/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
/* refname */ ATTRIB(Seeker, netname, string, "seeker");
-/* wepname */ ATTRIB(Seeker, message, string, _("T.A.G. Seeker"));
+/* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
ENDCLASS(Seeker)
REGISTER_WEAPON(SEEKER, NEW(Seeker));
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
+spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
// ============================
-void W_Seeker_Missile_Explode(void)
+void W_Seeker_Missile_Explode()
{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
remove(self);
}
-void W_Seeker_Missile_Touch(void)
+void W_Seeker_Missile_Touch()
{
PROJECTILE_TOUCH;
W_Seeker_Missile_Explode();
}
-void W_Seeker_Missile_Think(void)
+void W_Seeker_Missile_Think()
{SELFPARAM();
entity e;
vector desireddir, olddir, newdir, eorg;
}
/*
-void W_Seeker_Missile_Animate(void)
+void W_Seeker_Missile_Animate()
{
self.frame = self.frame +1;
self.nextthink = time + 0.05;
//self.detornator = false;
- missile = spawn();
+ missile = new(seeker_missile);
missile.owner = missile.realowner = self;
- missile.classname = "seeker_missile";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
// ============================
// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
// ============================
-void W_Seeker_Flac_Explode(void)
+void W_Seeker_Flac_Explode()
{SELFPARAM();
self.event_damage = func_null;
remove(self);
}
-void W_Seeker_Flac_Touch(void)
+void W_Seeker_Flac_Touch()
{
PROJECTILE_TOUCH;
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- missile = spawn();
+ missile = new(missile);
missile.owner = missile.realowner = self;
- missile.classname = "missile";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
missile.touch = W_Seeker_Flac_Explode;
return world;
}
-void W_Seeker_Attack(void)
+void W_Seeker_Attack()
{SELFPARAM();
entity tracker, closest_target;
W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
}
-void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
+void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
{SELFPARAM();
float c;
entity oldenemy;
setself(this);
}
-void W_Seeker_Tracker_Think(void)
+void W_Seeker_Tracker_Think()
{SELFPARAM();
// commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
// ============================
// Begin: Tag projectile
// ============================
-void W_Seeker_Tag_Explode(void)
+void W_Seeker_Tag_Explode()
{SELFPARAM();
//if(other==self.realowner)
// return;
W_Seeker_Tag_Explode();
}
-void W_Seeker_Tag_Touch(void)
+void W_Seeker_Tag_Touch()
{SELFPARAM();
vector dir;
vector org2;
else
{
//sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
- e = spawn();
+ e = new(tag_tracker);
e.cnt = WEP_CVAR(seeker, missile_count);
- e.classname = "tag_tracker";
e.owner = self.owner;
e.realowner = self.realowner;
W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(TAG_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
- missile = spawn();
+ missile = new(seeker_tag);
missile.owner = missile.realowner = self;
- missile.classname = "seeker_tag";
missile.bot_dodge = true;
missile.bot_dodgerating = 50;
missile.touch = W_Seeker_Tag_Touch;
else
self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
}
- METHOD(Seeker, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
Weapon w = get_weaponinfo(actor.weapon);
{
if(WEP_CVAR(seeker, type) == 1)
{
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, missile_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
{
W_Seeker_Attack();
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
}
}
else
{
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
{
W_Seeker_Fire_Tag(thiswep);
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
}
{
if(WEP_CVAR(seeker, type) == 1)
{
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
{
W_Seeker_Fire_Tag(thiswep);
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
else
{
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, flac_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
{
W_Seeker_Fire_Flac(thiswep);
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
}
}
}
}
else
{
- pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
{
if(w_random<0.15)
}
else
{
- pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
{
if(w_random<0.15)