newmine.owner = this.owner;
newmine.realowner = this.realowner;
- setsize(newmine, '-4 -4 -4', '4 4 4');
setorigin(newmine, this.origin);
setmodel(newmine, MDL_MINELAYER_MINE);
+ setsize(newmine, '-4 -4 -4', '4 4 4');
newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
newmine.mine_orientation = -trace_plane_normal;
newmine.takedamage = this.takedamage;
newmine.damageforcescale = this.damageforcescale;
- SetResourceAmountExplicit(newmine, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH));
+ SetResourceExplicit(newmine, RES_HEALTH, GetResource(this, RES_HEALTH));
newmine.event_damage = this.event_damage;
newmine.spawnshieldtime = this.spawnshieldtime;
newmine.damagedbycontents = true;
RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
.entity weaponentity = this.weaponentity_fld;
- if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
+ Weapon thiswep = WEP_MINE_LAYER;
+ if(this.realowner.(weaponentity).m_weapon == thiswep)
{
entity own = this.realowner;
- Weapon w = WEP_MINE_LAYER;
- if(!w.wr_checkammo1(w, own, weaponentity))
+ if(!thiswep.wr_checkammo1(thiswep, own, weaponentity))
{
- own.cnt = WEP_MINE_LAYER.m_id;
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(own, slot) = time;
+ own.cnt = thiswep.m_id;
+ ATTACK_FINISHED(own, weaponentity) = time;
own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
}
}
- this.realowner.(weaponentity).minelayer_mines -= 1;
delete(this);
}
NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, this.weaponentity_fld, NULL);
.entity weaponentity = this.weaponentity_fld;
- if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
+ Weapon thiswep = WEP_MINE_LAYER;
+ if(this.realowner.(weaponentity).m_weapon == thiswep)
{
entity own = this.realowner;
- Weapon w = WEP_MINE_LAYER;
- if(!w.wr_checkammo1(w, own, weaponentity))
+ if(!thiswep.wr_checkammo1(thiswep, own, weaponentity))
{
- own.cnt = WEP_MINE_LAYER.m_id;
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(own, slot) = time;
+ own.cnt = thiswep.m_id;
+ ATTACK_FINISHED(own, weaponentity) = time;
own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
}
}
- this.realowner.(weaponentity).minelayer_mines -= 1;
delete(this);
}
if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
return; // we're already a stuck mine, why do we get called? TODO does this even happen?
- if(WarpZone_Projectile_Touch(this, toucher))
- {
- if(wasfreed(this))
- {
- .entity weaponentity = this.weaponentity_fld;
- this.realowner.(weaponentity).minelayer_mines -= 1;
- }
- return;
- }
+ PROJECTILE_TOUCH(this, toucher);
if((toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) || toucher.owner == this.owner)
{
void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
float is_from_enemy = (inflictor.realowner != this.realowner);
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
return; // g_projectiles_damage says to halt
- SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH) - damage);
+ TakeResource(this, RES_HEALTH, damage);
this.angles = vectoangles(this.velocity);
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
}
void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
- entity mine;
- entity flash;
-
// scan how many mines we placed, and return if we reached our limit
if(WEP_CVAR(minelayer, limit))
{
- if(actor.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit))
+ int minecount = W_MineLayer_Count(actor, weaponentity);
+ if(minecount >= WEP_CVAR(minelayer, limit))
{
// the refire delay keeps this message from being spammed
Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
- W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), WEP_MINE_LAYER.m_id);
- Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), thiswep.m_id);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
- mine = WarpZone_RefSys_SpawnSameRefSys(actor);
+ entity mine = WarpZone_RefSys_SpawnSameRefSys(actor);
mine.weaponentity_fld = weaponentity;
IL_PUSH(g_mines, mine);
mine.owner = mine.realowner = actor;
mine.takedamage = DAMAGE_YES;
mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
- SetResourceAmountExplicit(mine, RESOURCE_HEALTH, WEP_CVAR(minelayer, health));
+ SetResourceExplicit(mine, RES_HEALTH, WEP_CVAR(minelayer, health));
mine.event_damage = W_MineLayer_Damage;
mine.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, mine);
set_movetype(mine, MOVETYPE_TOSS);
PROJECTILE_MAKETRIGGER(mine);
- mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
+ mine.projectiledeathtype = thiswep.m_id;
mine.weaponentity_fld = weaponentity;
setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
CSQCProjectile(mine, true, PROJECTILE_MINE, true);
- // muzzle flash for 1st person view
- flash = spawn();
- setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
- SUB_SetFade(flash, time, 0.1);
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
-
// common properties
MUTATOR_CALLHOOK(EditProjectile, actor, mine);
-
- actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity);
}
bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate)
METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
// aim and decide to fire if appropriate
- if(actor.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit))
+ int minecount = W_MineLayer_Count(actor, weaponentity);
+ if(minecount >= WEP_CVAR(minelayer, limit))
PHYS_INPUT_BUTTON_ATCK(actor) = false;
else
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
float desirabledamage;
desirabledamage = enemydamage;
- if(time > actor.invincible_finished && time > actor.spawnshieldtime)
+ if(time > STAT(INVINCIBLE_FINISHED, actor) && time > actor.spawnshieldtime)
desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
if(teamplay && actor.team)
desirabledamage = desirabledamage - teamdamage;
// 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 > GetResourceAmount(actor, RESOURCE_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");
}
METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
+ actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity);
+
if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
{
// not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(minelayer, ammo))) {
+ if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && GetResource(actor, thiswep.ammo_type) < WEP_CVAR(minelayer, ammo))) {
thiswep.wr_reload(thiswep, actor, weaponentity);
}
}
}
METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- //int slot = 0; // TODO: unhardcode
// actually do // don't switch while placing a mine
- //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
+ //if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
//{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(minelayer, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(minelayer, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(minelayer, ammo);
return ammo_amount;
//}
//return true;