X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhagar.qc;h=eff656a6e1dce2ae5f271c4de27c454a6a654dc7;hb=fde04a29ed6f249c904737ae21ff44f400f1f453;hp=1a078dff0a4d0e9f56515fea34fe3f61ab7b39eb;hpb=a7bdc71738ce2bcabf678c3c78d45baf928d4261;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index 1a078dff0..eff656a6e 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -1,12 +1,13 @@ +#include "hagar.qh" #ifndef IMPLEMENTATION CLASS(Hagar, Weapon) -/* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets) -/* impulse */ ATTRIB(Hagar, impulse, int, 8) +/* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(Hagar, impulse, int, 8); /* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5'); /* modelname */ ATTRIB(Hagar, mdl, string, "hagar"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM); #endif /* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar"); @@ -68,7 +69,7 @@ void W_Hagar_Explode(entity this, entity directhitentity) this.event_damage = func_null; RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity); - remove(this); + delete(this); } void W_Hagar_Explode_use(entity this, entity actor, entity trigger) @@ -81,7 +82,7 @@ void W_Hagar_Explode2(entity this, entity directhitentity) this.event_damage = func_null; RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity); - remove(this); + delete(this); } void W_Hagar_Explode2_use(entity this, entity actor, entity trigger) @@ -134,13 +135,13 @@ void W_Hagar_Touch2(entity this, entity toucher) } } -void W_Hagar_Attack(Weapon thiswep, entity actor) +void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity); - W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -154,6 +155,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor) missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch); missile.use = W_Hagar_Explode_use; @@ -164,11 +166,13 @@ void W_Hagar_Attack(Weapon thiswep, entity actor) setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); W_SetupProjVelocity_PRI(missile, hagar); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); @@ -176,13 +180,13 @@ void W_Hagar_Attack(Weapon thiswep, entity actor) MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -void W_Hagar_Attack2(Weapon thiswep, entity actor) +void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity); - W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -196,6 +200,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor) missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch2); missile.cnt = 0; @@ -207,11 +212,13 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor) setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - missile.movetype = MOVETYPE_BOUNCEMISSILE; + set_movetype(missile, MOVETYPE_BOUNCEMISSILE); W_SetupProjVelocity_SEC(missile, hagar); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true); @@ -229,19 +236,19 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) vector s; vector forward, right, up; - if(!actor.hagar_load) + if(!actor.(weaponentity).hagar_load) return; weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); forward = v_forward; right = v_right; up = v_up; - shots = actor.hagar_load; + shots = actor.(weaponentity).hagar_load; missile = NULL; for(counter = 0; counter < shots; ++counter) { @@ -255,6 +262,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch); // not bouncy missile.use = W_Hagar_Explode2_use; @@ -264,7 +272,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - missile.movetype = MOVETYPE_FLY; + set_movetype(missile, MOVETYPE_FLY); missile.missile_flags = MIF_SPLASH; // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar) @@ -288,6 +296,8 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); @@ -295,8 +305,11 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) } weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); - actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor); - actor.hagar_load = 0; + actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor); + actor.(weaponentity).hagar_load = 0; + + if(weaponslot(weaponentity) == 0) + actor.hagar_load = 0; } void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) @@ -306,14 +319,14 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) if(time < game_starttime) return; - bool loaded = actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max); + bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max); // this is different than WR_CHECKAMMO when it comes to reloading bool enough_ammo; if(actor.items & IT_UNLIMITED_WEAPON_AMMO) enough_ammo = true; else if(autocvar_g_balance_hagar_reload_ammo) - enough_ammo = actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); + enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); else enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); @@ -323,19 +336,21 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) { if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort)) { - if(actor.hagar_load) + if(actor.(weaponentity).hagar_load) { // if we pressed primary fire while loading, unload all rockets and abort actor.(weaponentity).state = WS_READY; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo - actor.hagar_load = 0; + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo + actor.(weaponentity).hagar_load = 0; + if(weaponslot(weaponentity) == 0) + actor.hagar_load = 0; sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); // pause until we can load rockets again, once we re-press the alt fire button - actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor); + actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor); // require letting go of the alt fire button before we can load again - actor.hagar_loadblock = true; + actor.(weaponentity).hagar_loadblock = true; } } else @@ -343,49 +358,49 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) // check if we can attempt to load another rocket if(!stopped) { - if(!actor.hagar_loadblock && actor.hagar_loadstep < time) + if(!actor.(weaponentity).hagar_loadblock && actor.(weaponentity).hagar_loadstep < time) { - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity); actor.(weaponentity).state = WS_INUSE; - actor.hagar_load += 1; + actor.(weaponentity).hagar_load += 1; sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most - if(actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) + if(actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max)) stopped = true; else - actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor); + actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor); } } - if(stopped && !actor.hagar_loadbeep && actor.hagar_load) // prevents the beep from playing each frame + if(stopped && !actor.(weaponentity).hagar_loadbeep && actor.(weaponentity).hagar_load) // prevents the beep from playing each frame { // if this is the last rocket we can load, play a beep sound to notify the player sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); - actor.hagar_loadbeep = true; - actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor); + actor.(weaponentity).hagar_loadbeep = true; + actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor); } } } - else if(actor.hagar_loadblock) + else if(actor.(weaponentity).hagar_loadblock) { // the alt fire button has been released, so re-enable loading if blocked - actor.hagar_loadblock = false; + actor.(weaponentity).hagar_loadblock = false; } - if(actor.hagar_load) + if(actor.(weaponentity).hagar_load) { // play warning sound if we're about to release - if(stopped && actor.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0) + if(stopped && actor.(weaponentity).hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0) { - if(!actor.hagar_warning) // prevents the beep from playing each frame + if(!actor.(weaponentity).hagar_warning) // prevents the beep from playing each frame { // we're about to automatically release after holding time, play a beep sound to notify the player sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); - actor.hagar_warning = true; + actor.(weaponentity).hagar_warning = true; } } // release if player let go of button or if they've held it in too long - if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) + if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) { actor.(weaponentity).state = WS_READY; W_Hagar_Attack2_Load_Release(actor, weaponentity); @@ -393,15 +408,15 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) } else { - actor.hagar_loadbeep = false; - actor.hagar_warning = false; + actor.(weaponentity).hagar_loadbeep = false; + actor.(weaponentity).hagar_warning = false; // we aren't checking ammo during an attack, so we must do it here - if(!(thiswep.wr_checkammo1(thiswep, actor) + thiswep.wr_checkammo2(thiswep, actor))) + if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity))) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { // note: this doesn't force the switch - W_SwitchToOtherWeapon(actor); + W_SwitchToOtherWeapon(actor, weaponentity); return; } } @@ -409,21 +424,21 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock) + if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR) { w_ready(thiswep, actor, weaponentity, fire); return; } - if(!thiswep.wr_checkammo1(thiswep, actor)) + if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } - W_Hagar_Attack(thiswep, actor); + W_Hagar_Attack(thiswep, actor, weaponentity); int slot = weaponslot(weaponentity); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor); @@ -437,24 +452,26 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto); } -METHOD(Hagar, wr_aim, void(entity thiswep, entity actor)) +METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(random()>0.15) - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming - PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false); } 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(weaponslot(weaponentity) == 0) + actor.hagar_load = actor.(weaponentity).hagar_load; if(loadable_secondary) W_Hagar_Attack2_Load(thiswep, actor, 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 + if(autocvar_g_balance_hagar_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } - else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset + else if((fire & 1) && !actor.(weaponentity).hagar_load && !actor.(weaponentity).hagar_loadblock) // not while secondary is loaded or awaiting reset { if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire); @@ -463,58 +480,61 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire))) { - W_Hagar_Attack2(thiswep, actor); + W_Hagar_Attack2(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); } } } -METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor)) +METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity)) { // we lost the weapon and want to prepare switching away - if(actor.hagar_load) + if(actor.(weaponentity).hagar_load) { - .entity weaponentity = weaponentities[0]; // TODO: unhardcode - actor.(weaponentity).state = WS_READY; - W_Hagar_Attack2_Load_Release(actor, weaponentity); + actor.(weaponentity).state = WS_READY; + W_Hagar_Attack2_Load_Release(actor, weaponentity); } } -METHOD(Hagar, wr_setup, void(entity thiswep, entity actor)) +METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { - actor.hagar_loadblock = false; - - if(actor.hagar_load) + actor.hagar_load = 0; + actor.(weaponentity).hagar_loadblock = false; + if(actor.(weaponentity).hagar_load) { - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo if necessary - actor.hagar_load = 0; + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary + actor.(weaponentity).hagar_load = 0; } } -METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo); - ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo); return ammo_amount; } -METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo); - ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor)) { actor.hagar_load = 0; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).hagar_load = 0; + } } -METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor)) +METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity)) { - .entity weaponentity = weaponentities[0]; // TODO: unhardcode // if we have any rockets loaded when we die, release them - if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) - W_Hagar_Attack2_Load_Release(actor, weaponentity); + if(actor.(weaponentity).hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) + W_Hagar_Attack2_Load_Release(actor, weaponentity); } METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - if(!actor.hagar_load) // require releasing loaded rockets first - W_Reload(actor, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD); + if(!actor.(weaponentity).hagar_load) // require releasing loaded rockets first + W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD); } METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep)) {