#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ MINE_LAYER,
-/* function */ W_MineLayer,
-/* ammotype */ ammo_rockets,
-/* impulse */ 4,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.75 1 0',
-/* modelname */ "minelayer",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairminelayer 0.9",
-/* wepimg */ "weaponminelayer",
-/* refname */ "minelayer",
-/* wepname */ _("Mine Layer")
-);
+CLASS(MineLayer, Weapon)
+/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets)
+/* impulse */ ATTRIB(MineLayer, impulse, int, 4)
+/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
+/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
+#ifndef MENUQC
+/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
+#endif
+/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
+/* 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"));
+ENDCLASS(MineLayer)
+REGISTER_WEAPON(MINE_LAYER, NEW(MineLayer));
#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
+spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
void W_MineLayer_Stick(entity to)
-{
- spamsound(self, CH_SHOTS, W_Sound("mine_stick"), VOL_BASE, ATTN_NORM);
+{SELFPARAM();
+ spamsound(self, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
// in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
newmine.realowner = self.realowner;
setsize(newmine, '-4 -4 -4', '4 4 4');
setorigin(newmine, self.origin);
- setmodel(newmine, "models/mine.md3");
+ setmodel(newmine, MDL_MINELAYER_MINE);
newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
newmine.mine_orientation = -trace_plane_normal;
newmine.flags = self.flags;
remove(self);
- self = newmine;
+ setself(newmine);
if(to)
SetMovetypeFollow(self, to);
}
void W_MineLayer_Explode(void)
-{
+{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(DIFF_TEAM(self.realowner, other))
if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
{
- entity oldself;
- oldself = self;
- self = self.realowner;
- if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
+ setself(self.realowner);
+ Weapon w = WEP_MINE_LAYER;
+ if(!w.wr_checkammo1(w))
{
self.cnt = WEP_MINE_LAYER.m_id;
ATTACK_FINISHED(self) = time;
self.switchweapon = w_getbestweapon(self);
}
- self = oldself;
+ setself(this);
}
self.realowner.minelayer_mines -= 1;
remove(self);
}
void W_MineLayer_DoRemoteExplode(void)
-{
+{SELFPARAM();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
{
- entity oldself;
- oldself = self;
- self = self.realowner;
- if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
+ setself(self.realowner);
+ Weapon w = WEP_MINE_LAYER;
+ if(!w.wr_checkammo1(w))
{
self.cnt = WEP_MINE_LAYER.m_id;
ATTACK_FINISHED(self) = time;
self.switchweapon = w_getbestweapon(self);
}
- self = oldself;
+ setself(this);
}
self.realowner.minelayer_mines -= 1;
remove(self);
}
void W_MineLayer_RemoteExplode(void)
-{
+{SELFPARAM();
if(self.realowner.deadflag == DEAD_NO)
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
}
void W_MineLayer_ProximityExplode(void)
-{
+{SELFPARAM();
// make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
{
}
void W_MineLayer_Think(void)
-{
+{SELFPARAM();
entity head;
self.nextthink = time;
if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
{
if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
- spamsound(self, CH_SHOTS, W_Sound("mine_trigger"), VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
}
if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
if(!self.mine_time)
{
- spamsound(self, CH_SHOTS, W_Sound("mine_trigger"), VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
self.mine_time = time + WEP_CVAR(minelayer, time);
}
head = head.chain;
}
void W_MineLayer_Touch(void)
-{
+{SELFPARAM();
if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
return; // we're already a stuck mine, why do we get called? TODO does this even happen?
}
void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if(self.health <= 0)
return;
W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
}
-void W_MineLayer_Attack(void)
-{
+void W_MineLayer_Attack(Weapon thiswep)
+{SELFPARAM();
entity mine;
entity flash;
{
// the refire delay keeps this message from being spammed
Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
- play2(self, W_Sound("unavailable"));
+ play2(self, SND(UNAVAILABLE));
return;
}
}
- W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(minelayer, ammo));
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, W_Sound("mine_fire"), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
mine = WarpZone_RefSys_SpawnSameRefSys(self);
// muzzle flash for 1st person view
flash = spawn();
- setmodel(flash, "models/flash.md3"); // precision set below
+ setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
SUB_SetFade(flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
+ W_AttachToShotorg(self, flash, '5 0 0');
// common properties
}
float W_MineLayer_PlacedMines(float detonate)
-{
+{SELFPARAM();
entity mine;
float minfound = 0;
return minfound;
}
-bool W_MineLayer(int req)
-{
- entity mine;
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(MineLayer, wr_aim, void(entity thiswep))
{
// aim and decide to fire if appropriate
if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
teamdamage = 0;
enemydamage = 0;
targetlist = findchainfloat(bot_attack, true);
- mine = find(world, classname, "mine");
+ entity mine = find(world, classname, "mine");
while(mine)
{
if(mine.realowner != self)
// dprint(ftos(desirabledamage),"\n");
if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
}
-
- return true;
}
- case WR_THINK:
+ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
+ if(autocvar_g_balance_minelayer_reload_ammo && actor.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)))
- WEP_ACTION(self.weapon, WR_RELOAD);
+ if(!(W_MineLayer_PlacedMines(false) && actor.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) {
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ }
}
- else if(self.BUTTON_ATCK)
+ else if(fire1)
{
- if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR(minelayer, refire)))
{
- W_MineLayer_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
+ W_MineLayer_Attack(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
}
}
- if(self.BUTTON_ATCK2)
+ if(fire2)
{
if(W_MineLayer_PlacedMines(true))
- sound(self, CH_WEAPON_B, W_Sound("mine_det"), VOL_BASE, ATTN_NORM);
+ sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
}
-
- return true;
}
- case WR_INIT:
+ METHOD(MineLayer, wr_init, void(entity thiswep))
{
- precache_model("models/flash.md3");
- precache_model("models/mine.md3");
- precache_model(W_Model("g_minelayer.md3"));
- precache_model(W_Model("v_minelayer.md3"));
- precache_model(W_Model("h_minelayer.iqm"));
- precache_sound(W_Sound("mine_det"));
- precache_sound(W_Sound("mine_fire"));
- precache_sound(W_Sound("mine_stick"));
- precache_sound(W_Sound("mine_trigger"));
MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
{
// don't switch while placing a mine
if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER.m_id)
{
- ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
+ 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);
return ammo_amount;
}
return true;
}
- case WR_CHECKAMMO2:
+ METHOD(MineLayer, wr_checkammo2, bool(entity thiswep))
{
if(W_MineLayer_PlacedMines(false))
return true;
else
return false;
}
- case WR_CONFIG:
+ METHOD(MineLayer, wr_config, void(entity thiswep))
{
MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
{
self.minelayer_mines = 0;
- return true;
}
- case WR_RELOAD:
+ METHOD(MineLayer, wr_reload, void(entity thiswep))
{
- W_Reload(WEP_CVAR(minelayer, ammo), W_Sound("reload"));
- return true;
+ W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(MineLayer, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_MINELAYER_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(MineLayer, wr_killmessage, int(entity thiswep))
{
return WEAPON_MINELAYER_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_MineLayer(int req)
-{
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("mine_exp"), VOL_BASE, ATTN_NORM);
-
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("mine_exp"));
- return true;
+ sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif