]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
Merge branch 'bones_was_here/guard-resistance' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index 784276ef46d8b63f2b1ce4f6c0ad4bee6c3ce4a1..d7ba289f5ca7ee9f1e92669a9fd5098b93791771 100644 (file)
@@ -124,18 +124,18 @@ void W_Seeker_Missile_Think(entity this)
 
 void W_Seeker_Missile_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;
 
        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
        if(this.realowner == attacker)
-               TakeResource(this, RESOURCE_HEALTH, (damage * 0.25));
+               TakeResource(this, RES_HEALTH, (damage * 0.25));
        else
-               TakeResource(this, RESOURCE_HEALTH, damage);
+               TakeResource(this, RES_HEALTH, damage);
 
-       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think);
 }
 
@@ -190,7 +190,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v
        missile.scale           = 2;
        missile.takedamage      = DAMAGE_YES;
        missile.weaponentity_fld = weaponentity;
-       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(seeker, missile_health));
+       SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(seeker, missile_health));
        missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
        missile.damagedbycontents = true;
        IL_PUSH(g_damagedbycontents, missile);
@@ -342,13 +342,11 @@ void W_Seeker_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
 void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
 {
-       float c;
-       entity oldenemy;
        this.cnt = this.cnt - 1;
 
        Weapon thiswep = WEP_SEEKER;
        .entity weaponentity = this.weaponentity_fld;
-       if((!(this.realowner.items & IT_UNLIMITED_AMMO) && GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != thiswep))
+       if((!(this.realowner.items & IT_UNLIMITED_AMMO) && GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != thiswep))
        {
                delete(this);
                return;
@@ -358,11 +356,10 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek
 
        entity own = this.realowner;
 
-       oldenemy = own.enemy;
+       entity oldenemy = own.enemy;
        own.enemy = this.enemy;
 
-       c = own.cnt % 4;
-       switch(c)
+       switch(own.cnt % 4)
        {
                case 0:
                        W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO
@@ -415,10 +412,10 @@ void W_Seeker_Tag_Explode(entity this)
 
 void W_Seeker_Tag_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;
-       TakeResource(this, RESOURCE_HEALTH, damage);
-       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       TakeResource(this, RES_HEALTH, damage);
+       if(GetResource(this, RES_HEALTH) <= 0)
                W_Seeker_Tag_Explode(this);
 }
 
@@ -506,7 +503,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
 
        missile.takedamage       = DAMAGE_YES;
        missile.event_damage     = W_Seeker_Tag_Damage;
-       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(seeker, tag_health));
+       SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(seeker, tag_health));
        missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
 
        setorigin(missile, w_shotorg);
@@ -533,10 +530,12 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
 METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(WEP_CVAR(seeker, type) == 1)
+    {
         if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL)
             PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
         else
             PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+    }
     else
         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
 }
@@ -589,12 +588,12 @@ METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weapone
     float ammo_amount;
     if(WEP_CVAR(seeker, type) == 1)
     {
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, missile_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, missile_ammo);
         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, missile_ammo);
     }
     else
     {
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, tag_ammo);
     }
     return ammo_amount;
@@ -604,12 +603,12 @@ METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone
     float ammo_amount;
     if(WEP_CVAR(seeker, type) == 1)
     {
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, tag_ammo);
     }
     else
     {
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, flac_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, flac_ammo);
         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, flac_ammo);
     }
     return ammo_amount;