X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fdevastator.qc;h=d2de5098cd7f3ddff53eb5d165fe55d3600ed76c;hb=refs%2Fheads%2FTimePath%2Fbalance%2Frocketflying;hp=46db8358cef76b423c43e5b218e391d6ff876a9a;hpb=b34b4a1dbfe6c43ce6ffbec3ad7af782bcb561db;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index 46db8358c..d2de5098c 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -38,6 +38,7 @@ void W_Devastator_Explode(entity this, entity directhitentity) NULL, WEP_CVAR(devastator, force), this.projectiledeathtype, + this.weaponentity_fld, directhitentity ); @@ -112,6 +113,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity) head, (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0), this.projectiledeathtype | HITTYPE_BOUNCE, + this.weaponentity_fld, NULL ); break; @@ -131,6 +133,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity) NULL, WEP_CVAR(devastator, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, + this.weaponentity_fld, NULL ); @@ -232,11 +235,19 @@ void W_Devastator_Think(entity this) 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 @@ -276,7 +287,7 @@ void W_Devastator_Touch(entity this, entity toucher) 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) return; @@ -291,11 +302,11 @@ void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float d 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), WEP_DEVASTATOR.m_id); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = WarpZone_RefSys_SpawnSameRefSys(actor); @@ -323,7 +334,12 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) missile.projectiledeathtype = WEP_DEVASTATOR.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 + bool rocketFlying = boolean(fire & 2); + if (rocketFlying) { + setorigin(missile, w_shotorg); + } else { + setorigin(missile, w_shotorg - (v_forward * 3)); // move it back so it hits the wall at the right point + } W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0); missile.angles = vectoangles(missile.velocity); @@ -347,6 +363,10 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) // common properties MUTATOR_CALLHOOK(EditProjectile, actor, missile); + + if (rocketFlying) { + W_Devastator_RemoteExplode(missile, weaponentity); + } } METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) @@ -438,7 +458,7 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen 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; }