X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_mortar.qc;h=a8c6a2c59e3e56c946e2c6d7d4ab409bf8b441fc;hb=c14f2b067c9ab0b4fb8a5b7805c8679be61f1fe0;hp=122bdf23d61eb6e7663109859b53777a4bfbe4b1;hpb=d6bab99fd7f058afdf63aae096d59c35496f7b49;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_mortar.qc b/qcsrc/common/weapons/w_mortar.qc index 122bdf23d..a8c6a2c59 100644 --- a/qcsrc/common/weapons/w_mortar.qc +++ b/qcsrc/common/weapons/w_mortar.qc @@ -1,15 +1,18 @@ #ifdef REGISTER_WEAPON REGISTER_WEAPON( -/* WEP_##id */ MORTAR, -/* function */ W_Mortar, -/* ammotype */ ammo_rockets, -/* impulse */ 4, -/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, -/* rating */ BOT_PICKUP_RATING_MID, -/* color */ '1 0 0', -/* model */ "gl", -/* netname */ "grenadelauncher", -/* fullname */ _("Mortar") +/* WEP_##id */ MORTAR, +/* function */ W_Mortar, +/* ammotype */ ammo_rockets, +/* impulse */ 4, +/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, +/* rating */ BOT_PICKUP_RATING_MID, +/* color */ '1 0 0', +/* modelname */ "gl", +/* simplemdl */ "foobar", +/* crosshair */ "gfx/crosshairgrenadelauncher 0.7", +/* wepimg */ "weapongrenadelauncher", +/* refname */ "mortar", +/* wepname */ _("Mortar") ); #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar) @@ -41,7 +44,8 @@ REGISTER_WEAPON( 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) + w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ + w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) @@ -51,10 +55,10 @@ MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #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)) @@ -69,12 +73,12 @@ void W_Mortar_Grenade_Explode() 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)) @@ -89,30 +93,30 @@ void W_Mortar_Grenade_Explode2() 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) +void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, int 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; @@ -123,36 +127,36 @@ void W_Mortar_Grenade_Think1() 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; @@ -168,40 +172,40 @@ void W_Mortar_Grenade_Touch1() } } -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; @@ -217,21 +221,21 @@ void W_Mortar_Grenade_Touch2() } } -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.bot_dodge = true; gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage); gren.movetype = MOVETYPE_BOUNCE; gren.bouncefactor = WEP_CVAR(mortar, bouncefactor); @@ -251,36 +255,36 @@ void W_Mortar_Attack() gren.health = WEP_CVAR_PRI(mortar, health); gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale); gren.event_damage = W_Mortar_Grenade_Damage; - gren.damagedbycontents = TRUE; + gren.damagedbycontents = true; gren.missile_flags = MIF_SPLASH | MIF_ARC; - WEP_SETUPPROJVELOCITY_UP_PRI(gren, mortar); + 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) - CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE); + CSQCProjectile(gren, true, PROJECTILE_GRENADE, true); else - CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE); + CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true); - other = gren; MUTATOR_CALLHOOK(EditProjectile); + MUTATOR_CALLHOOK(EditProjectile, self, gren); } -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.bot_dodge = true; gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage); gren.movetype = MOVETYPE_BOUNCE; gren.bouncefactor = WEP_CVAR(mortar, bouncefactor); @@ -299,23 +303,23 @@ void W_Mortar_Attack2() gren.health = WEP_CVAR_SEC(mortar, health); gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale); gren.event_damage = W_Mortar_Grenade_Damage; - gren.damagedbycontents = TRUE; + gren.damagedbycontents = true; gren.missile_flags = MIF_SPLASH | MIF_ARC; - WEP_SETUPPROJVELOCITY_UP_SEC(gren, mortar); // WEAPONTODO + 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) - CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE); + CSQCProjectile(gren, true, PROJECTILE_GRENADE, true); else - CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE); + CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true); - other = gren; MUTATOR_CALLHOOK(EditProjectile); + MUTATOR_CALLHOOK(EditProjectile, self, gren); } .float bot_secondary_grenademooth; -float W_Mortar(float req) +bool W_Mortar(int req) { entity nade; float nadefound; @@ -324,26 +328,26 @@ float W_Mortar(float req) { case WR_AIM: { - self.BUTTON_ATCK = FALSE; - self.BUTTON_ATCK2 = FALSE; - if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH + self.BUTTON_ATCK = false; + self.BUTTON_ATCK2 = false; + 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(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true)) { - self.BUTTON_ATCK = TRUE; + self.BUTTON_ATCK = true; if(random() < 0.01) self.bot_secondary_grenademooth = 1; } } else { - if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE)) + if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true)) { - self.BUTTON_ATCK2 = TRUE; + self.BUTTON_ATCK2 = true; if(random() < 0.02) self.bot_secondary_grenademooth = 0; } } - - return TRUE; + + return true; } /*case WR_CALCINFO: { @@ -353,11 +357,11 @@ float W_Mortar(float req) // for the range calculation, closer to 1 is better wepinfo_pri_range_max = 2000 * wepinfo_pri_speed; - wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar, - + wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar, + wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime)); wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire)); - + wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime)))); wepinfo_ter_dps = 0; */ @@ -365,15 +369,15 @@ float W_Mortar(float req) { 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)) { @@ -382,59 +386,59 @@ float W_Mortar(float req) { if(!nade.gl_detonate_later) { - nade.gl_detonate_later = TRUE; + nade.gl_detonate_later = true; nadefound = 1; } } 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); } } - - return TRUE; + + return true; } 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"); - MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP) - return TRUE; + 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; } case WR_CHECKAMMO1: { - ammo_amount = self.AMMO_VAL(WEP_MORTAR) >= WEP_CVAR_PRI(mortar, ammo); + ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo); ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo); return ammo_amount; } case WR_CHECKAMMO2: { - ammo_amount = self.AMMO_VAL(WEP_MORTAR) >= WEP_CVAR_SEC(mortar, ammo); + ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo); ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo); return ammo_amount; } case WR_CONFIG: { - MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) - return TRUE; + MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); + return true; } case WR_RELOAD: { W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO - return TRUE; + return true; } case WR_SUICIDEMESSAGE: { @@ -451,11 +455,11 @@ float W_Mortar(float req) return WEAPON_MORTAR_MURDER_EXPLODE; } } - return TRUE; + return false; } #endif #ifdef CSQC -float W_Mortar(float req) +bool W_Mortar(int req) { switch(req) { @@ -466,16 +470,21 @@ float W_Mortar(float req) pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM); - - return TRUE; + + return true; } case WR_INIT: { precache_sound("weapons/grenade_impact.wav"); - return TRUE; + return true; + } + case WR_ZOOMRETICLE: + { + // no weapon specific image for this weapon + return false; } } - return TRUE; + return false; } #endif #endif