]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
Remove SELFPARAM() from .think and .touch
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index 043f8f63b458273d0b5efcc8c944354e39cff763..5fa2447a784a7d0304ad5b567f87d92fe6467670 100644 (file)
@@ -13,44 +13,47 @@ CLASS(Mortar, Weapon)
 /* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
 /* wepimg    */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
 /* refname   */ ATTRIB(Mortar, netname, string, "mortar");
-/* wepname   */ ATTRIB(Mortar, message, string, _("Mortar"));
+/* wepname   */ ATTRIB(Mortar, m_name, string, _("Mortar"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, bouncefactor, float, NONE) \
+               P(class, prefix, bouncestop, float, NONE) \
+               P(class, prefix, damageforcescale, float, BOTH) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, edgedamage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, health, float, BOTH) \
+               P(class, prefix, lifetime, float, BOTH) \
+               P(class, prefix, lifetime_bounce, float, SEC) \
+               P(class, prefix, lifetime_stick, float, BOTH) \
+               P(class, prefix, radius, float, BOTH) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, remote_detonateprimary, float, SEC) \
+               P(class, prefix, remote_minbouncecnt, float, PRI) \
+               P(class, prefix, speed, float, BOTH) \
+               P(class, prefix, speed_up, float, BOTH) \
+               P(class, prefix, speed_z, float, BOTH) \
+               P(class, prefix, spread, float, BOTH) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, type, float, BOTH) \
+               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, Mortar, mortar)
+#undef X
 ENDCLASS(Mortar)
-REGISTER_WEAPON(MORTAR, NEW(Mortar));
-
-#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
-#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, NONE, bouncefactor) \
-       w_cvar(id, sn, NONE, bouncestop) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, damageforcescale) \
-       w_cvar(id, sn, BOTH, edgedamage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, health) \
-       w_cvar(id, sn, BOTH, lifetime) \
-       w_cvar(id, sn, SEC,  lifetime_bounce) \
-       w_cvar(id, sn, BOTH, lifetime_stick) \
-       w_cvar(id, sn, BOTH, radius) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, SEC,  remote_detonateprimary) \
-       w_cvar(id, sn, PRI,  remote_minbouncecnt) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, BOTH, speed_up) \
-       w_cvar(id, sn, BOTH, speed_z) \
-       w_cvar(id, sn, BOTH, spread) \
-       w_cvar(id, sn, BOTH, type) \
-       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(MORTAR, mortar, NEW(Mortar));
+
 
 #ifdef SVQC
-MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float gl_detonate_later;
 .float gl_bouncecnt;
 #endif
@@ -58,15 +61,15 @@ MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #ifdef IMPLEMENTATION
 #ifdef SVQC
 
-spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
+spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
 spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
 
-void W_Mortar_Grenade_Explode(void)
+void W_Mortar_Grenade_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);
 
@@ -81,12 +84,17 @@ void W_Mortar_Grenade_Explode(void)
        remove(self);
 }
 
-void W_Mortar_Grenade_Explode2(void)
+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)
                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);
 
@@ -101,23 +109,27 @@ void W_Mortar_Grenade_Explode2(void)
        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 inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
 
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       self.health = self.health - damage;
+       this.health = this.health - damage;
 
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, self.use);
+       if(this.health <= 0)
+               W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
 }
 
-void W_Mortar_Grenade_Think1(void)
-{SELFPARAM();
+void W_Mortar_Grenade_Think1(entity this)
+{
        self.nextthink = time;
        if(time > self.cnt)
        {
@@ -130,12 +142,12 @@ void W_Mortar_Grenade_Think1(void)
                W_Mortar_Grenade_Explode();
 }
 
-void W_Mortar_Grenade_Touch1(void)
-{SELFPARAM();
+void W_Mortar_Grenade_Touch1(entity this)
+{
        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
        {
@@ -162,12 +174,12 @@ void W_Mortar_Grenade_Touch1(void)
        }
 }
 
-void W_Mortar_Grenade_Touch2(void)
-{SELFPARAM();
+void W_Mortar_Grenade_Touch2(entity this)
+{
        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
        {
@@ -204,14 +216,13 @@ void W_Mortar_Attack(Weapon thiswep)
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn();
+       gren = new(grenade);
        gren.owner = gren.realowner = self;
-       gren.classname = "grenade";
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
        gren.movetype = MOVETYPE_BOUNCE;
@@ -224,9 +235,9 @@ 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;
+       setthink(gren, W_Mortar_Grenade_Think1);
+       gren.use = W_Mortar_Grenade_Explode_use;
+       settouch(gren, W_Mortar_Grenade_Touch1);
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_PRI(mortar, health);
@@ -253,14 +264,13 @@ void W_Mortar_Attack2(Weapon thiswep)
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn();
+       gren = new(grenade);
        gren.owner = gren.realowner = self;
-       gren.classname = "grenade";
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
        gren.movetype = MOVETYPE_BOUNCE;
@@ -272,9 +282,9 @@ void W_Mortar_Attack2(Weapon thiswep)
        setsize(gren, '-3 -3 -3', '3 3 3');
 
        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;
+       setthink(gren, adaptor_think2use_hittype_splash);
+       gren.use = W_Mortar_Grenade_Explode2_use;
+       settouch(gren, W_Mortar_Grenade_Touch2);
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_SEC(mortar, health);
@@ -297,130 +307,124 @@ 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, int slot, 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
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
-                       } else if(fire & 1)
-                       {
-                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(mortar, refire)))
-                               {
-                                       W_Mortar_Attack(thiswep);
-                                       weapon_thinkf(actor, 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, true, WEP_CVAR_SEC(mortar, refire)))
-                               {
-                                       W_Mortar_Attack2(thiswep);
-                                       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
-                               }
-                       }
-               }
-               METHOD(Mortar, wr_init, void(entity thiswep))
-               {
-                       MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.WEP_AMMO(MORTAR) >= 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.WEP_AMMO(MORTAR) >= 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_config, void(entity thiswep))
-               {
-                       MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(Mortar, wr_reload, void(entity thiswep))
-               {
-                       W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
-               }
-               METHOD(Mortar, wr_suicidemessage, int(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_MORTAR_SUICIDE_BOUNCE;
-                       else
-                               return WEAPON_MORTAR_SUICIDE_EXPLODE;
-               }
-               METHOD(Mortar, wr_killmessage, int(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))
+{
+    SELFPARAM();
+    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(self, 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(self, 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, entity actor))
+{
+    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, entity actor))
+{
+    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))
+{
+    SELFPARAM();
+    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(particleeffectnum(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))
+{
+    SELFPARAM();
+    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