#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")
-);
+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"));
+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) \
#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)
{SELFPARAM();
}
else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
{
- float r;
- r = random() * 6;
- if(r < 1)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce1"), VOL_BASE, ATTN_NORM);
- else if(r < 2)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce2"), VOL_BASE, ATTN_NORM);
- else if(r < 3)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce3"), VOL_BASE, ATTN_NORM);
- else if(r < 4)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce4"), VOL_BASE, ATTN_NORM);
- else if(r < 5)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce5"), VOL_BASE, ATTN_NORM);
- else
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce6"), VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
}
else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
- spamsound(self, CH_SHOTS, W_Sound("grenade_stick"), VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
self.oldvelocity = self.velocity;
}
else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
{
- float r;
- r = random() * 6;
- if(r < 1)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce1"), VOL_BASE, ATTN_NORM);
- else if(r < 2)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce2"), VOL_BASE, ATTN_NORM);
- else if(r < 3)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce3"), VOL_BASE, ATTN_NORM);
- else if(r < 4)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce4"), VOL_BASE, ATTN_NORM);
- else if(r < 5)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce5"), VOL_BASE, ATTN_NORM);
- else
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce6"), VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
}
else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
- spamsound(self, CH_SHOTS, W_Sound("grenade_stick"), VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
self.oldvelocity = self.velocity;
}
}
-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, W_Sound("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);
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, W_Sound("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);
}
.float bot_secondary_grenademooth;
-bool W_Mortar(int req)
-{SELFPARAM();
- entity nade;
- float nadefound;
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+
+ METHOD(Mortar, wr_aim, void(entity thiswep))
{
self.BUTTON_ATCK = false;
self.BUTTON_ATCK2 = false;
if(random() < 0.02) self.bot_secondary_grenademooth = 0;
}
}
-
- return true;
}
/*case WR_CALCINFO:
{
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:
+ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- 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(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(0, WEP_CVAR_PRI(mortar, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
{
- W_Mortar_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
+ W_Mortar_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
}
}
- else if(self.BUTTON_ATCK2)
+ else if(fire & 2)
{
if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
{
- nadefound = 0;
- for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
+ 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 = 1;
+ nadefound = true;
}
}
if(nadefound)
- sound(self, CH_WEAPON_B, W_Sound("rocket_det"), VOL_BASE, ATTN_NORM);
+ sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
}
- else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
+ else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
{
- W_Mortar_Attack2();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
+ W_Mortar_Attack2(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Mortar, wr_init, void(entity thiswep))
{
- precache_sound(W_Sound("grenade_bounce1"));
- precache_sound(W_Sound("grenade_bounce2"));
- precache_sound(W_Sound("grenade_bounce3"));
- precache_sound(W_Sound("grenade_bounce4"));
- precache_sound(W_Sound("grenade_bounce5"));
- precache_sound(W_Sound("grenade_bounce6"));
- precache_sound(W_Sound("grenade_stick"));
- precache_sound(W_Sound("grenade_fire"));
MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
+ 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;
}
- case WR_CHECKAMMO2:
+ METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
+ 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;
}
- case WR_CONFIG:
+ METHOD(Mortar, wr_config, void(entity thiswep))
{
MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(Mortar, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), W_Sound("reload")); // WEAPONTODO
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Mortar, wr_suicidemessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_MORTAR_SUICIDE_BOUNCE;
else
return WEAPON_MORTAR_SUICIDE_EXPLODE;
}
- case WR_KILLMESSAGE:
+ METHOD(Mortar, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_MORTAR_MURDER_BOUNCE;
else
return WEAPON_MORTAR_MURDER_EXPLODE;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Mortar(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ 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);
+ pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("grenade_impact"), VOL_BASE, ATTN_NORM);
-
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("grenade_impact"));
- return true;
+ sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif