/* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
/* refname */ ATTRIB(MineLayer, netname, string, "minelayer");
/* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, NONE) \
+ P(class, prefix, animtime, float, NONE) \
+ P(class, prefix, damageforcescale, float, NONE) \
+ P(class, prefix, damage, float, NONE) \
+ P(class, prefix, detonatedelay, float, NONE) \
+ P(class, prefix, edgedamage, float, NONE) \
+ P(class, prefix, force, float, NONE) \
+ P(class, prefix, health, float, NONE) \
+ P(class, prefix, lifetime, float, NONE) \
+ P(class, prefix, lifetime_countdown, float, NONE) \
+ P(class, prefix, limit, float, NONE) \
+ P(class, prefix, protection, float, NONE) \
+ P(class, prefix, proximityradius, float, NONE) \
+ P(class, prefix, radius, float, NONE) \
+ P(class, prefix, refire, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_damage, float, NONE) \
+ P(class, prefix, remote_edgedamage, float, NONE) \
+ P(class, prefix, remote_force, float, NONE) \
+ P(class, prefix, remote_radius, float, NONE) \
+ P(class, prefix, speed, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, time, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, MineLayer, minelayer)
+#undef X
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) \
- w_cvar(id, sn, NONE, ammo) \
- w_cvar(id, sn, NONE, animtime) \
- w_cvar(id, sn, NONE, damage) \
- w_cvar(id, sn, NONE, damageforcescale) \
- w_cvar(id, sn, NONE, detonatedelay) \
- w_cvar(id, sn, NONE, edgedamage) \
- w_cvar(id, sn, NONE, force) \
- w_cvar(id, sn, NONE, health) \
- w_cvar(id, sn, NONE, lifetime) \
- w_cvar(id, sn, NONE, lifetime_countdown) \
- w_cvar(id, sn, NONE, limit) \
- w_cvar(id, sn, NONE, protection) \
- w_cvar(id, sn, NONE, proximityradius) \
- w_cvar(id, sn, NONE, radius) \
- w_cvar(id, sn, NONE, refire) \
- w_cvar(id, sn, NONE, remote_damage) \
- w_cvar(id, sn, NONE, remote_edgedamage) \
- w_cvar(id, sn, NONE, remote_force) \
- w_cvar(id, sn, NONE, remote_radius) \
- w_cvar(id, sn, NONE, speed) \
- w_cvar(id, sn, NONE, time) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- 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, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
#ifdef SVQC
-MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think(void);
+void W_MineLayer_Think();
.float minelayer_detonate, mine_explodeanyway;
.float mine_time;
.vector mine_orientation;
SetMovetypeFollow(self, to);
}
-void W_MineLayer_Explode(void)
+void W_MineLayer_Explode()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
+ if(!IS_DEAD(other))
if(IsFlying(other))
Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
- if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
+ if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
{
setself(self.realowner);
Weapon w = WEP_MINE_LAYER;
self.cnt = WEP_MINE_LAYER.m_id;
int slot = 0; // TODO: unhardcode
ATTACK_FINISHED(self, slot) = time;
- self.switchweapon = w_getbestweapon(self);
+ PS(self).m_switchweapon = w_getbestweapon(self);
}
setself(this);
}
remove(self);
}
-void W_MineLayer_DoRemoteExplode(void)
+void W_MineLayer_DoRemoteExplode()
{SELFPARAM();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
- if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
+ if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
{
setself(self.realowner);
Weapon w = WEP_MINE_LAYER;
self.cnt = WEP_MINE_LAYER.m_id;
int slot = 0; // TODO: unhardcode
ATTACK_FINISHED(self, slot) = time;
- self.switchweapon = w_getbestweapon(self);
+ PS(self).m_switchweapon = w_getbestweapon(self);
}
setself(this);
}
remove(self);
}
-void W_MineLayer_RemoteExplode(void)
+void W_MineLayer_RemoteExplode()
{SELFPARAM();
- if(self.realowner.deadflag == DEAD_NO)
+ if(!IS_DEAD(self.realowner))
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
+ : (vdist(NearestPointOnBox(self.realowner, self.origin) - self.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
)
{
W_MineLayer_DoRemoteExplode();
}
}
-void W_MineLayer_ProximityExplode(void)
+void W_MineLayer_ProximityExplode()
{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)
return minecount;
}
-void W_MineLayer_Think(void)
+void W_MineLayer_Think()
{SELFPARAM();
entity head;
// 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 || self.realowner.frozen)
+ if(!IS_PLAYER(self.realowner) || IS_DEAD(self.realowner) || STAT(FROZEN, self.realowner))
{
other = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
while(head)
{
- if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
+ if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head))
if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
if(!self.mine_time)
{
}
// remote detonation
- if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
- if(self.realowner.deadflag == DEAD_NO)
+ if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
+ if(!IS_DEAD(self.realowner))
if(self.minelayer_detonate)
W_MineLayer_RemoteExplode();
}
-void W_MineLayer_Touch(void)
+void W_MineLayer_Touch()
{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?
return;
}
- if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
+ if(other && IS_PLAYER(other) && !IS_DEAD(other))
{
// hit a player
// don't stick
}
}
-void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
- float is_from_enemy = (inflictor.realowner != self.realowner);
+ float is_from_enemy = (inflictor.realowner != this.realowner);
- if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
return; // g_projectiles_damage says to halt
- self.health = self.health - damage;
- self.angles = vectoangles(self.velocity);
+ this.health = this.health - damage;
+ this.angles = vectoangles(this.velocity);
- if(self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
+ if(this.health <= 0)
+ WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode));
}
void W_MineLayer_Attack(Weapon thiswep)
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) && actor.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) {
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
+ if(!(W_MineLayer_PlacedMines(false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
}
}
else if(fire & 1)
sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
}
}
- METHOD(MineLayer, wr_init, void(entity thiswep))
- {
- MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
{
int slot = 0; // TODO: unhardcode
// don't switch while placing a mine
- if(ATTACK_FINISHED(self, slot) <= time || self.weapon != WEP_MINE_LAYER.m_id)
+ if(ATTACK_FINISHED(self, slot) <= time || PS(self).m_weapon != WEP_MINE_LAYER)
{
- float ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
return ammo_amount;
}
else
return false;
}
- METHOD(MineLayer, wr_config, void(entity thiswep))
- {
- MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
{
self.minelayer_mines = 0;
}
- METHOD(MineLayer, wr_reload, void(entity thiswep))
+ METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
}