X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmortar.qc;h=5fbacc7ba4b958cffef6f406d7b1ce53d76853d9;hp=665367fd78ad836ddc4408133455f0125c53b803;hb=a823548db666d01ecf1ef8b8e559caa61334ce26;hpb=c0582a52156c4e74e4c5313e5f360275493a8733 diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index 665367fd7..5fbacc7ba 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -1,54 +1,59 @@ #ifndef IMPLEMENTATION -REGISTER_WEAPON( -/* WEP_##id */ MORTAR, -/* function */ W_Mortar, -/* ammotype */ ammo_rockets, -/* impulse */ 4, -/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, -/* rating */ BOT_PICKUP_RATING_MID, -/* color */ '1 0 0', -/* modelname */ "gl", -/* simplemdl */ "foobar", -/* crosshair */ "gfx/crosshairgrenadelauncher 0.7", -/* wepimg */ "weapongrenadelauncher", -/* refname */ "mortar", -/* wepname */ _("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) +CLASS(Mortar, Weapon) +/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets) +/* impulse */ ATTRIB(Mortar, impulse, int, 4) +/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); +/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); +/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0'); +/* modelname */ ATTRIB(Mortar, mdl, string, "gl"); +#ifndef MENUQC +/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM); +#endif +/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher"); +/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7); +/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher"); +/* refname */ ATTRIB(Mortar, netname, 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, mortar, NEW(Mortar)); + #ifdef SVQC -MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float gl_detonate_later; .float gl_bouncecnt; #endif @@ -56,15 +61,15 @@ MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); } -void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); } +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); @@ -79,12 +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); @@ -99,22 +109,26 @@ 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) +void W_Mortar_Grenade_Think1() {SELFPARAM(); self.nextthink = time; if(time > self.cnt) @@ -128,12 +142,12 @@ void W_Mortar_Grenade_Think1(void) W_Mortar_Grenade_Explode(); } -void W_Mortar_Grenade_Touch1(void) +void W_Mortar_Grenade_Touch1() {SELFPARAM(); 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 { @@ -160,12 +174,12 @@ void W_Mortar_Grenade_Touch1(void) } } -void W_Mortar_Grenade_Touch2(void) +void W_Mortar_Grenade_Touch2() {SELFPARAM(); 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 { @@ -196,20 +210,19 @@ void W_Mortar_Grenade_Touch2(void) } } -void W_Mortar_Attack(void) +void W_Mortar_Attack(Weapon thiswep) {SELFPARAM(); entity gren; - W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo)); + 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; @@ -223,7 +236,7 @@ void W_Mortar_Attack(void) gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime); gren.nextthink = time; gren.think = W_Mortar_Grenade_Think1; - gren.use = W_Mortar_Grenade_Explode; + gren.use = W_Mortar_Grenade_Explode_use; gren.touch = W_Mortar_Grenade_Touch1; gren.takedamage = DAMAGE_YES; @@ -245,20 +258,19 @@ void W_Mortar_Attack(void) MUTATOR_CALLHOOK(EditProjectile, self, gren); } -void W_Mortar_Attack2(void) +void W_Mortar_Attack2(Weapon thiswep) {SELFPARAM(); entity gren; - W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo)); + 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; @@ -271,7 +283,7 @@ void W_Mortar_Attack2(void) gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime); gren.think = adaptor_think2use_hittype_splash; - gren.use = W_Mortar_Grenade_Explode2; + gren.use = W_Mortar_Grenade_Explode2_use; gren.touch = W_Mortar_Grenade_Touch2; gren.takedamage = DAMAGE_YES; @@ -294,160 +306,127 @@ void W_Mortar_Attack2(void) } .float bot_secondary_grenademooth; -bool W_Mortar(int req) -{SELFPARAM(); - entity nade; - float nadefound; - float ammo_amount; - switch(req) - { - case WR_AIM: - { - 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; - } - } - - return true; - } - /*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; - */ - case WR_THINK: - { - if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload - WEP_ACTION(self.weapon, WR_RELOAD); - else if(self.BUTTON_ATCK) - { - if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire))) - { - W_Mortar_Attack(); - weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready); - } - } - else if(self.BUTTON_ATCK2) - { - if(WEP_CVAR_SEC(mortar, remote_detonateprimary)) - { - nadefound = 0; - for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self) - { - if(!nade.gl_detonate_later) - { - nade.gl_detonate_later = true; - nadefound = 1; - } - } - if(nadefound) - sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); - } - else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire))) - { - W_Mortar_Attack2(); - weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready); - } - } - - return true; - } - case WR_INIT: - { - MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; - } - case WR_CHECKAMMO1: - { - 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; - } - case WR_CHECKAMMO2: - { - 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; - } - case WR_CONFIG: - { - MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; - } - case WR_RELOAD: - { - W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO - return true; - } - case WR_SUICIDEMESSAGE: - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_MORTAR_SUICIDE_BOUNCE; - else - return WEAPON_MORTAR_SUICIDE_EXPLODE; - } - case WR_KILLMESSAGE: - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_MORTAR_MURDER_BOUNCE; - else - return WEAPON_MORTAR_MURDER_EXPLODE; - } - } - return false; + +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)) +{ + 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); + return ammo_amount; +} +METHOD(Mortar, wr_checkammo2, bool(entity thiswep)) +{ + 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); + 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 -bool W_Mortar(int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: - { - 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); - - return true; - } - case WR_INIT: - { - return true; - } - case WR_ZOOMRETICLE: - { - // no weapon specific image for this weapon - return false; - } - } - return false; + +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