#include "arc.qh"
#ifdef SVQC
+#include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
+#include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
bool W_Arc_Beam_Send(entity this, entity to, int sf)
{
void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(this.health <= 0)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
return;
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
return; // g_projectiles_damage says to halt
- this.health = this.health - damage;
+ TakeResource(this, RESOURCE_HEALTH, damage);
this.angles = vectoangles(this.velocity);
- if(this.health <= 0)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, getthink(this));
}
missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
missile.takedamage = DAMAGE_YES;
- missile.health = WEP_CVAR(arc, bolt_health);
+ SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(arc, bolt_health));
missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
missile.event_damage = W_Arc_Bolt_Damage;
missile.damagedbycontents = true;
if(
!IS_PLAYER(own)
||
- (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
- ||
IS_DEAD(own)
||
- forbidWeaponUse(own)
+ !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
||
own.(weaponentity).m_switchweapon != WEP_ARC
||
beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
- float is_player = (
+ bool is_player = (
IS_PLAYER(trace_ent)
||
trace_ent.classname == "body"
IS_MONSTER(trace_ent)
);
- if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
+ if(trace_ent)
{
- // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
- // NO. trace_endpos should be just fine. If not,
- // that's an engine bug that needs proper debugging.
- vector hitorigin = trace_endpos;
-
- float falloff = ExponentialFalloff(
- WEP_CVAR(arc, beam_falloff_mindist),
- WEP_CVAR(arc, beam_falloff_maxdist),
- WEP_CVAR(arc, beam_falloff_halflifedist),
- vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
- );
-
- if(is_player && SAME_TEAM(own, trace_ent))
+ if(SAME_TEAM(own, trace_ent))
{
- float roothealth, rootarmor;
- if(burst)
- {
- roothealth = WEP_CVAR(arc, burst_healing_hps);
- rootarmor = WEP_CVAR(arc, burst_healing_aps);
- }
- else
+ float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
+ float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
+ float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RESOURCE_LIMIT_NONE);
+ Heal(trace_ent, own, (roothealth * coefficient), hplimit);
+ if(IS_PLAYER(trace_ent) && rootarmor)
{
- roothealth = WEP_CVAR(arc, beam_healing_hps);
- rootarmor = WEP_CVAR(arc, beam_healing_aps);
+ if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
+ {
+ GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
+ trace_ent.pauserotarmor_finished = max(
+ trace_ent.pauserotarmor_finished,
+ time + autocvar_g_balance_pause_armor_rot
+ );
+ }
}
-
- if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
- {
- trace_ent.health = min(
- trace_ent.health + (roothealth * coefficient),
- WEP_CVAR(arc, beam_healing_hmax)
- );
- }
- if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
- {
- trace_ent.armorvalue = min(
- trace_ent.armorvalue + (rootarmor * coefficient),
- WEP_CVAR(arc, beam_healing_amax)
- );
- }
-
- // stop rot, set visual effect
if(roothealth || rootarmor)
- {
- trace_ent.pauserothealth_finished = max(
- trace_ent.pauserothealth_finished,
- time + autocvar_g_balance_pause_health_rot
- );
- trace_ent.pauserotarmor_finished = max(
- trace_ent.pauserotarmor_finished,
- time + autocvar_g_balance_pause_armor_rot
- );
new_beam_type = ARC_BT_HEAL;
- }
}
- else
+ else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
{
+ // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+ // NO. trace_endpos should be just fine. If not,
+ // that's an engine bug that needs proper debugging.
+ vector hitorigin = trace_endpos;
+
+ float falloff = ExponentialFalloff(
+ WEP_CVAR(arc, beam_falloff_mindist),
+ WEP_CVAR(arc, beam_falloff_maxdist),
+ WEP_CVAR(arc, beam_falloff_halflifedist),
+ vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
+ );
+
float rootdamage;
if(is_player)
{
}
else if(fire & 2)
{
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
{
W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);