]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/minelayer.qc
Merge branch 'master' into TimePath/debug_draw
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
index abed99b8d059aee66eb887899c7b2839cbad8032..4ea2e94617c02c110015906560ea4654f486f775 100644 (file)
@@ -13,7 +13,7 @@ CLASS(MineLayer, Weapon)
 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
 /* wepimg    */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
 /* refname   */ ATTRIB(MineLayer, netname, string, "minelayer");
-/* wepname   */ ATTRIB(MineLayer, message, string, _("Mine Layer"));
+/* wepname   */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
 ENDCLASS(MineLayer)
 REGISTER_WEAPON(MINE_LAYER, NEW(MineLayer));
 
@@ -59,7 +59,7 @@ void W_MineLayer_Think(void);
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
+spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
 
 void W_MineLayer_Stick(entity to)
 {SELFPARAM();
@@ -67,8 +67,7 @@ void W_MineLayer_Stick(entity to)
 
        // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
 
-       entity newmine;
-       newmine = spawn();
+       entity newmine = spawn();
        newmine.classname = self.classname;
 
        newmine.bot_dodge = self.bot_dodge;
@@ -129,7 +128,8 @@ void W_MineLayer_Explode(void)
                if(!w.wr_checkammo1(w))
                {
                        self.cnt = WEP_MINE_LAYER.m_id;
-                       ATTACK_FINISHED(self) = time;
+                       int slot = 0; // TODO: unhardcode
+                       ATTACK_FINISHED(self, slot) = time;
                        self.switchweapon = w_getbestweapon(self);
                }
                setself(this);
@@ -155,7 +155,8 @@ void W_MineLayer_DoRemoteExplode(void)
                if(!w.wr_checkammo1(w))
                {
                        self.cnt = WEP_MINE_LAYER.m_id;
-                       ATTACK_FINISHED(self) = time;
+                       int slot = 0; // TODO: unhardcode
+                       ATTACK_FINISHED(self, slot) = time;
                        self.switchweapon = w_getbestweapon(self);
                }
                setself(this);
@@ -511,10 +512,10 @@ float W_MineLayer_PlacedMines(float detonate)
                        }
                        else if(fire & 1)
                        {
-                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(minelayer, refire)))
+                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(minelayer, refire)))
                                {
                                        W_MineLayer_Attack(thiswep);
-                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
+                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
                                }
                        }
 
@@ -530,8 +531,9 @@ float W_MineLayer_PlacedMines(float detonate)
                }
                METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
                {
+                       int slot = 0; // TODO: unhardcode
                        // don't switch while placing a mine
-                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER.m_id)
+                       if(ATTACK_FINISHED(self, slot) <= time || self.weapon != WEP_MINE_LAYER.m_id)
                        {
                                float ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
                                ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);