]> 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 7e63e760ec96d4d879a6813e6e436232aef965f2..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
@@ -63,7 +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
@@ -76,15 +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;
        }
 }
 
@@ -116,15 +112,16 @@ void W_Devastator_Explode(entity this, entity directhitentity)
        );
 
        Weapon thiswep = WEP_DEVASTATOR;
-       if(PS(this.realowner).m_weapon == thiswep)
+       .entity weaponentity = this.weaponentity_fld;
+       if(this.realowner.(weaponentity).m_weapon == thiswep)
        {
                if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
                if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        this.realowner.cnt = WEP_DEVASTATOR.m_id;
-                       int slot = 0; // TODO: unhardcode
+                       int slot = weaponslot(weaponentity);
                        ATTACK_FINISHED(this.realowner, slot) = time;
-                       PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
+                       this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
                }
        }
        delete(this);
@@ -208,7 +205,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
        );
 
        Weapon thiswep = WEP_DEVASTATOR;
-       if(PS(this.realowner).m_weapon == thiswep)
+       if(this.realowner.(weaponentity).m_weapon == thiswep)
        {
                if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
                if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
@@ -216,7 +213,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
                        this.realowner.cnt = WEP_DEVASTATOR.m_id;
                        int slot = weaponslot(weaponentity);
                        ATTACK_FINISHED(this.realowner, slot) = time;
-                       PS(this.realowner).m_switchweapon = w_getbestweapon(this.realowner);
+                       this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
                }
        }
        delete(this);
@@ -289,13 +286,11 @@ void W_Devastator_Think(entity this)
                this.velocity = this.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor(this.realowner) * frametime, velspeed);
 
        // laser guided, or remote detonation
-       if(PS(this.realowner).m_weapon == WEP_DEVASTATOR)
+       .entity weaponentity = this.weaponentity_fld;
+       if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR)
        {
-               .entity weaponentity = this.weaponentity_fld;
-               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)
@@ -368,7 +363,7 @@ void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float d
 
 void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -424,10 +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
@@ -505,25 +500,24 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
 
 METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
+    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(PS(actor).m_switchweapon == WEP_DEVASTATOR)
+        if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
         {
             bool rockfound = false;
             IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
@@ -539,12 +533,11 @@ 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))
+METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     #if 0
     // don't switch while guiding a missile
@@ -553,7 +546,7 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
         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))
@@ -570,17 +563,17 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
     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
 }
-METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     return false;
 }
@@ -590,7 +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))