METHOD(Mortar, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
PHYS_INPUT_BUTTON_ATCK(self) = false;
PHYS_INPUT_BUTTON_ATCK2(self) = false;
if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
}
METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
{
+ SELFPARAM();
float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
return ammo_amount;
}
METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
{
+ SELFPARAM();
float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
return ammo_amount;
}
METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
+ SELFPARAM();
W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
}
METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
METHOD(Mortar, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);