/* 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"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bouncefactor, float, NONE) \
+ P(class, prefix, bouncestop, float, NONE) \
+ P(class, prefix, damageforcescale, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, health, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, lifetime_bounce, float, SEC) \
+ P(class, prefix, lifetime_stick, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_detonateprimary, float, SEC) \
+ P(class, prefix, remote_minbouncecnt, float, PRI) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, speed_up, float, BOTH) \
+ P(class, prefix, speed_z, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, type, float, BOTH) \
+ 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, Mortar, mortar)
+#undef X
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) \
- w_cvar(id, sn, BOTH, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, NONE, bouncefactor) \
- w_cvar(id, sn, NONE, bouncestop) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, damageforcescale) \
- w_cvar(id, sn, BOTH, edgedamage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, health) \
- w_cvar(id, sn, BOTH, lifetime) \
- w_cvar(id, sn, SEC, lifetime_bounce) \
- w_cvar(id, sn, BOTH, lifetime_stick) \
- w_cvar(id, sn, BOTH, radius) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, SEC, remote_detonateprimary) \
- w_cvar(id, sn, PRI, remote_minbouncecnt) \
- w_cvar(id, sn, BOTH, speed) \
- w_cvar(id, sn, BOTH, speed_up) \
- w_cvar(id, sn, BOTH, speed_z) \
- w_cvar(id, sn, BOTH, spread) \
- w_cvar(id, sn, BOTH, type) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
+
#ifdef SVQC
-MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float gl_detonate_later;
.float gl_bouncecnt;
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
+spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
-void W_Mortar_Grenade_Explode(void)
+void W_Mortar_Grenade_Explode()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
remove(self);
}
-void W_Mortar_Grenade_Explode2(void)
+void W_Mortar_Grenade_Explode2()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
W_PrepareExplosionByDamage(attacker, self.use);
}
-void W_Mortar_Grenade_Think1(void)
+void W_Mortar_Grenade_Think1()
{SELFPARAM();
self.nextthink = time;
if(time > self.cnt)
W_Mortar_Grenade_Explode();
}
-void W_Mortar_Grenade_Touch1(void)
+void W_Mortar_Grenade_Touch1()
{SELFPARAM();
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
}
}
-void W_Mortar_Grenade_Touch2(void)
+void W_Mortar_Grenade_Touch2()
{SELFPARAM();
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- gren = spawn();
+ gren = new(grenade);
gren.owner = gren.realowner = self;
- gren.classname = "grenade";
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
gren.movetype = MOVETYPE_BOUNCE;
Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- gren = spawn();
+ gren = new(grenade);
gren.owner = gren.realowner = self;
- gren.classname = "grenade";
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
gren.movetype = MOVETYPE_BOUNCE;
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, entity actor, bool fire1, bool fire2))
+ 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
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- } else if(fire1)
+ thiswep.wr_reload(thiswep);
+ } else if(fire & 1)
{
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(mortar, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
{
W_Mortar_Attack(thiswep);
- weapon_thinkf(actor, 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))
{
if(nadefound)
sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
}
- else if(weapon_prepareattack(thiswep, actor, 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(actor, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
}
}
}
- METHOD(Mortar, wr_init, void(entity thiswep))
- {
- MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
{
float ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
return ammo_amount;
}
- METHOD(Mortar, wr_config, void(entity thiswep))
- {
- MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
METHOD(Mortar, wr_reload, void(entity thiswep))
{
W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
{
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);
}