/* 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
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;
}
}
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);