]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/devastator.qc
Fix unregistering of rockets (player doesn't have lastrocket assigned to them anymore)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index 1a74ca1bb91df18aa3459b30b42b9e743e2ee224..f22f0cedc6bc484378d84421f8e8c83342228d18 100644 (file)
@@ -4,7 +4,7 @@ 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);
+/* rating    */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000);
 /* color     */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
 #ifdef GAMEQC
@@ -40,6 +40,7 @@ CLASS(Devastator, Weapon)
         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_force, 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) \
@@ -62,7 +63,7 @@ ENDCLASS(Devastator)
 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
 
 #ifdef SVQC
-.float rl_release[MAX_WEAPONSLOTS];
+.float rl_release;
 .float rl_detonate_later;
 #endif
 #endif
@@ -75,15 +76,11 @@ 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;
        }
 }
 
@@ -142,50 +139,56 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
 
-       float handled_as_rocketjump = false;
-
-       entity head = WarpZone_FindRadius(
-               this.origin,
-               WEP_CVAR(devastator, remote_jump_radius),
-               false
-       );
+       bool handled_as_rocketjump = false;
+       entity head = NULL;
 
-       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(
@@ -286,10 +289,8 @@ void W_Devastator_Think(entity this)
        .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)
@@ -385,6 +386,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        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);
@@ -417,10 +419,10 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        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
@@ -501,19 +503,18 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
     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)
@@ -532,10 +533,9 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
         }
     }
 }
-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))
 {
@@ -546,7 +546,7 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
         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))
@@ -563,13 +563,13 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
     else
     {
         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);
         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"));
         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
 }
@@ -583,7 +583,7 @@ METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
     {
        .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))