]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
Merge branch 'master' into TimePath/notifications
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index 08b79bb2687b0363658ed82e11b41d0186fe8376..639de3f4c8f83df67db12e593bbc4db40b8d2e5f 100644 (file)
@@ -298,121 +298,121 @@ void W_Mortar_Attack2(Weapon thiswep)
 
 .float bot_secondary_grenademooth;
 
-               METHOD(Mortar, wr_aim, void(entity thiswep))
-               {
-                       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))
-                               {
-                                       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))
-                               {
-                                       self.BUTTON_ATCK2 = true;
-                                       if(random() < 0.02) self.bot_secondary_grenademooth = 0;
-                               }
-                       }
-               }
-               /*case WR_CALCINFO:
-               {
-                       wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
-                       wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
-                       wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
-
-                       // 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_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;
-                       */
-               METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
-                               thiswep.wr_reload(thiswep, actor, weaponentity);
-                       } else if(fire & 1)
-                       {
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
-                               {
-                                       W_Mortar_Attack(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
-                               }
-                       }
-                       else if(fire & 2)
-                       {
-                               if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
-                               {
-                                       bool nadefound = false;
-                                       entity nade;
-                                       for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
-                                       {
-                                               if(!nade.gl_detonate_later)
-                                               {
-                                                       nade.gl_detonate_later = true;
-                                                       nadefound = true;
-                                               }
-                                       }
-                                       if(nadefound)
-                                               sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
-                               }
-                               else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
-                               {
-                                       W_Mortar_Attack2(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
-                               }
-                       }
-               }
-               METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-               {
-                       W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
-               }
-               METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_MORTAR_SUICIDE_BOUNCE;
-                       else
-                               return WEAPON_MORTAR_SUICIDE_EXPLODE;
-               }
-               METHOD(Mortar, wr_killmessage, Notification(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_MORTAR_MURDER_BOUNCE;
-                       else
-                               return WEAPON_MORTAR_MURDER_EXPLODE;
-               }
+METHOD(Mortar, wr_aim, void(entity thiswep))
+{
+    PHYS_INPUT_BUTTON_ATCK(self) = false;
+    PHYS_INPUT_BUTTON_ATCK2(self) = 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))
+        {
+            PHYS_INPUT_BUTTON_ATCK(self) = 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))
+        {
+            PHYS_INPUT_BUTTON_ATCK2(self) = true;
+            if(random() < 0.02) self.bot_secondary_grenademooth = 0;
+        }
+    }
+}
+/*case WR_CALCINFO:
+{
+    wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
+    wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
+    wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
+
+    // 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_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;
+    */
+METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else if(fire & 1)
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
+        {
+            W_Mortar_Attack(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
+        }
+    }
+    else if(fire & 2)
+    {
+        if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
+        {
+            bool nadefound = false;
+            entity nade;
+            for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
+            {
+                if(!nade.gl_detonate_later)
+                {
+                    nade.gl_detonate_later = true;
+                    nadefound = true;
+                }
+            }
+            if(nadefound)
+                sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
+        }
+        else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
+        {
+            W_Mortar_Attack2(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
+        }
+    }
+}
+METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
+{
+    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
+    ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
+    return ammo_amount;
+}
+METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
+{
+    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
+    ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
+    return ammo_amount;
+}
+METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
+}
+METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_MORTAR_SUICIDE_BOUNCE;
+    else
+        return WEAPON_MORTAR_SUICIDE_EXPLODE;
+}
+METHOD(Mortar, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_MORTAR_MURDER_BOUNCE;
+    else
+        return WEAPON_MORTAR_MURDER_EXPLODE;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(Mortar, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 12;
-                       pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
-               }
+METHOD(Mortar, wr_impacteffect, void(entity thiswep))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 12;
+    pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
+    if(!w_issilent)
+        sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
+}
 
 #endif
 #endif