}
.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(int slot)
+void W_Hagar_Attack2_Load_Release(.entity weaponentity)
{SELFPARAM();
// time to release the rockets we've loaded
if(!self.hagar_load)
return;
- weapon_prepareattack_do(self, true, WEP_CVAR_SEC(hagar, refire), slot);
+ weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
- weapon_thinkf(self, slot, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
+ weapon_thinkf(self, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
self.hagar_load = 0;
}
-void W_Hagar_Attack2_Load(Weapon thiswep, int slot)
+void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
{SELFPARAM();
// loadable hagar secondary attack, must always run each frame
if(self.hagar_load)
{
// if we pressed primary fire while loading, unload all rockets and abort
- self.weaponentity[slot].state = WS_READY;
+ self.(weaponentity).state = WS_READY;
W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
self.hagar_load = 0;
sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
if(!self.hagar_loadblock && self.hagar_loadstep < time)
{
W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
- self.weaponentity[slot].state = WS_INUSE;
+ self.(weaponentity).state = WS_INUSE;
self.hagar_load += 1;
sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
// release if player let go of button or if they've held it in too long
if(!self.BUTTON_ATCK2 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
{
- self.weaponentity[slot].state = WS_READY;
- W_Hagar_Attack2_Load_Release(slot);
+ self.(weaponentity).state = WS_READY;
+ W_Hagar_Attack2_Load_Release(weaponentity);
}
}
else
else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
}
- METHOD(Hagar, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
float loadable_secondary;
loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
if(loadable_secondary)
- W_Hagar_Attack2_Load(thiswep, slot); // must always run each frame
+ W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
Weapon w = get_weaponinfo(actor.weapon);
w.wr_reload(w);
} else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
{
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(hagar, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
{
W_Hagar_Attack(thiswep);
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
}
}
else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
{
- if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(hagar, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
{
W_Hagar_Attack2(thiswep);
- weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
}
}
}
// we lost the weapon and want to prepare switching away
if(self.hagar_load)
{
- int slot = 0; // TODO: unhardcode
- self.weaponentity[slot].state = WS_READY;
- W_Hagar_Attack2_Load_Release(slot);
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ self.(weaponentity).state = WS_READY;
+ W_Hagar_Attack2_Load_Release(weaponentity);
}
}
METHOD(Hagar, wr_init, void(entity thiswep))
}
METHOD(Hagar, wr_playerdeath, void(entity thiswep))
{
- int slot = 0; // TODO: unhardcode
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
// if we have any rockets loaded when we die, release them
if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
- W_Hagar_Attack2_Load_Release(slot);
+ W_Hagar_Attack2_Load_Release(weaponentity);
}
METHOD(Hagar, wr_reload, void(entity thiswep))
{