X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fdevastator.qc;h=f22f0cedc6bc484378d84421f8e8c83342228d18;hb=d25e1a63b92fa3ba8c20f746228d125f6e8434e0;hp=1a74ca1bb91df18aa3459b30b42b9e743e2ee224;hpb=29cced5bd174a8f030cebbc195b60ed3bcd512e3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index 1a74ca1bb..f22f0cedc 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -4,7 +4,7 @@ CLASS(Devastator, Weapon) /* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets); /* impulse */ ATTRIB(Devastator, impulse, int, 9); /* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); +/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000); /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0'); /* modelname */ ATTRIB(Devastator, mdl, string, "rl"); #ifdef GAMEQC @@ -40,6 +40,7 @@ CLASS(Devastator, Weapon) P(class, prefix, remote_edgedamage, float, NONE) \ P(class, prefix, remote_force, float, NONE) \ P(class, prefix, remote_jump_damage, float, NONE) \ + P(class, prefix, remote_jump_force, float, NONE) \ P(class, prefix, remote_jump_radius, float, NONE) \ P(class, prefix, remote_jump_velocity_z_add, float, NONE) \ P(class, prefix, remote_jump_velocity_z_max, float, NONE) \ @@ -62,7 +63,7 @@ ENDCLASS(Devastator) REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator)); #ifdef SVQC -.float rl_release[MAX_WEAPONSLOTS]; +.float rl_release; .float rl_detonate_later; #endif #endif @@ -75,15 +76,11 @@ spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); } void W_Devastator_Unregister(entity this) { - if(this.realowner && this.realowner.lastrocket == this) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(this.realowner.(weaponentity).lastrocket == this) - this.realowner.(weaponentity).lastrocket = NULL; - } - // this.realowner.rl_release = 1; + .entity weaponentity = weaponentities[slot]; + if(this.realowner.(weaponentity).lastrocket == this) + this.realowner.(weaponentity).lastrocket = NULL; } } @@ -142,50 +139,56 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity) this.event_damage = func_null; this.takedamage = DAMAGE_NO; - float handled_as_rocketjump = false; - - entity head = WarpZone_FindRadius( - this.origin, - WEP_CVAR(devastator, remote_jump_radius), - false - ); + bool handled_as_rocketjump = false; + entity head = NULL; - while(head) + if(WEP_CVAR(devastator, remote_jump_radius)) { - if(head.takedamage && (head == this.realowner)) + head = WarpZone_FindRadius( + this.origin, + WEP_CVAR(devastator, remote_jump_radius), + false + ); + + while(head) { - float distance_to_head = vlen(this.origin - head.WarpZone_findradius_nearest); - if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius)) + if(head.takedamage && (head == this.realowner)) { - // we handled this as a rocketjump :) - handled_as_rocketjump = true; - - // modify velocity - head.velocity_x *= 0.9; - head.velocity_y *= 0.9; - head.velocity_z = bound( - WEP_CVAR(devastator, remote_jump_velocity_z_min), - head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add), - WEP_CVAR(devastator, remote_jump_velocity_z_max) - ); - - // now do the damage - RadiusDamage( - this, - head, - WEP_CVAR(devastator, remote_jump_damage), - WEP_CVAR(devastator, remote_jump_damage), - WEP_CVAR(devastator, remote_jump_radius), - NULL, - head, - 0, - this.projectiledeathtype | HITTYPE_BOUNCE, - NULL - ); - break; + if(vdist(this.origin - head.WarpZone_findradius_nearest, <=, WEP_CVAR(devastator, remote_jump_radius))) + { + // we handled this as a rocketjump :) + handled_as_rocketjump = true; + + // modify velocity + if(WEP_CVAR(devastator, remote_jump_velocity_z_add)) + { + head.velocity_x *= 0.9; + head.velocity_y *= 0.9; + head.velocity_z = bound( + WEP_CVAR(devastator, remote_jump_velocity_z_min), + head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add), + WEP_CVAR(devastator, remote_jump_velocity_z_max) + ); + } + + // now do the damage + RadiusDamage( + this, + head, + WEP_CVAR(devastator, remote_jump_damage), + WEP_CVAR(devastator, remote_jump_damage), + WEP_CVAR(devastator, remote_jump_radius), + NULL, + head, + (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0), + this.projectiledeathtype | HITTYPE_BOUNCE, + NULL + ); + break; + } } + head = head.chain; } - head = head.chain; } RadiusDamage( @@ -286,10 +289,8 @@ void W_Devastator_Think(entity this) .entity weaponentity = this.weaponentity_fld; if(this.realowner.(weaponentity).m_weapon == WEP_DEVASTATOR) { - int slot = weaponslot(weaponentity); - if(this == this.realowner.(weaponentity).lastrocket) - if(!this.realowner.rl_release[slot]) + if(!this.realowner.(weaponentity).rl_release) if(!PHYS_INPUT_BUTTON_ATCK2(this)) if(WEP_CVAR(devastator, guiderate)) if(time > this.pushltime) @@ -385,6 +386,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) missile.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); @@ -417,10 +419,10 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -METHOD(Devastator, wr_aim, void(entity thiswep, entity actor)) +METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { // aim and decide to fire if appropriate - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false); if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! { // decide whether to detonate rockets @@ -501,19 +503,18 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen if(WEP_CVAR(devastator, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(devastator, ammo)) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else { - int slot = weaponslot(weaponentity); if(fire & 1) { - if(actor.rl_release[slot] || WEP_CVAR(devastator, guidestop)) + 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); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready); - actor.rl_release[slot] = 0; + actor.(weaponentity).rl_release = 0; } } else - actor.rl_release[slot] = 1; + actor.(weaponentity).rl_release = 1; if(fire & 2) if(actor.(weaponentity).m_switchweapon == WEP_DEVASTATOR) @@ -532,10 +533,9 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen } } } -METHOD(Devastator, wr_setup, void(entity thiswep, entity actor)) +METHOD(Devastator, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - actor.rl_release[slot] = 1; + actor.(weaponentity).rl_release = 1; } METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { @@ -546,7 +546,7 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea ammo_amount = false; if(WEP_CVAR(devastator, reload_ammo)) { - if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo)) + if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo)) ammo_amount = true; } else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo)) @@ -563,13 +563,13 @@ METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea else { ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); - ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= 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\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE")); return ammo_amount; } #else float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo); - ammo_amount += actor.(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo); return ammo_amount; #endif } @@ -583,7 +583,7 @@ METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor)) { .entity weaponentity = weaponentities[slot]; actor.(weaponentity).lastrocket = NULL; // stop rocket guiding, no revenge from the grave! - actor.rl_release[slot] = 0; + actor.(weaponentity).rl_release = 0; } } METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))