]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
ATTRIB: overload default value, require semicolon
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index 8cbe75e74b060a35721d93b453fb1af9ae3390f3..0a457f1a6be1730bfdef5642c529097d9cf16901 100644 (file)
@@ -1,7 +1,7 @@
 #ifndef IMPLEMENTATION
 CLASS(Mortar, Weapon)
-/* ammotype  */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets)
-/* impulse   */ ATTRIB(Mortar, impulse, int, 4)
+/* 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');
@@ -76,12 +76,12 @@ void W_Mortar_Grenade_Explode(entity this, entity directhitentity)
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
 
-       if(this.movetype == MOVETYPE_NONE)
+       if(this.move_movetype == MOVETYPE_NONE)
                this.velocity = this.oldvelocity;
 
        RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, directhitentity);
 
-       remove(this);
+       delete(this);
 }
 
 void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
@@ -101,12 +101,12 @@ void W_Mortar_Grenade_Explode2(entity this, entity directhitentity)
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
 
-       if(this.movetype == MOVETYPE_NONE)
+       if(this.move_movetype == MOVETYPE_NONE)
                this.velocity = this.oldvelocity;
 
        RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, directhitentity);
 
-       remove(this);
+       delete(this);
 }
 
 void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
@@ -155,14 +155,14 @@ void W_Mortar_Grenade_Touch1(entity this, entity toucher)
                this.projectiledeathtype |= HITTYPE_BOUNCE;
                this.gl_bouncecnt += 1;
        }
-       else if(WEP_CVAR_PRI(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.movetype == MOVETYPE_NONE))) // stick
+       else if(WEP_CVAR_PRI(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
        {
                spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
                this.oldvelocity = this.velocity;
                this.velocity = '0 0 0';
-               this.movetype = MOVETYPE_NONE; // also disables gravity
+               set_movetype(this, MOVETYPE_NONE); // also disables gravity
                this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
                UpdateCSQCProjectile(this);
 
@@ -191,14 +191,14 @@ void W_Mortar_Grenade_Touch2(entity this, entity toucher)
                        this.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
 
        }
-       else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.movetype == MOVETYPE_NONE))) // stick
+       else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
        {
                spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
                this.oldvelocity = this.velocity;
                this.velocity = '0 0 0';
-               this.movetype = MOVETYPE_NONE; // also disables gravity
+               set_movetype(this, MOVETYPE_NONE); // also disables gravity
                this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
                UpdateCSQCProjectile(this);
 
@@ -209,22 +209,20 @@ void W_Mortar_Grenade_Touch2(entity this, entity toucher)
        }
 }
 
-void W_Mortar_Attack(Weapon thiswep, entity actor)
+void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       entity gren;
-
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(actor, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-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 = new(grenade);
+       entity gren = new(grenade);
        gren.owner = gren.realowner = actor;
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
-       gren.movetype = MOVETYPE_BOUNCE;
+       set_movetype(gren, MOVETYPE_BOUNCE);
        gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
        gren.bouncestop = WEP_CVAR(mortar, bouncestop);
        PROJECTILE_MAKETRIGGER(gren);
@@ -248,6 +246,7 @@ void W_Mortar_Attack(Weapon thiswep, entity actor)
 
        gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, gren);
 
        if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
                CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
@@ -257,13 +256,13 @@ void W_Mortar_Attack(Weapon thiswep, entity actor)
        MUTATOR_CALLHOOK(EditProjectile, actor, gren);
 }
 
-void W_Mortar_Attack2(Weapon thiswep, entity actor)
+void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity gren;
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(actor, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-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);
@@ -272,7 +271,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor)
        gren.owner = gren.realowner = actor;
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
-       gren.movetype = MOVETYPE_BOUNCE;
+       set_movetype(gren, MOVETYPE_BOUNCE);
        gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
        gren.bouncestop = WEP_CVAR(mortar, bouncestop);
        PROJECTILE_MAKETRIGGER(gren);
@@ -295,6 +294,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor)
 
        gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, gren);
 
        if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
                CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
@@ -351,7 +351,7 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
         {
-            W_Mortar_Attack(thiswep, actor);
+            W_Mortar_Attack(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
         }
     }
@@ -374,7 +374,7 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         }
         else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
         {
-            W_Mortar_Attack2(thiswep, actor);
+            W_Mortar_Attack2(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
         }
     }
@@ -393,7 +393,7 @@ METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(actor, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
+    W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
 }
 METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
 {