#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ MINE_LAYER,
-/* function */ w_minelayer,
-/* ammotype */ IT_ROCKETS,
-/* impulse */ 4,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* model */ "minelayer",
-/* shortname */ "minelayer",
-/* fullname */ _("Mine Layer")
+/* WEP_##id */ MINE_LAYER,
+/* function */ W_MineLayer,
+/* ammotype */ ammo_rockets,
+/* impulse */ 4,
+/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_HIGH,
+/* color */ '0.75 1 0',
+/* model */ "minelayer",
+/* netname */ "minelayer",
+/* fullname */ _("Mine Layer")
);
-#else
+
+#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
+#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, ammo) \
+ w_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, damageforcescale) \
+ w_cvar(id, sn, NONE, detonatedelay) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, health) \
+ w_cvar(id, sn, NONE, lifetime) \
+ w_cvar(id, sn, NONE, lifetime_countdown) \
+ w_cvar(id, sn, NONE, limit) \
+ w_cvar(id, sn, NONE, protection) \
+ w_cvar(id, sn, NONE, proximityradius) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, remote_damage) \
+ w_cvar(id, sn, NONE, remote_edgedamage) \
+ w_cvar(id, sn, NONE, remote_force) \
+ w_cvar(id, sn, NONE, remote_radius) \
+ w_cvar(id, sn, NONE, speed) \
+ w_cvar(id, sn, NONE, time) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+
#ifdef SVQC
-void W_Mine_Think (void);
+MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+void W_MineLayer_Think (void);
.float minelayer_detonate, mine_explodeanyway;
.float mine_time;
.vector mine_orientation;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
-void spawnfunc_weapon_minelayer (void)
-{
- weapon_defaultspawnfunc(WEP_MINE_LAYER);
-}
-
-void W_Mine_Stick (entity to)
+void W_MineLayer_Stick (entity to)
{
spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
newmine.mine_time = self.mine_time;
newmine.touch = func_null;
- newmine.think = W_Mine_Think;
+ newmine.think = W_MineLayer_Think;
newmine.nextthink = time;
newmine.cnt = self.cnt;
newmine.flags = self.flags;
SetMovetypeFollow(self, to);
}
-void W_Mine_Explode ()
+void W_MineLayer_Explode()
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
- if(IsDifferentTeam(self.realowner, other))
+ if(DIFF_TEAM(self.realowner, other))
if(other.deadflag == DEAD_NO)
if(IsFlying(other))
Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
if (self.realowner.weapon == WEP_MINE_LAYER)
{
entity oldself;
oldself = self;
self = self.realowner;
- if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
+ if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
{
self.cnt = WEP_MINE_LAYER;
ATTACK_FINISHED(self) = time;
remove (self);
}
-void W_Mine_DoRemoteExplode ()
+void W_MineLayer_DoRemoteExplode ()
{
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
self.velocity = self.mine_orientation; // particle fx and decals need .velocity
- RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
+ RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
if (self.realowner.weapon == WEP_MINE_LAYER)
{
entity oldself;
oldself = self;
self = self.realowner;
- if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
+ if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
{
self.cnt = WEP_MINE_LAYER;
ATTACK_FINISHED(self) = time;
remove (self);
}
-void W_Mine_RemoteExplode ()
+void W_MineLayer_RemoteExplode ()
{
if(self.realowner.deadflag == DEAD_NO)
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
+ : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
)
{
- W_Mine_DoRemoteExplode();
+ W_MineLayer_DoRemoteExplode();
}
}
-void W_Mine_ProximityExplode ()
+void W_MineLayer_ProximityExplode ()
{
// make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
- if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
+ if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
{
entity head;
- head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
+ head = findradius(self.origin, WEP_CVAR(minelayer, radius));
while(head)
{
- if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
+ if(head == self.realowner || SAME_TEAM(head, self.realowner))
return;
head = head.chain;
}
}
self.mine_time = 0;
- W_Mine_Explode();
+ W_MineLayer_Explode();
}
-float W_Mine_Count(entity e)
+float W_MineLayer_Count(entity e)
{
float minecount = 0;
entity mine;
return minecount;
}
-void W_Mine_Think (void)
+void W_MineLayer_Think (void)
{
entity head;
// TODO: replace this mine_trigger.wav sound with a real countdown
if ((time > self.cnt) && (!self.mine_time))
{
- if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
+ if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
- self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
+ self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
}
{
other = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Mine_Explode();
+ W_MineLayer_Explode();
return;
}
// set the mine for detonation when a foe gets close enough
- head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
+ head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
while(head)
{
if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
- if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
+ if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
if(!self.mine_time)
{
spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
- self.mine_time = time + autocvar_g_balance_minelayer_time;
+ self.mine_time = time + WEP_CVAR(minelayer, time);
}
head = head.chain;
}
// explode if it's time to
if(self.mine_time && time >= self.mine_time)
{
- W_Mine_ProximityExplode();
+ W_MineLayer_ProximityExplode();
return;
}
if (self.realowner.weapon == WEP_MINE_LAYER)
if (self.realowner.deadflag == DEAD_NO)
if (self.minelayer_detonate)
- W_Mine_RemoteExplode();
+ W_MineLayer_RemoteExplode();
}
-void W_Mine_Touch (void)
+void W_MineLayer_Touch (void)
{
if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
return; // we're already a stuck mine, why do we get called? TODO does this even happen?
}
else
{
- W_Mine_Stick(other);
+ W_MineLayer_Stick(other);
}
}
-void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_MineLayer_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
if (self.health <= 0)
return;
self.angles = vectoangles(self.velocity);
if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
+ W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
}
-void W_Mine_Attack (void)
+void W_MineLayer_Attack()
{
entity mine;
entity flash;
// scan how many mines we placed, and return if we reached our limit
- if(autocvar_g_balance_minelayer_limit)
+ if(WEP_CVAR(minelayer, limit))
{
- if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
+ if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
{
// the refire delay keeps this message from being spammed
- sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
+ sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
play2(self, "weapons/unavailable.wav");
return;
}
}
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
- W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage);
+ W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
mine = WarpZone_RefSys_SpawnSameRefSys(self);
mine.owner = mine.realowner = self;
- if(autocvar_g_balance_minelayer_detonatedelay >= 0)
- mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
+ if(WEP_CVAR(minelayer, detonatedelay) >= 0)
+ mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
else
mine.spawnshieldtime = -1;
mine.classname = "mine";
mine.bot_dodge = TRUE;
- mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
+ mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
mine.takedamage = DAMAGE_YES;
- mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
- mine.health = autocvar_g_balance_minelayer_health;
- mine.event_damage = W_Mine_Damage;
+ mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
+ mine.health = WEP_CVAR(minelayer, health);
+ mine.event_damage = W_MineLayer_Damage;
mine.damagedbycontents = TRUE;
mine.movetype = MOVETYPE_TOSS;
setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
- W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
+ W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
mine.angles = vectoangles (mine.velocity);
- mine.touch = W_Mine_Touch;
- mine.think = W_Mine_Think;
+ mine.touch = W_MineLayer_Touch;
+ mine.think = W_MineLayer_Think;
mine.nextthink = time;
- mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
+ mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
mine.flags = FL_PROJECTILE;
mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
other = mine; MUTATOR_CALLHOOK(EditProjectile);
- self.minelayer_mines = W_Mine_Count(self);
+ self.minelayer_mines = W_MineLayer_Count(self);
}
-float W_PlacedMines(float detonate)
+float W_MineLayer_PlacedMines(float detonate)
{
entity mine;
float minfound = 0;
return minfound;
}
-float w_minelayer(float req)
+float W_MineLayer(float req)
{
entity mine;
float ammo_amount;
case WR_AIM:
{
// aim and decide to fire if appropriate
- if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
+ if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
self.BUTTON_ATCK = FALSE;
else
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
{
// decide whether to detonate mines
entity targetlist, targ;
float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
float selfdamage, teamdamage, enemydamage;
- edgedamage = autocvar_g_balance_minelayer_edgedamage;
- coredamage = autocvar_g_balance_minelayer_damage;
- edgeradius = autocvar_g_balance_minelayer_radius;
+ edgedamage = WEP_CVAR(minelayer, edgedamage);
+ coredamage = WEP_CVAR(minelayer, damage);
+ edgeradius = WEP_CVAR(minelayer, radius);
recipricoledgeradius = 1 / edgeradius;
selfdamage = 0;
teamdamage = 0;
}
case WR_THINK:
{
- if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
+ if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
{
// not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
- weapon_action(self.weapon, WR_RELOAD);
+ if(!(W_MineLayer_PlacedMines(FALSE) && self.AMMO_VAL(WEP_MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
+ WEP_ACTION(self.weapon, WR_RELOAD);
}
else if (self.BUTTON_ATCK)
{
- if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
+ if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
{
- W_Mine_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
+ W_MineLayer_Attack();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
}
}
if (self.BUTTON_ATCK2)
{
- if(W_PlacedMines(TRUE))
+ if(W_MineLayer_PlacedMines(TRUE))
sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
}
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_model ("models/flash.md3");
precache_model ("models/mine.md3");
precache_sound ("weapons/mine_fire.wav");
precache_sound ("weapons/mine_stick.wav");
precache_sound ("weapons/mine_trigger.wav");
- return TRUE;
- }
- case WR_SETUP:
- {
- weapon_setup(WEP_MINE_LAYER);
- self.current_ammo = ammo_rockets;
+ MINELAYER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
// don't switch while placing a mine
if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
{
- ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
- ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo;
+ ammo_amount = self.AMMO_VAL(WEP_MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
+ ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
return ammo_amount;
}
return TRUE;
}
case WR_CHECKAMMO2:
{
- if (W_PlacedMines(FALSE))
+ if (W_MineLayer_PlacedMines(FALSE))
return TRUE;
else
return FALSE;
}
+ case WR_CONFIG:
+ {
+ MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
case WR_RESETPLAYER:
{
self.minelayer_mines = 0;
}
case WR_RELOAD:
{
- W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
+ W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE:
}
#endif
#ifdef CSQC
-float w_minelayer(float req)
+float W_MineLayer(float req)
{
switch(req)
{
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_sound("weapons/mine_exp.wav");
return TRUE;