-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ MORTAR,
/* function */ W_Mortar,
.float gl_detonate_later;
.float gl_bouncecnt;
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR); }
+void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
void W_Mortar_Grenade_Explode(void)
}
-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)
return;
-
+
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)
W_PrepareExplosionByDamage(attacker, self.use);
}
float r;
r = random() * 6;
if(r < 1)
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce1"), VOL_BASE, ATTN_NORM);
else if(r < 2)
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce2"), VOL_BASE, ATTN_NORM);
else if(r < 3)
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce3"), VOL_BASE, ATTN_NORM);
else if(r < 4)
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce4"), VOL_BASE, ATTN_NORM);
else if(r < 5)
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce5"), VOL_BASE, ATTN_NORM);
else
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce6"), VOL_BASE, ATTN_NORM);
+ Send_Effect(EFFECT_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, W_Sound("grenade_stick"), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
self.oldvelocity = self.velocity;
float r;
r = random() * 6;
if(r < 1)
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce1"), VOL_BASE, ATTN_NORM);
else if(r < 2)
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce2"), VOL_BASE, ATTN_NORM);
else if(r < 3)
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce3"), VOL_BASE, ATTN_NORM);
else if(r < 4)
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce4"), VOL_BASE, ATTN_NORM);
else if(r < 5)
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce5"), VOL_BASE, ATTN_NORM);
else
- spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
+ spamsound(self, CH_SHOTS, W_Sound("grenade_bounce6"), VOL_BASE, ATTN_NORM);
+ Send_Effect(EFFECT_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)
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, W_Sound("grenade_stick"), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
self.oldvelocity = self.velocity;
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, W_Sound("grenade_fire"), 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);
+ Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
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);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_MORTAR;
+ gren.projectiledeathtype = WEP_MORTAR.m_id;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
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;
W_SetupProjVelocity_UP_PRI(gren, mortar);
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_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, W_Sound("grenade_fire"), 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);
+ Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
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);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
+ gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
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;
W_SetupProjVelocity_UP_SEC(gren, mortar);
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;
{
case WR_AIM:
{
- self.BUTTON_ATCK = FALSE;
- self.BUTTON_ATCK2 = FALSE;
+ 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:
{
// 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;
*/
{
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, W_Sound("rocket_det"), VOL_BASE, ATTN_NORM);
}
else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
{
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_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ precache_model(W_Model("g_gl.md3"));
+ precache_model(W_Model("v_gl.md3"));
+ precache_model(W_Model("h_gl.iqm"));
+ precache_sound(W_Sound("grenade_bounce1"));
+ precache_sound(W_Sound("grenade_bounce2"));
+ precache_sound(W_Sound("grenade_bounce3"));
+ precache_sound(W_Sound("grenade_bounce4"));
+ precache_sound(W_Sound("grenade_bounce5"));
+ precache_sound(W_Sound("grenade_bounce6"));
+ precache_sound(W_Sound("grenade_stick"));
+ precache_sound(W_Sound("grenade_fire"));
+ MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_CHECKAMMO1:
{
ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
- ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
+ ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
{
ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
- ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
+ ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= 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;
+ W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), W_Sound("reload")); // WEAPONTODO
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_MORTAR_MURDER_EXPLODE;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
-float W_Mortar(float req)
+bool W_Mortar(int req)
{
switch(req)
{
{
vector org2;
org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
-
- return TRUE;
+ sound(self, CH_SHOTS, W_Sound("grenade_impact"), VOL_BASE, ATTN_NORM);
+
+ return true;
}
case WR_INIT:
{
- precache_sound("weapons/grenade_impact.wav");
- return TRUE;
+ precache_sound(W_Sound("grenade_impact"));
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif