#else
#ifdef SVQC
-void spawnfunc_weapon_mortar() { weapon_defaultspawnfunc(WEP_MORTAR); }
-void spawnfunc_weapon_grenadelauncher() { spawnfunc_weapon_mortar(); }
+void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR); }
+void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
-void W_Mortar_Grenade_Explode()
+void W_Mortar_Grenade_Explode(void)
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(self.movetype == MOVETYPE_NONE)
self.velocity = self.oldvelocity;
- RadiusDamage (self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
+ RadiusDamage(self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
- remove (self);
+ remove(self);
}
-void W_Mortar_Grenade_Explode2()
+void W_Mortar_Grenade_Explode2(void)
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(self.movetype == MOVETYPE_NONE)
self.velocity = self.oldvelocity;
- RadiusDamage (self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
+ RadiusDamage(self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
- remove (self);
+ remove(self);
}
void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- if (self.health <= 0)
+ if(self.health <= 0)
return;
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
self.health = self.health - damage;
- if (self.health <= 0)
+ if(self.health <= 0)
W_PrepareExplosionByDamage(attacker, self.use);
}
-void W_Mortar_Grenade_Think1()
+void W_Mortar_Grenade_Think1(void)
{
self.nextthink = time;
- if (time > self.cnt)
+ if(time > self.cnt)
{
other = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
W_Mortar_Grenade_Explode();
}
-void W_Mortar_Grenade_Touch1()
+void W_Mortar_Grenade_Touch1(void)
{
PROJECTILE_TOUCH;
- if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
+ if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
- self.use ();
+ self.use();
}
- else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
+ else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
{
float r;
r = random() * 6;
if(r < 1)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
else if(r < 2)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
else if(r < 3)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
else if(r < 4)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
else if(r < 5)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
else
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
}
else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
- spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
// let it stick whereever it is
self.oldvelocity = self.velocity;
}
}
-void W_Mortar_Grenade_Touch2()
+void W_Mortar_Grenade_Touch2(void)
{
PROJECTILE_TOUCH;
- if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
+ if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
- self.use ();
+ self.use();
}
- else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
+ else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
{
float r;
r = random() * 6;
if(r < 1)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
else if(r < 2)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
else if(r < 3)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
else if(r < 4)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
else if(r < 5)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
else
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
- if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
+ if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
}
else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
- spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
// let it stick whereever it is
self.oldvelocity = self.velocity;
}
}
-void W_Mortar_Attack()
+void W_Mortar_Attack(void)
{
entity gren;
W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+ W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- gren = spawn ();
+ gren = spawn();
gren.owner = gren.realowner = self;
gren.classname = "grenade";
gren.bot_dodge = TRUE;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
W_SetupProjVelocity_UP_PRI(gren, mortar);
- gren.angles = vectoangles (gren.velocity);
+ gren.angles = vectoangles(gren.velocity);
gren.flags = FL_PROJECTILE;
if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
-void W_Mortar_Attack2()
+void W_Mortar_Attack2(void)
{
entity gren;
W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+ W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- gren = spawn ();
+ gren = spawn();
gren.owner = gren.realowner = self;
gren.classname = "grenade";
gren.bot_dodge = TRUE;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
W_SetupProjVelocity_UP_SEC(gren, mortar);
- gren.angles = vectoangles (gren.velocity);
+ gren.angles = vectoangles(gren.velocity);
gren.flags = FL_PROJECTILE;
if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
{
self.BUTTON_ATCK = FALSE;
self.BUTTON_ATCK2 = FALSE;
- if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
+ if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
{
if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
{
{
if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
WEP_ACTION(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
+ else if(self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
{
W_Mortar_Attack();
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
}
}
- else if (self.BUTTON_ATCK2)
+ else if(self.BUTTON_ATCK2)
{
if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
{
}
}
if(nadefound)
- sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
- else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
+ else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
{
W_Mortar_Attack2();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
}
case WR_INIT:
{
- precache_model ("models/weapons/g_gl.md3");
- precache_model ("models/weapons/v_gl.md3");
- precache_model ("models/weapons/h_gl.iqm");
- precache_sound ("weapons/grenade_bounce1.wav");
- precache_sound ("weapons/grenade_bounce2.wav");
- precache_sound ("weapons/grenade_bounce3.wav");
- precache_sound ("weapons/grenade_bounce4.wav");
- precache_sound ("weapons/grenade_bounce5.wav");
- precache_sound ("weapons/grenade_bounce6.wav");
- precache_sound ("weapons/grenade_stick.wav");
- precache_sound ("weapons/grenade_fire.wav");
+ precache_model("models/weapons/g_gl.md3");
+ precache_model("models/weapons/v_gl.md3");
+ precache_model("models/weapons/h_gl.iqm");
+ precache_sound("weapons/grenade_bounce1.wav");
+ precache_sound("weapons/grenade_bounce2.wav");
+ precache_sound("weapons/grenade_bounce3.wav");
+ precache_sound("weapons/grenade_bounce4.wav");
+ precache_sound("weapons/grenade_bounce5.wav");
+ precache_sound("weapons/grenade_bounce6.wav");
+ precache_sound("weapons/grenade_stick.wav");
+ precache_sound("weapons/grenade_fire.wav");
MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}