X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fminelayer.qc;h=73b29a48de6a97a252843512bd7c480abad539f4;hb=d25e1a63b92fa3ba8c20f746228d125f6e8434e0;hp=7df6984baabb4b584570b7b7b39a958efae4c33f;hpb=9f5143f10e9edfe86851589a1c4b8db0cdd4bdb4;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index 7df6984ba..73b29a48d 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -4,7 +4,7 @@ CLASS(MineLayer, Weapon) /* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets); /* impulse */ ATTRIB(MineLayer, impulse, int, 4); /* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); +/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000); /* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0'); /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer"); #ifdef GAMEQC @@ -66,12 +66,13 @@ spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); } void W_MineLayer_Stick(entity this, entity to) { - spamsound(this, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM); + spamsound(this, CH_SHOTS, SND_MINE_STICK, VOL_BASE, ATTN_NORM); // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile entity newmine = spawn(); IL_PUSH(g_mines, newmine); + newmine.weaponentity_fld = this.weaponentity_fld; newmine.classname = this.classname; newmine.bot_dodge = this.bot_dodge; @@ -127,20 +128,20 @@ void W_MineLayer_Explode(entity this, entity directhitentity) RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, directhitentity); - if(PS(this.realowner).m_weapon == WEP_MINE_LAYER) + .entity weaponentity = this.weaponentity_fld; + if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER) { entity own = this.realowner; Weapon w = WEP_MINE_LAYER; - if(!w.wr_checkammo1(w, own)) + if(!w.wr_checkammo1(w, own, weaponentity)) { own.cnt = WEP_MINE_LAYER.m_id; - .entity weaponentity = this.weaponentity_fld; int slot = weaponslot(weaponentity); ATTACK_FINISHED(own, slot) = time; - PS(own).m_switchweapon = w_getbestweapon(own); + own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity); } } - this.realowner.minelayer_mines -= 1; + this.realowner.(weaponentity).minelayer_mines -= 1; delete(this); } @@ -159,20 +160,20 @@ void W_MineLayer_DoRemoteExplode(entity this) RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL); - if(PS(this.realowner).m_weapon == WEP_MINE_LAYER) + .entity weaponentity = this.weaponentity_fld; + if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER) { entity own = this.realowner; Weapon w = WEP_MINE_LAYER; - if(!w.wr_checkammo1(w, own)) + if(!w.wr_checkammo1(w, own, weaponentity)) { own.cnt = WEP_MINE_LAYER.m_id; - .entity weaponentity = this.weaponentity_fld; int slot = weaponslot(weaponentity); ATTACK_FINISHED(own, slot) = time; - PS(own).m_switchweapon = w_getbestweapon(own); + own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity); } } - this.realowner.minelayer_mines -= 1; + this.realowner.(weaponentity).minelayer_mines -= 1; delete(this); } @@ -207,10 +208,10 @@ void W_MineLayer_ProximityExplode(entity this) W_MineLayer_Explode(this, NULL); } -int W_MineLayer_Count(entity e) +int W_MineLayer_Count(entity e, .entity weaponentity) { int minecount = 0; - IL_EACH(g_mines, it.realowner == e, + IL_EACH(g_mines, it.realowner == e && it.weaponentity_fld == weaponentity, { minecount += 1; }); @@ -238,7 +239,7 @@ void W_MineLayer_Think(entity this) if((time > this.cnt) && (!this.mine_time) && (this.cnt > 0)) { if(WEP_CVAR(minelayer, lifetime_countdown) > 0) - spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM); + spamsound(this, CH_SHOTS, SND_MINE_TRIGGER, VOL_BASE, ATTN_NORM); this.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown); this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. } @@ -260,7 +261,7 @@ void W_MineLayer_Think(entity this) if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates if(!this.mine_time) { - spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM); + spamsound(this, CH_SHOTS, SND_MINE_TRIGGER, VOL_BASE, ATTN_NORM); this.mine_time = time + WEP_CVAR(minelayer, time); } head = head.chain; @@ -274,7 +275,8 @@ void W_MineLayer_Think(entity this) } // remote detonation - if(PS(this.realowner).m_weapon == WEP_MINE_LAYER) + .entity weaponentity = this.weaponentity_fld; + if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER) if(!IS_DEAD(this.realowner)) if(this.minelayer_detonate) W_MineLayer_RemoteExplode(this); @@ -288,13 +290,16 @@ void W_MineLayer_Touch(entity this, entity toucher) if(WarpZone_Projectile_Touch(this, toucher)) { if(wasfreed(this)) - this.realowner.minelayer_mines -= 1; + { + .entity weaponentity = this.weaponentity_fld; + this.realowner.(weaponentity).minelayer_mines -= 1; + } return; } - if(toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) + if((toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) || toucher.owner == this.owner) { - // hit a player + // hit a player or other mine // don't stick } else @@ -328,7 +333,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) // scan how many mines we placed, and return if we reached our limit if(WEP_CVAR(minelayer, limit)) { - if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit)) + if(actor.(weaponentity).minelayer_mines >= 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)); @@ -337,7 +342,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) } } - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo)); + 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)); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -394,14 +399,14 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) MUTATOR_CALLHOOK(EditProjectile, actor, mine); - actor.minelayer_mines = W_MineLayer_Count(actor); + actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity); } -bool W_MineLayer_PlacedMines(entity this, bool detonate) +bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate) { bool minfound = false; - IL_EACH(g_mines, it.realowner == this, + IL_EACH(g_mines, it.realowner == this && it.weaponentity_fld == weaponentity, { if(detonate) { @@ -417,13 +422,13 @@ bool W_MineLayer_PlacedMines(entity this, bool detonate) return minfound; } -METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor)) +METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { // aim and decide to fire if appropriate - if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit)) + if(actor.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit)) PHYS_INPUT_BUTTON_ATCK(actor) = false; else - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false); if(skill >= 2) // skill 0 and 1 bots won't detonate mines! { // decide whether to detonate mines @@ -503,10 +508,13 @@ METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor)) } METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload + if(weaponslot(weaponentity) == 0) + actor.minelayer_mines = actor.(weaponentity).minelayer_mines; + + 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, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) { + if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) { thiswep.wr_reload(thiswep, actor, weaponentity); } } @@ -521,25 +529,25 @@ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponent if(fire & 2) { - if(W_MineLayer_PlacedMines(actor, true)) + if(W_MineLayer_PlacedMines(actor, weaponentity, true)) sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM); } } -METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor)) +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) //{ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo); - ammo_amount += actor.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo); return ammo_amount; //} //return true; } -METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - if(W_MineLayer_PlacedMines(actor, false)) + if(W_MineLayer_PlacedMines(actor, weaponentity, false)) return true; else return false; @@ -547,6 +555,11 @@ METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor)) METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor)) { actor.minelayer_mines = 0; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).minelayer_mines = 0; + } } METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) {