X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmortar.qc;h=89ff5bbd8852eef69e0c497a679da28c5bde1293;hb=9380d852b4541b6e3906313f34fc666997da6fa7;hp=29a092480110fbec3cc0978e763f63406898a078;hpb=5e813f65d212e2cfc5c32eae682c0a1b0c0f73da;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index 29a092480..89ff5bbd8 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -1,12 +1,13 @@ +#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); /* 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"); @@ -209,18 +210,16 @@ 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); @@ -243,11 +242,14 @@ void W_Mortar_Attack(Weapon thiswep, entity actor) 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); @@ -257,13 +259,13 @@ 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); @@ -290,11 +292,14 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor) 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); @@ -351,7 +356,7 @@ 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); } } @@ -360,21 +365,20 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity 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); } } @@ -393,7 +397,7 @@ 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)) {