]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
Weapons: pass weaponentity field instead of slot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index e4fef1b2720687ae5ac332ce3c39bab7e58d35ed..05092139669df071ce5069cc411e8fccc8ab68ff 100644 (file)
@@ -13,7 +13,7 @@ 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"));
 ENDCLASS(Mortar)
 REGISTER_WEAPON(MORTAR, NEW(Mortar));
 
@@ -58,8 +58,8 @@ 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)
 {SELFPARAM();
@@ -202,7 +202,7 @@ void W_Mortar_Attack(Weapon thiswep)
 {SELFPARAM();
        entity gren;
 
-       W_DecreaseAmmo(thiswep, 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_shotdir = v_forward; // no TrueAim for grenades please
@@ -251,7 +251,7 @@ void W_Mortar_Attack2(Weapon thiswep)
 {SELFPARAM();
        entity gren;
 
-       W_DecreaseAmmo(thiswep, 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_shotdir = v_forward; // no TrueAim for grenades please
@@ -334,26 +334,26 @@ void W_Mortar_Attack2(Weapon thiswep)
                        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, bool fire1, bool fire2))
+               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
-                               Weapon w = get_weaponinfo(self.weapon);
+                       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(fire1)
+                       } else if(fire & 1)
                        {
-                               if(weapon_prepareattack(false, WEP_CVAR_PRI(mortar, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
                                {
                                        W_Mortar_Attack(thiswep);
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
                                }
                        }
-                       else if(fire2)
+                       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 == self)
+                                       for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
                                        {
                                                if(!nade.gl_detonate_later)
                                                {
@@ -362,12 +362,12 @@ void W_Mortar_Attack2(Weapon thiswep)
                                                }
                                        }
                                        if(nadefound)
-                                               sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
+                                               sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
                                }
-                               else if(weapon_prepareattack(true, WEP_CVAR_SEC(mortar, refire)))
+                               else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
                                {
                                        W_Mortar_Attack2(thiswep);
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
                                }
                        }
                }
@@ -393,7 +393,7 @@ void W_Mortar_Attack2(Weapon thiswep)
                }
                METHOD(Mortar, wr_reload, void(entity thiswep))
                {
-                       W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
+                       W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
                }
                METHOD(Mortar, wr_suicidemessage, int(entity thiswep))
                {
@@ -417,7 +417,7 @@ void W_Mortar_Attack2(Weapon 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, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
                }