/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells);
/* impulse */ ATTRIB(Electro, impulse, int, 5);
/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, 5000);
/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
/* modelname */ ATTRIB(Electro, mdl, string, "electro");
#ifdef GAMEQC
{
entity proj;
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo), weaponentity);
W_SetupShot_ProjectileSize(
actor,
else
{
//UpdateCSQCProjectile(this);
- spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
+ spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
this.projectiledeathtype |= HITTYPE_BOUNCE;
if(WEP_CVAR_SEC(electro, stick))
void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
{
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo), weaponentity);
W_SetupShot_ProjectileSize(
actor,
void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(actor.electro_count > 1)
+ if(actor.(weaponentity).electro_count > 1)
if(PHYS_INPUT_BUTTON_ATCK2(actor))
if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
{
W_Electro_Attack_Orb(WEP_ELECTRO, actor, weaponentity);
- actor.electro_count -= 1;
+ actor.(weaponentity).electro_count -= 1;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
.float bot_secondary_electromooth;
-METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
+METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
float shoot;
if(WEP_CVAR_PRI(electro, speed))
- shoot = bot_aim(actor, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
+ shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
else
- shoot = bot_aim(actor, 1000000, 0, 0.001, false);
+ shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
if(shoot)
{
}
else
{
- if(bot_aim(actor, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
+ if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
{
PHYS_INPUT_BUTTON_ATCK2(actor) = true;
if(random() < 0.03) actor.bot_secondary_electromooth = 0;
if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
{
float ammo_amount = 0;
- if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
+ if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo))
ammo_amount = 1;
- if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
+ if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(electro, ammo))
ammo_amount += 1;
if(!ammo_amount)
}
else if(fire & 2)
{
- if(time >= actor.electro_secondarytime)
+ if(time >= actor.(weaponentity).electro_secondarytime)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
{
W_Electro_Attack_Orb(thiswep, actor, weaponentity);
- actor.electro_count = WEP_CVAR_SEC(electro, count);
+ actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
- actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
+ actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
}
}
}
-METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
- ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
return ammo_amount;
}
-METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
- ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
}
else
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
- ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
}
return ammo_amount;
}
METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
{
- actor.electro_secondarytime = time;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).electro_secondarytime = time;
+ }
}
METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{