/* fullname */ _("Mine Layer")
);
-#define MINELAYER_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_NONE, ammo) \
- WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
- WEP_ADD_CVAR(weapon, MO_NONE, damage) \
- WEP_ADD_CVAR(weapon, MO_NONE, damageforcescale) \
- WEP_ADD_CVAR(weapon, MO_NONE, detonatedelay) \
- WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
- WEP_ADD_CVAR(weapon, MO_NONE, force) \
- WEP_ADD_CVAR(weapon, MO_NONE, health) \
- WEP_ADD_CVAR(weapon, MO_NONE, lifetime) \
- WEP_ADD_CVAR(weapon, MO_NONE, lifetime_countdown) \
- WEP_ADD_CVAR(weapon, MO_NONE, limit) \
- WEP_ADD_CVAR(weapon, MO_NONE, protection) \
- WEP_ADD_CVAR(weapon, MO_NONE, proximityradius) \
- WEP_ADD_CVAR(weapon, MO_NONE, radius) \
- WEP_ADD_CVAR(weapon, MO_NONE, refire) \
- WEP_ADD_CVAR(weapon, MO_NONE, remote_damage) \
- WEP_ADD_CVAR(weapon, MO_NONE, remote_edgedamage) \
- WEP_ADD_CVAR(weapon, MO_NONE, remote_force) \
- WEP_ADD_CVAR(weapon, MO_NONE, remote_radius) \
- WEP_ADD_CVAR(weapon, MO_NONE, speed) \
- WEP_ADD_CVAR(weapon, MO_NONE, time) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#define MINELAYER_SETTINGS(w_cvar,w_prop) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, ammo) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, animtime) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, damage) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, damageforcescale) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, detonatedelay) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, edgedamage) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, force) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, health) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, lifetime) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, lifetime_countdown) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, limit) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, protection) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, proximityradius) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, radius) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, refire) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_damage) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_edgedamage) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_force) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_radius) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, speed) \
+ w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, time) \
+ w_prop(WEP_MINE_LAYER, minelayer, float, reloading_ammo, reload_ammo) \
+ w_prop(WEP_MINE_LAYER, minelayer, float, reloading_time, reload_time) \
+ w_prop(WEP_MINE_LAYER, minelayer, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(WEP_MINE_LAYER, minelayer, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(WEP_MINE_LAYER, minelayer, string, weaponreplace, weaponreplace) \
+ w_prop(WEP_MINE_LAYER, minelayer, float, weaponstart, weaponstart)
#ifdef SVQC
-MINELAYER_SETTINGS(minelayer)
-void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
-
+MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
void W_Mine_Think (void);
.float minelayer_detonate, mine_explodeanyway;
.float mine_time;
#endif
#else
#ifdef SVQC
+void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
void W_Mine_Stick (entity to)
{
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
- if(IsDifferentTeam(self.realowner, other))
+ if(DIFF_TEAM(self.realowner, other))
if(other.deadflag == DEAD_NO)
if(IsFlying(other))
Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
head = findradius(self.origin, WEP_CVAR(minelayer, radius));
while(head)
{
- if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
+ if(head == self.realowner || SAME_TEAM(head, self.realowner))
return;
head = head.chain;
}
while(head)
{
if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
- if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
+ if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
if(!self.mine_time)
{
spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
{
// not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if not (W_PlacedMines(FALSE) && self.ammo_rockets < WEP_CVAR(minelayer, ammo))
+ if(!(W_PlacedMines(FALSE) && self.ammo_rockets < WEP_CVAR(minelayer, ammo)))
WEP_ACTION(self.weapon, WR_RELOAD);
}
else if (self.BUTTON_ATCK)
precache_sound ("weapons/mine_fire.wav");
precache_sound ("weapons/mine_stick.wav");
precache_sound ("weapons/mine_trigger.wav");
- WEP_SET_PROPS(MINELAYER_SETTINGS(minelayer), WEP_MINE_LAYER)
+ MINELAYER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- weapon_setup(WEP_MINE_LAYER);
self.current_ammo = ammo_rockets;
return TRUE;
}
}
case WR_CONFIG:
{
- WEP_CONFIG_SETTINGS(MINELAYER_SETTINGS(minelayer))
+ MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_RESETPLAYER:
}
case WR_RELOAD:
{
- W_Reload(WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
+ W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE: