]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_mortar.qc
Bring back old start weapons, and make shockwave a mutator blocked weapon
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_mortar.qc
index 63c044a73e68922ff156198414736d257c3dbd2e..de40fcb3933ec04462de65c03cd9287fdfbda626 100644 (file)
@@ -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)
 {
-       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;
@@ -217,18 +221,18 @@ 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;
@@ -253,9 +257,9 @@ void W_Mortar_Attack()
        gren.event_damage = W_Mortar_Grenade_Damage;
        gren.damagedbycontents = TRUE;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       WEP_SPV_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)
@@ -266,18 +270,18 @@ void W_Mortar_Attack()
        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;
@@ -301,9 +305,9 @@ void W_Mortar_Attack2()
        gren.event_damage = W_Mortar_Grenade_Damage;
        gren.damagedbycontents = TRUE;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       WEP_SPV_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)
@@ -326,7 +330,7 @@ float W_Mortar(float req)
                {
                        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))
                                {
@@ -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))
                                {
@@ -387,9 +391,9 @@ float W_Mortar(float req)
                                                }
                                        }
                                        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);
@@ -400,29 +404,29 @@ float W_Mortar(float req)
                }
                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)
+                       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;
                }
@@ -451,7 +455,7 @@ float W_Mortar(float req)
                                return WEAPON_MORTAR_MURDER_EXPLODE;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
@@ -474,8 +478,13 @@ float W_Mortar(float req)
                        precache_sound("weapons/grenade_impact.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif