+#include "mortar.qh"
#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);
+/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
#endif
/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
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)
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)
}
}
-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_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo), weaponentity);
- 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.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
gren.event_damage = W_Mortar_Grenade_Damage;
gren.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, gren);
gren.missile_flags = MIF_SPLASH | MIF_ARC;
W_SetupProjVelocity_UP_PRI(gren, mortar);
gren.angles = vectoangles(gren.velocity);
gren.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, gren);
+ IL_PUSH(g_bot_dodge, gren);
if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
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_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo), weaponentity);
- 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);
gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
gren.event_damage = W_Mortar_Grenade_Damage;
gren.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, gren);
gren.missile_flags = MIF_SPLASH | MIF_ARC;
W_SetupProjVelocity_UP_SEC(gren, mortar);
gren.angles = vectoangles(gren.velocity);
gren.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, gren);
+ IL_PUSH(g_bot_dodge, gren);
if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
.float bot_secondary_grenademooth;
-METHOD(Mortar, wr_aim, void(entity thiswep, entity actor))
+METHOD(Mortar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
PHYS_INPUT_BUTTON_ATCK(actor) = false;
PHYS_INPUT_BUTTON_ATCK2(actor) = false;
if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
{
- if(bot_aim(actor, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
+ if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
{
PHYS_INPUT_BUTTON_ATCK(actor) = true;
if(random() < 0.01) actor.bot_secondary_grenademooth = 1;
}
else
{
- if(bot_aim(actor, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
+ if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
{
PHYS_INPUT_BUTTON_ATCK2(actor) = true;
if(random() < 0.02) actor.bot_secondary_grenademooth = 0;
*/
METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
+ if(autocvar_g_balance_mortar_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else if(fire & 1)
{
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);
}
}
if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
{
bool nadefound = false;
- entity nade;
- for(nade = NULL; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
+ IL_EACH(g_projectiles, it.realowner == actor && it.classname == "grenade",
{
- if(!nade.gl_detonate_later)
+ if(!it.gl_detonate_later)
{
- nade.gl_detonate_later = true;
+ it.gl_detonate_later = true;
nadefound = true;
}
- }
+ });
if(nadefound)
sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
}
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);
}
}
}
-METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
- ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
return ammo_amount;
}
-METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
- ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
return ammo_amount;
}
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))
{