]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_minelayer.qc
Clean up macros
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_minelayer.qc
index ab4a77b94450ec142b0ea8fcc40c9164791cad52..790dbe047c80f2a5c393b4958ff850985e722ccc 100644 (file)
@@ -85,7 +85,7 @@ void W_MineLayer_Stick(entity to)
        newmine.health = self.health;
        newmine.event_damage = self.event_damage;
        newmine.spawnshieldtime = self.spawnshieldtime;
-       newmine.damagedbycontents = TRUE;
+       newmine.damagedbycontents = true;
 
        newmine.movetype = MOVETYPE_NONE; // lock the mine in place
        newmine.projectiledeathtype = self.projectiledeathtype;
@@ -221,7 +221,7 @@ void W_MineLayer_Think(void)
        
        // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
        // TODO: replace this mine_trigger.wav sound with a real countdown
-       if((time > self.cnt) && (!self.mine_time))
+       if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
        {
                if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
                        spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
@@ -231,7 +231,7 @@ void W_MineLayer_Think(void)
 
        // a player's mines shall explode if he disconnects or dies
        // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
-       if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
+       if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
@@ -243,7 +243,7 @@ void W_MineLayer_Think(void)
        head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
        while(head)
        {
-               if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
+               if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
                if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
                if(!self.mine_time)
                {
@@ -318,7 +318,7 @@ void W_MineLayer_Attack(void)
                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(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
+                       Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
                        play2(self, "weapons/unavailable.wav");
                        return;
                }
@@ -326,7 +326,7 @@ void W_MineLayer_Attack(void)
 
        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, WEP_CVAR(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);
@@ -336,14 +336,14 @@ void W_MineLayer_Attack(void)
        else
                mine.spawnshieldtime = -1;
        mine.classname = "mine";
-       mine.bot_dodge = TRUE;
+       mine.bot_dodge = true;
        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 = WEP_CVAR(minelayer, damageforcescale);
        mine.health = WEP_CVAR(minelayer, health);
        mine.event_damage = W_MineLayer_Damage;
-       mine.damagedbycontents = TRUE;
+       mine.damagedbycontents = true;
 
        mine.movetype = MOVETYPE_TOSS;
        PROJECTILE_MAKETRIGGER(mine);
@@ -357,11 +357,13 @@ void W_MineLayer_Attack(void)
        mine.touch = W_MineLayer_Touch;
        mine.think = W_MineLayer_Think;
        mine.nextthink = time;
-       mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
+       mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
        mine.flags = FL_PROJECTILE;
        mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
 
-       CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
+       if(mine.cnt > 0) { mine.cnt += time; }
+
+       CSQCProjectile(mine, true, PROJECTILE_MINE, true);
 
        // muzzle flash for 1st person view
        flash = spawn();
@@ -388,7 +390,7 @@ float W_MineLayer_PlacedMines(float detonate)
                {
                        if(!mine.minelayer_detonate)
                        {
-                               mine.minelayer_detonate = TRUE;
+                               mine.minelayer_detonate = true;
                                minfound = 1;
                        }
                }
@@ -408,9 +410,9 @@ float W_MineLayer(float req)
                {
                        // aim and decide to fire if appropriate
                        if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
-                               self.BUTTON_ATCK = FALSE;
+                               self.BUTTON_ATCK = false;
                        else
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(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
@@ -424,7 +426,7 @@ float W_MineLayer(float req)
                                selfdamage = 0;
                                teamdamage = 0;
                                enemydamage = 0;
-                               targetlist = findchainfloat(bot_attack, TRUE);
+                               targetlist = findchainfloat(bot_attack, true);
                                mine = find(world, classname, "mine");
                                while(mine)
                                {
@@ -474,7 +476,7 @@ float W_MineLayer(float req)
                                                        if(
                                                                (v_forward * normalize(mine.origin - targ.origin)< 0.1)
                                                                && desirabledamage > 0.1*coredamage
-                                                       )self.BUTTON_ATCK2 = TRUE;
+                                                       )self.BUTTON_ATCK2 = true;
                                                        targ = targ.chain;
                                                }
                                        }else{
@@ -485,7 +487,7 @@ float W_MineLayer(float req)
                                                        if(IS_PLAYER(self.enemy))
                                                                if(desirabledamage >= 0.1*coredamage)
                                                                        if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
-                                                                               self.BUTTON_ATCK2 = TRUE;
+                                                                               self.BUTTON_ATCK2 = true;
                                        //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
                                        }
 
@@ -494,22 +496,22 @@ float W_MineLayer(float req)
                                // if we would be doing at X percent of the core damage, detonate it
                                // but don't fire a new shot at the same time!
                                if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
-                                       self.BUTTON_ATCK2 = TRUE;
+                                       self.BUTTON_ATCK2 = true;
                                if((skill > 6.5) && (selfdamage > self.health))
-                                       self.BUTTON_ATCK2 = FALSE;
-                               //if(self.BUTTON_ATCK2 == TRUE)
+                                       self.BUTTON_ATCK2 = false;
+                               //if(self.BUTTON_ATCK2 == true)
                                //      dprint(ftos(desirabledamage),"\n");
-                               if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+                               if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
                        }
                        
-                       return TRUE;
+                       return true;
                }
                case WR_THINK:
                {
                        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(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
+                               if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else if(self.BUTTON_ATCK)
@@ -523,11 +525,11 @@ float W_MineLayer(float req)
 
                        if(self.BUTTON_ATCK2)
                        {
-                               if(W_MineLayer_PlacedMines(TRUE))
+                               if(W_MineLayer_PlacedMines(true))
                                        sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
                        }
                        
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
@@ -540,8 +542,8 @@ float W_MineLayer(float req)
                        precache_sound("weapons/mine_fire.wav");
                        precache_sound("weapons/mine_stick.wav");
                        precache_sound("weapons/mine_trigger.wav");
-                       MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
@@ -552,29 +554,29 @@ float W_MineLayer(float req)
                                ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
                                return ammo_amount;
                        }
-                       return TRUE;
+                       return true;
                }
                case WR_CHECKAMMO2:
                {
-                       if(W_MineLayer_PlacedMines(FALSE))
-                               return TRUE;
+                       if(W_MineLayer_PlacedMines(false))
+                               return true;
                        else
-                               return FALSE;
+                               return false;
                }
                case WR_CONFIG:
                {
-                       MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RESETPLAYER:
                {
                        self.minelayer_mines = 0;
-                       return TRUE;
+                       return true;
                }
                case WR_RELOAD:
                {
                        W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -585,7 +587,7 @@ float W_MineLayer(float req)
                        return WEAPON_MINELAYER_MURDER;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -601,20 +603,20 @@ float W_MineLayer(float req)
                        if(!w_issilent)
                                sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
                        
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/mine_exp.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #endif