]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
Introduce touch accessors
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index 61ca5132625bbd3f6685f413a7e1d3ed39f4e3fc..0fc5dd9bd266dd58ad9d419e86f136a7bca03a7f 100644 (file)
@@ -84,6 +84,11 @@ void W_Mortar_Grenade_Explode()
        remove(self);
 }
 
+void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
+{
+       WITHSELF(this, W_Mortar_Grenade_Explode());
+}
+
 void W_Mortar_Grenade_Explode2()
 {SELFPARAM();
        if(other.takedamage == DAMAGE_AIM)
@@ -104,6 +109,10 @@ void W_Mortar_Grenade_Explode2()
        remove(self);
 }
 
+void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
+{
+       WITHSELF(this, W_Mortar_Grenade_Explode2());
+}
 
 void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
@@ -116,7 +125,7 @@ void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, flo
        this.health = this.health - damage;
 
        if(this.health <= 0)
-               WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.use));
+               W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
 }
 
 void W_Mortar_Grenade_Think1()
@@ -138,7 +147,7 @@ void W_Mortar_Grenade_Touch1()
        PROJECTILE_TOUCH;
        if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
-               self.use();
+               this.use(this, NULL, NULL);
        }
        else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
        {
@@ -170,7 +179,7 @@ void W_Mortar_Grenade_Touch2()
        PROJECTILE_TOUCH;
        if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
-               self.use();
+               this.use(this, NULL, NULL);
        }
        else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
        {
@@ -227,8 +236,8 @@ void W_Mortar_Attack(Weapon thiswep)
        gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
        gren.nextthink = time;
        gren.think = W_Mortar_Grenade_Think1;
-       gren.use = W_Mortar_Grenade_Explode;
-       gren.touch = W_Mortar_Grenade_Touch1;
+       gren.use = W_Mortar_Grenade_Explode_use;
+       settouch(gren, W_Mortar_Grenade_Touch1);
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_PRI(mortar, health);
@@ -274,8 +283,8 @@ void W_Mortar_Attack2(Weapon thiswep)
 
        gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
        gren.think = adaptor_think2use_hittype_splash;
-       gren.use = W_Mortar_Grenade_Explode2;
-       gren.touch = W_Mortar_Grenade_Touch2;
+       gren.use = W_Mortar_Grenade_Explode2_use;
+       settouch(gren, W_Mortar_Grenade_Touch2);
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_SEC(mortar, health);
@@ -372,18 +381,16 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         }
     }
 }
-METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
+METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    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);
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
+    ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
     return ammo_amount;
 }
-METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
+METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    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);
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
+    ammo_amount += actor.(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))