#include "minelayer.qh"
-#ifndef IMPLEMENTATION
-CLASS(MineLayer, Weapon)
-/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets);
-/* impulse */ ATTRIB(MineLayer, impulse, int, 4);
-/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
-/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
-#ifdef GAMEQC
-/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
-#endif
-/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
-/* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
-/* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
-/* refname */ ATTRIB(MineLayer, netname, string, "minelayer");
-/* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, NONE) \
- P(class, prefix, animtime, float, NONE) \
- P(class, prefix, damageforcescale, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, detonatedelay, float, NONE) \
- P(class, prefix, edgedamage, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, health, float, NONE) \
- P(class, prefix, lifetime, float, NONE) \
- P(class, prefix, lifetime_countdown, float, NONE) \
- P(class, prefix, limit, float, NONE) \
- P(class, prefix, protection, float, NONE) \
- P(class, prefix, proximityradius, float, NONE) \
- P(class, prefix, radius, float, NONE) \
- P(class, prefix, refire, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, remote_damage, float, NONE) \
- P(class, prefix, remote_edgedamage, float, NONE) \
- P(class, prefix, remote_force, float, NONE) \
- P(class, prefix, remote_radius, float, NONE) \
- P(class, prefix, speed, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, time, float, NONE) \
- 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, MineLayer, minelayer)
-#undef X
-ENDCLASS(MineLayer)
-REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
-#ifdef SVQC
-void W_MineLayer_Think(entity this);
-.float minelayer_detonate, mine_explodeanyway;
-.float mine_time;
-.vector mine_orientation;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
void W_MineLayer_Stick(entity this, entity to)
{
- spamsound(this, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
+ spamsound(this, CH_SHOTS, SND_MINE_STICK, VOL_BASE, ATTN_NORM);
// in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
if((time > this.cnt) && (!this.mine_time) && (this.cnt > 0))
{
if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
- spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
+ spamsound(this, CH_SHOTS, SND_MINE_TRIGGER, VOL_BASE, ATTN_NORM);
this.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
}
if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates
if(!this.mine_time)
{
- spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
+ spamsound(this, CH_SHOTS, SND_MINE_TRIGGER, VOL_BASE, ATTN_NORM);
this.mine_time = time + WEP_CVAR(minelayer, time);
}
head = head.chain;
if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
{
// not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
+ if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(minelayer, ammo))) {
thiswep.wr_reload(thiswep, actor, weaponentity);
}
}
// actually do // don't switch while placing a mine
//if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
//{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(minelayer, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
return ammo_amount;
//}
}
#endif
-#endif