +315,7 @@ entity W_Seeker_Tagged_Info(entity isowner, .entity weaponentity, entity istarge return NULL; } -void W_Seeker_Attack(entity actor, .entity weaponentity) +void W_Seeker_Attack(Weapon thiswep, entity actor, .entity weaponentity) { entity closest_target = NULL; @@ -337,18 +337,16 @@ void W_Seeker_Attack(entity actor, .entity weaponentity) closest_target = NULL; } - W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target); + W_Seeker_Fire_Missile(thiswep, actor, weaponentity, '0 0 0', closest_target); } void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack { - float c; - entity oldenemy; this.cnt = this.cnt - 1; Weapon thiswep = WEP_SEEKER; .entity weaponentity = this.weaponentity_fld; - if((!(this.realowner.items & IT_UNLIMITED_AMMO) && GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER)) + if((!(this.realowner.items & IT_UNLIMITED_AMMO) && GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != thiswep)) { delete(this); return; @@ -358,24 +356,23 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek entity own = this.realowner; - oldenemy = own.enemy; + entity oldenemy = own.enemy; own.enemy = this.enemy; - c = own.cnt % 4; - switch(c) + switch(own.cnt % 4) { case 0: - W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO + W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO break; case 1: - W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO + W_Seeker_Fire_Missile(thiswep, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO break; case 2: - W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO + W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO break; case 3: default: - W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO + W_Seeker_Fire_Missile(thiswep, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO break; } @@ -413,12 +410,12 @@ void W_Seeker_Tag_Explode(entity this) delete(this); } -void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { - if(this.health <= 0) + if(GetResource(this, RES_HEALTH) <= 0) return; - this.health = this.health - damage; - if(this.health <= 0) + TakeResource(this, RES_HEALTH, damage); + if(GetResource(this, RES_HEALTH) <= 0) W_Seeker_Tag_Explode(this); } @@ -491,7 +488,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity); - 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)); + 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), thiswep.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY); entity missile = new(seeker_tag); missile.weaponentity_fld = weaponentity; @@ -506,7 +503,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity) missile.takedamage = DAMAGE_YES; missile.event_damage = W_Seeker_Tag_Damage; - missile.health = WEP_CVAR(seeker, tag_health); + SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(seeker, tag_health)); missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale); setorigin(missile, w_shotorg); @@ -533,10 +530,12 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity) METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(seeker, type) == 1) + { 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, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); + } else PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); } @@ -550,7 +549,7 @@ 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, weaponentity); + W_Seeker_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready); } } @@ -589,13 +588,13 @@ METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weapone float ammo_amount; if(WEP_CVAR(seeker, type) == 1) { - ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, missile_ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo); + ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, missile_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, missile_ammo); } else { - ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); + ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, tag_ammo); } return ammo_amount; } @@ -604,13 +603,13 @@ METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone float ammo_amount; if(WEP_CVAR(seeker, type) == 1) { - ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); + ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, tag_ammo); } else { - ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, flac_ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo); + ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, flac_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, flac_ammo); } return ammo_amount; }