#include "devastator.qh"
#ifdef SVQC
-spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
-spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
.entity lastrocket;
NULL,
WEP_CVAR(devastator, force),
this.projectiledeathtype,
+ this.weaponentity_fld,
directhitentity
);
.entity weaponentity = this.weaponentity_fld;
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
- if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+ if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
- this.realowner.cnt = WEP_DEVASTATOR.m_id;
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(this.realowner, slot) = time;
+ this.realowner.cnt = thiswep.m_id;
+ ATTACK_FINISHED(this.realowner, weaponentity) = time;
this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
}
}
bool handled_as_rocketjump = false;
entity head = NULL;
+ bool allow_rocketjump = WEP_CVAR(devastator, remote_jump);
+ MUTATOR_CALLHOOK(AllowRocketJumping, allow_rocketjump);
+ allow_rocketjump = M_ARGV(0, bool);
- if(WEP_CVAR(devastator, remote_jump_radius))
+ if(allow_rocketjump && WEP_CVAR(devastator, remote_jump_radius))
{
head = WarpZone_FindRadius(
this.origin,
head,
(WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
this.projectiledeathtype | HITTYPE_BOUNCE,
+ this.weaponentity_fld,
NULL
);
break;
NULL,
WEP_CVAR(devastator, remote_force),
this.projectiledeathtype | HITTYPE_BOUNCE,
+ this.weaponentity_fld,
NULL
);
Weapon thiswep = WEP_DEVASTATOR;
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
- if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+ if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
- this.realowner.cnt = WEP_DEVASTATOR.m_id;
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(this.realowner, slot) = time;
+ this.realowner.cnt = thiswep.m_id;
+ ATTACK_FINISHED(this.realowner, weaponentity) = time;
this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
}
}
else
f = 1;
+ vector md = this.realowner.(weaponentity).movedir;
+ vector vecs = ((md.x > 0) ? md : '0 0 0');
+
+ vector dv = v_right * -vecs.y + v_up * vecs.z;
+
+ if(!W_DualWielding(this.realowner))
+ dv = '0 0 0'; // don't override!
+
velspeed = vlen(this.velocity);
makevectors(this.realowner.v_angle);
desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
- desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
+ desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs + dv);
olddir = normalize(this.velocity);
// now it gets tricky... we want to move like some curve to approximate the target direction
W_Devastator_Explode(this, toucher);
}
-void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- this.health = this.health - damage;
+ TakeResource(this, RES_HEALTH, damage);
this.angles = vectoangles(this.velocity);
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
}
-void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
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));
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id);
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
if(WEP_CVAR(devastator, detonatedelay) >= 0)
missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
else
- missile.spawnshieldtime = -1;
+ missile.spawnshieldtime = -1; // NOTE: proximity based when rocket jumping
missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
missile.classname = "rocket";
missile.bot_dodge = true;
missile.takedamage = DAMAGE_YES;
missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
- missile.health = WEP_CVAR(devastator, health);
+ SetResourceExplicit(missile, RES_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);
- missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
+ missile.projectiledeathtype = thiswep.m_id;
setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
setthink(missile, W_Devastator_Think);
missile.nextthink = time;
missile.cnt = time + WEP_CVAR(devastator, lifetime);
+ missile.rl_detonate_later = (fire & 2); // allow instant detonation
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
IL_PUSH(g_bot_dodge, missile);
// common properties
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+
+ if (time >= missile.nextthink)
+ {
+ getthink(missile)(missile);
+ }
}
METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
// but don't fire a new shot at the same time!
if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- if((skill > 6.5) && (selfdamage > actor.health))
+ if((skill > 6.5) && (selfdamage > GetResource(actor, RES_HEALTH)))
PHYS_INPUT_BUTTON_ATCK2(actor) = false;
//if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
// dprint(ftos(desirabledamage),"\n");
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);
+ W_Devastator_Attack(thiswep, actor, weaponentity, fire);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
actor.(weaponentity).rl_release = 0;
}
actor.(weaponentity).rl_release = 1;
if(fire & 2)
- if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR)
+ if(actor.(weaponentity).m_switchweapon == thiswep)
{
bool rockfound = false;
IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
{
#if 0
// don't switch while guiding a missile
- if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
+ if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
{
ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
- if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+ if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
}
- else if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
+ else if(GetResource(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
return !ammo_amount;
}
#if 0
if(actor.rl_release == 0)
{
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
return true;
}
else
{
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= 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", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResource(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
return ammo_amount;
}
#else
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(devastator, ammo);
return ammo_amount;
#endif
}