ent.aiment_classname = strzone(e.classname);
ent.aiment_deadflag = e.deadflag;
}
+
void UnsetMovetypeFollow(entity ent)
{
set_movetype(ent, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(ent);
- ent.aiment = NULL;
+ // FIXME: engine bug?
+ // resetting aiment the engine will set orb's origin close to world's origin
+ //ent.aiment = NULL;
}
-float LostMovetypeFollow(entity ent)
+
+int LostMovetypeFollow(entity ent)
{
/*
if(ent.move_movetype != MOVETYPE_FOLLOW)
if(ent.aiment)
error("???");
*/
- if(ent.aiment)
- {
- if(ent.aiment.classname != ent.aiment_classname)
- return 1;
- if(ent.aiment.deadflag != ent.aiment_deadflag)
- return 1;
- }
+ // FIXME: engine bug?
+ // when aiment disconnects the engine will set orb's origin close to world's origin
+ if(!ent.aiment)
+ return 2;
+ if(ent.aiment.classname != ent.aiment_classname || ent.aiment.deadflag != ent.aiment_deadflag)
+ return 1;
return 0;
}
#endif
#ifdef SVQC
void attach_sameorigin(entity e, entity to, string tag);
-
void detach_sameorigin(entity e);
-
void follow_sameorigin(entity e, entity to);
void SetMovetypeFollow(entity ent, entity e);
-
void UnsetMovetypeFollow(entity ent);
-
-float LostMovetypeFollow(entity ent);
+int LostMovetypeFollow(entity ent);
#endif
#ifdef GAMEQC
// proj.com_phys_vel = proj.velocity;
}
+void W_Electro_Orb_Follow_Think(entity this)
+{
+ if (time > this.death_time)
+ {
+ adaptor_think2use_hittype_splash(this);
+ return;
+ }
+ if (this.move_movetype == MOVETYPE_FOLLOW)
+ {
+ int lost = LostMovetypeFollow(this);
+ if (lost == 2)
+ {
+ // FIXME if player disconnected, it isn't possible to drop the orb at player's origin
+ // see comment in LostMovetypeFollow implementation
+ delete(this);
+ return;
+ }
+ if (lost)
+ {
+ // drop the orb at the corpse's location
+ PROJECTILE_MAKETRIGGER(this);
+ set_movetype(this, MOVETYPE_TOSS);
+
+ setthink(this, adaptor_think2use_hittype_splash);
+ this.nextthink = this.death_time;
+ return;
+ }
+ }
+ this.nextthink = time;
+}
+
void W_Electro_Orb_Stick(entity this, entity to)
{
entity newproj = spawn();
newproj.weaponentity_fld = this.weaponentity_fld;
settouch(newproj, func_null);
- setthink(newproj, getthink(this));
- newproj.nextthink = this.nextthink;
+ newproj.death_time = this.death_time;
newproj.use = this.use;
newproj.flags = this.flags;
IL_PUSH(g_projectiles, newproj);
delete(this);
if(to)
+ {
SetMovetypeFollow(newproj, to);
+
+ setthink(newproj, W_Electro_Orb_Follow_Think);
+ newproj.nextthink = time;
+ }
+ else
+ {
+ setthink(newproj, adaptor_think2use_hittype_splash);
+ newproj.nextthink = newproj.death_time;
+ }
}
void W_Electro_Orb_Touch(entity this, entity toucher)
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
+ proj.death_time = time + WEP_CVAR_SEC(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
proj.weaponentity_fld = weaponentity;