]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_mortar.qc
s/WEP_(ID)/WEP_$1.m_id/
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_mortar.qc
index 7f461598991290f328a66f9c36dffd10734d4cf9..cf37372db69f46661396296b4020d1d9c658f605 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id  */ MORTAR,
 /* function  */ W_Mortar,
@@ -44,20 +44,22 @@ REGISTER_WEAPON(
        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,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float gl_detonate_later;
 .float gl_bouncecnt;
 #endif
-#else
+#endif
+#ifdef IMPLEMENTATION
 #ifdef SVQC
 
-void spawnfunc_weapon_mortar() { weapon_defaultspawnfunc(WEP_MORTAR); }
-void spawnfunc_weapon_grenadelauncher() { spawnfunc_weapon_mortar(); }
+void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
+void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
 
-void W_Mortar_Grenade_Explode()
+void W_Mortar_Grenade_Explode(void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -72,12 +74,12 @@ void W_Mortar_Grenade_Explode()
        if(self.movetype == MOVETYPE_NONE)
                self.velocity = self.oldvelocity;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
-void W_Mortar_Grenade_Explode2()
+void W_Mortar_Grenade_Explode2(void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -92,30 +94,30 @@ void W_Mortar_Grenade_Explode2()
        if(self.movetype == MOVETYPE_NONE)
                self.velocity = self.oldvelocity;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
 
-void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
-               
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
-               
+
        self.health = self.health - damage;
-       
-       if (self.health <= 0)
+
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, self.use);
 }
 
-void W_Mortar_Grenade_Think1()
+void W_Mortar_Grenade_Think1(void)
 {
        self.nextthink = time;
-       if (time > self.cnt)
+       if(time > self.cnt)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
@@ -126,36 +128,36 @@ void W_Mortar_Grenade_Think1()
                W_Mortar_Grenade_Explode();
 }
 
-void W_Mortar_Grenade_Touch1()
+void W_Mortar_Grenade_Touch1(void)
 {
        PROJECTILE_TOUCH;
-       if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
+       if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
-               self.use ();
+               self.use();
        }
-       else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
+       else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
        {
                float r;
                r = random() * 6;
                if(r < 1)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
                else if(r < 2)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
                else if(r < 3)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
                else if(r < 4)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
                else if(r < 5)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
                else
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
                pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
                self.gl_bouncecnt += 1;
        }
        else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
        {
-               spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+               spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
                self.oldvelocity = self.velocity;
@@ -171,40 +173,40 @@ void W_Mortar_Grenade_Touch1()
        }
 }
 
-void W_Mortar_Grenade_Touch2()
+void W_Mortar_Grenade_Touch2(void)
 {
        PROJECTILE_TOUCH;
-       if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
+       if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
-               self.use ();
+               self.use();
        }
-       else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
+       else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
        {
                float r;
                r = random() * 6;
                if(r < 1)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
                else if(r < 2)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
                else if(r < 3)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
                else if(r < 4)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
                else if(r < 5)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
                else
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
                pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
                self.gl_bouncecnt += 1;
-               
-               if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
+
+               if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
                        self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
-                       
+
        }
        else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
        {
-               spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+               spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
                self.oldvelocity = self.velocity;
@@ -220,27 +222,27 @@ void W_Mortar_Grenade_Touch2()
        }
 }
 
-void W_Mortar_Attack()
+void W_Mortar_Attack(void)
 {
        entity gren;
 
        W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
 
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn ();
+       gren = spawn();
        gren.owner = gren.realowner = self;
        gren.classname = "grenade";
-       gren.bot_dodge = TRUE;
+       gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
        gren.movetype = MOVETYPE_BOUNCE;
        gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
        gren.bouncestop = WEP_CVAR(mortar, bouncestop);
        PROJECTILE_MAKETRIGGER(gren);
-       gren.projectiledeathtype = WEP_MORTAR;
+       gren.projectiledeathtype = WEP_MORTAR.m_id;
        setorigin(gren, w_shotorg);
        setsize(gren, '-3 -3 -3', '3 3 3');
 
@@ -254,42 +256,42 @@ void W_Mortar_Attack()
        gren.health = WEP_CVAR_PRI(mortar, health);
        gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
        gren.event_damage = W_Mortar_Grenade_Damage;
-       gren.damagedbycontents = TRUE;
+       gren.damagedbycontents = true;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
        W_SetupProjVelocity_UP_PRI(gren, mortar);
 
-       gren.angles = vectoangles (gren.velocity);
+       gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
 
        if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
-               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+               CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
        else
-               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+               CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
 
        other = gren; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_Mortar_Attack2()
+void W_Mortar_Attack2(void)
 {
        entity gren;
 
        W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
 
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn ();
+       gren = spawn();
        gren.owner = gren.realowner = self;
        gren.classname = "grenade";
-       gren.bot_dodge = TRUE;
+       gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
        gren.movetype = MOVETYPE_BOUNCE;
        gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
        gren.bouncestop = WEP_CVAR(mortar, bouncestop);
        PROJECTILE_MAKETRIGGER(gren);
-       gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
+       gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY;
        setorigin(gren, w_shotorg);
        setsize(gren, '-3 -3 -3', '3 3 3');
 
@@ -302,23 +304,23 @@ void W_Mortar_Attack2()
        gren.health = WEP_CVAR_SEC(mortar, health);
        gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
        gren.event_damage = W_Mortar_Grenade_Damage;
-       gren.damagedbycontents = TRUE;
+       gren.damagedbycontents = true;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
        W_SetupProjVelocity_UP_SEC(gren, mortar);
 
-       gren.angles = vectoangles (gren.velocity);
+       gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
 
        if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
-               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+               CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
        else
-               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+               CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
 
        other = gren; MUTATOR_CALLHOOK(EditProjectile);
 }
 
 .float bot_secondary_grenademooth;
-float W_Mortar(float req)
+bool W_Mortar(int req)
 {
        entity nade;
        float nadefound;
@@ -327,26 +329,26 @@ float W_Mortar(float req)
        {
                case WR_AIM:
                {
-                       self.BUTTON_ATCK = FALSE;
-                       self.BUTTON_ATCK2 = FALSE;
-                       if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
+                       self.BUTTON_ATCK = false;
+                       self.BUTTON_ATCK2 = false;
+                       if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
                        {
-                               if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
+                               if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
                                {
-                                       self.BUTTON_ATCK = TRUE;
+                                       self.BUTTON_ATCK = true;
                                        if(random() < 0.01) self.bot_secondary_grenademooth = 1;
                                }
                        }
                        else
                        {
-                               if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
+                               if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
                                {
-                                       self.BUTTON_ATCK2 = TRUE;
+                                       self.BUTTON_ATCK2 = true;
                                        if(random() < 0.02) self.bot_secondary_grenademooth = 0;
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                /*case WR_CALCINFO:
                {
@@ -356,11 +358,11 @@ float W_Mortar(float req)
 
                        // for the range calculation, closer to 1 is better
                        wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
-                       wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar, 
-                       
+                       wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
+
                        wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
                        wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
-                       
+
                        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;
                        */
@@ -368,15 +370,15 @@ float W_Mortar(float req)
                {
                        if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if (self.BUTTON_ATCK)
+                       else if(self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
                                {
                                        W_Mortar_Attack();
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
                                }
                        }
-                       else if (self.BUTTON_ATCK2)
+                       else if(self.BUTTON_ATCK2)
                        {
                                if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
                                {
@@ -385,59 +387,59 @@ float W_Mortar(float req)
                                        {
                                                if(!nade.gl_detonate_later)
                                                {
-                                                       nade.gl_detonate_later = TRUE;
+                                                       nade.gl_detonate_later = true;
                                                        nadefound = 1;
                                                }
                                        }
                                        if(nadefound)
-                                               sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+                                               sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                                }
-                               else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
+                               else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
                                {
                                        W_Mortar_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_gl.md3");
-                       precache_model ("models/weapons/v_gl.md3");
-                       precache_model ("models/weapons/h_gl.iqm");
-                       precache_sound ("weapons/grenade_bounce1.wav");
-                       precache_sound ("weapons/grenade_bounce2.wav");
-                       precache_sound ("weapons/grenade_bounce3.wav");
-                       precache_sound ("weapons/grenade_bounce4.wav");
-                       precache_sound ("weapons/grenade_bounce5.wav");
-                       precache_sound ("weapons/grenade_bounce6.wav");
-                       precache_sound ("weapons/grenade_stick.wav");
-                       precache_sound ("weapons/grenade_fire.wav");
-                       MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       precache_model("models/weapons/g_gl.md3");
+                       precache_model("models/weapons/v_gl.md3");
+                       precache_model("models/weapons/h_gl.iqm");
+                       precache_sound("weapons/grenade_bounce1.wav");
+                       precache_sound("weapons/grenade_bounce2.wav");
+                       precache_sound("weapons/grenade_bounce3.wav");
+                       precache_sound("weapons/grenade_bounce4.wav");
+                       precache_sound("weapons/grenade_bounce5.wav");
+                       precache_sound("weapons/grenade_bounce6.wav");
+                       precache_sound("weapons/grenade_stick.wav");
+                       precache_sound("weapons/grenade_fire.wav");
+                       MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
                        ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
+                       ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
                        ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
+                       ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
                        return ammo_amount;
                }
                case WR_CONFIG:
                {
-                       MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RELOAD:
                {
                        W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -454,11 +456,11 @@ float W_Mortar(float req)
                                return WEAPON_MORTAR_MURDER_EXPLODE;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float W_Mortar(float req)
+bool W_Mortar(int req)
 {
        switch(req)
        {
@@ -469,21 +471,21 @@ float W_Mortar(float req)
                        pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
                        if(!w_issilent)
                                sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
-                               
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/grenade_impact.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #endif