#include "devastator.qh"
-#ifndef IMPLEMENTATION
-CLASS(Devastator, Weapon)
-/* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
-/* impulse */ ATTRIB(Devastator, impulse, int, 9);
-/* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
-/* modelname */ ATTRIB(Devastator, mdl, string, "rl");
-#ifdef GAMEQC
-/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
-#endif
-/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
-/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
-/* refname */ ATTRIB(Devastator, netname, string, "devastator");
-/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, NONE) \
- P(class, prefix, animtime, float, NONE) \
- P(class, prefix, damageforcescale, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, detonatedelay, float, NONE) \
- P(class, prefix, edgedamage, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, guidedelay, float, NONE) \
- P(class, prefix, guidegoal, float, NONE) \
- P(class, prefix, guideratedelay, float, NONE) \
- P(class, prefix, guiderate, float, NONE) \
- P(class, prefix, guidestop, float, NONE) \
- P(class, prefix, health, float, NONE) \
- P(class, prefix, lifetime, float, NONE) \
- P(class, prefix, radius, float, NONE) \
- P(class, prefix, refire, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, remote_damage, float, NONE) \
- P(class, prefix, remote_edgedamage, float, NONE) \
- P(class, prefix, remote_force, float, NONE) \
- P(class, prefix, remote_jump_damage, float, NONE) \
- P(class, prefix, remote_jump_radius, float, NONE) \
- P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
- P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
- P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
- P(class, prefix, remote_radius, float, NONE) \
- P(class, prefix, speedaccel, float, NONE) \
- P(class, prefix, speedstart, float, NONE) \
- P(class, prefix, speed, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Devastator, devastator)
-#undef X
-
-ENDCLASS(Devastator)
-REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
-#ifdef SVQC
-.float rl_release[MAX_WEAPONSLOTS];
-.float rl_detonate_later;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
void W_Devastator_Unregister(entity this)
{
- if(this.realowner && this.realowner.lastrocket == this)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(this.realowner.(weaponentity).lastrocket == this)
- this.realowner.(weaponentity).lastrocket = NULL;
- }
- // this.realowner.rl_release = 1;
+ .entity weaponentity = weaponentities[slot];
+ if(this.realowner.(weaponentity).lastrocket == this)
+ this.realowner.(weaponentity).lastrocket = NULL;
}
}
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- float handled_as_rocketjump = false;
+ bool handled_as_rocketjump = false;
+ entity head = NULL;
- entity head = WarpZone_FindRadius(
- this.origin,
- WEP_CVAR(devastator, remote_jump_radius),
- false
- );
-
- while(head)
+ if(WEP_CVAR(devastator, remote_jump_radius))
{
- if(head.takedamage && (head == this.realowner))
+ head = WarpZone_FindRadius(
+ this.origin,
+ WEP_CVAR(devastator, remote_jump_radius),
+ false
+ );
+
+ while(head)
{
- float distance_to_head = vlen(this.origin - head.WarpZone_findradius_nearest);
- if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
+ if(head.takedamage && (head == this.realowner))
{
- // we handled this as a rocketjump :)
- handled_as_rocketjump = true;
-
- // modify velocity
- head.velocity_x *= 0.9;
- head.velocity_y *= 0.9;
- head.velocity_z = bound(
- WEP_CVAR(devastator, remote_jump_velocity_z_min),
- head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
- WEP_CVAR(devastator, remote_jump_velocity_z_max)
- );
-
- // now do the damage
- RadiusDamage(
- this,
- head,
- WEP_CVAR(devastator, remote_jump_damage),
- WEP_CVAR(devastator, remote_jump_damage),
- WEP_CVAR(devastator, remote_jump_radius),
- NULL,
- head,
- 0,
- this.projectiledeathtype | HITTYPE_BOUNCE,
- NULL
- );
- break;
+ if(vdist(this.origin - head.WarpZone_findradius_nearest, <=, WEP_CVAR(devastator, remote_jump_radius)))
+ {
+ // we handled this as a rocketjump :)
+ handled_as_rocketjump = true;
+
+ // modify velocity
+ if(WEP_CVAR(devastator, remote_jump_velocity_z_add))
+ {
+ head.velocity_x *= 0.9;
+ head.velocity_y *= 0.9;
+ head.velocity_z = bound(
+ WEP_CVAR(devastator, remote_jump_velocity_z_min),
+ head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
+ WEP_CVAR(devastator, remote_jump_velocity_z_max)
+ );
+ }
+
+ // now do the damage
+ RadiusDamage(
+ this,
+ head,
+ WEP_CVAR(devastator, remote_jump_damage),
+ WEP_CVAR(devastator, remote_jump_damage),
+ WEP_CVAR(devastator, remote_jump_radius),
+ NULL,
+ head,
+ (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
+ this.projectiledeathtype | HITTYPE_BOUNCE,
+ NULL
+ );
+ break;
+ }
}
+ head = head.chain;
}
- head = head.chain;
}
RadiusDamage(
.entity weaponentity = this.weaponentity_fld;
if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
{
- int slot = weaponslot(weaponentity);
-
if(this == this.realowner.(weaponentity).lastrocket)
- if(!this.realowner.rl_release[slot])
+ if(!this.realowner.(weaponentity).rl_release)
if(!PHYS_INPUT_BUTTON_ATCK2(this))
if(WEP_CVAR(devastator, guiderate))
if(time > this.pushltime)
missile.health = WEP_CVAR(devastator, health);
missile.event_damage = W_Devastator_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
-METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
+METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
// aim and decide to fire if appropriate
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else {
- int slot = weaponslot(weaponentity);
if(fire & 1)
{
- if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop))
+ if(actor.(weaponentity).rl_release || WEP_CVAR(devastator, guidestop))
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
{
W_Devastator_Attack(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
- actor.rl_release[slot] = 0;
+ actor.(weaponentity).rl_release = 0;
}
}
else
- actor.rl_release[slot] = 1;
+ actor.(weaponentity).rl_release = 1;
if(fire & 2)
if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
}
}
}
-METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
+METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- actor.rl_release[slot] = 1;
+ actor.(weaponentity).rl_release = 1;
}
METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
- if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+ if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
}
else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
#if 0
if(actor.rl_release == 0)
{
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
return true;
}
else
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
- ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
return ammo_amount;
}
#else
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
- ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
return ammo_amount;
#endif
}
{
.entity weaponentity = weaponentities[slot];
actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
- actor.rl_release[slot] = 0;
+ actor.(weaponentity).rl_release = 0;
}
}
METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
}
#endif
-#endif