/* 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
newproj.event_damage = this.event_damage;
newproj.spawnshieldtime = this.spawnshieldtime;
newproj.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, newproj);
set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
newproj.projectiledeathtype = this.projectiledeathtype;
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))
IL_PUSH(g_projectiles, proj);
IL_PUSH(g_bot_dodge, proj);
proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
+ if(proj.damagedbycontents)
+ IL_PUSH(g_damagedbycontents, proj);
proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
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;