From: Mario Date: Sat, 13 Oct 2018 13:48:58 +0000 (+1000) Subject: Don't rely on the .minelayer_mines field for player's placed mines count (projectiles... X-Git-Tag: xonotic-v0.8.5~1775 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=d97366b07415fca128337f8ef84396c8c2236b69;p=xonotic%2Fxonotic-data.pk3dir.git Don't rely on the .minelayer_mines field for player's placed mines count (projectiles can lose their owner) --- diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index bf1221bc3..a4fae6f5f 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -79,7 +79,6 @@ void W_MineLayer_Explode(entity this, entity directhitentity) own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity); } } - this.realowner.(weaponentity).minelayer_mines -= 1; delete(this); } @@ -112,7 +111,6 @@ void W_MineLayer_DoRemoteExplode(entity this) own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity); } } - this.realowner.(weaponentity).minelayer_mines -= 1; delete(this); } @@ -226,15 +224,7 @@ void W_MineLayer_Touch(entity this, entity toucher) if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW) return; // we're already a stuck mine, why do we get called? TODO does this even happen? - if(WarpZone_Projectile_Touch(this, toucher)) - { - if(wasfreed(this)) - { - .entity weaponentity = this.weaponentity_fld; - this.realowner.(weaponentity).minelayer_mines -= 1; - } - return; - } + PROJECTILE_TOUCH(this, toucher); if((toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) || toucher.owner == this.owner) { @@ -272,7 +262,8 @@ 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.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit)) + int minecount = W_MineLayer_Count(actor); + if(minecount >= 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)); @@ -338,8 +329,6 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) // common properties MUTATOR_CALLHOOK(EditProjectile, actor, mine); - - actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity); } bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate) @@ -365,7 +354,8 @@ bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate) METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { // aim and decide to fire if appropriate - if(actor.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit)) + int minecount = W_MineLayer_Count(actor, weaponentity); + if(minecount >= WEP_CVAR(minelayer, limit)) PHYS_INPUT_BUTTON_ATCK(actor) = false; else PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false); @@ -448,6 +438,8 @@ METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentit } METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { + actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity); + 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