]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index 81be156541cb7f31c40d9dd5081ad76c3b41677d..56338da17182d72edbc50b1887e3fbb968786e8b 100644 (file)
@@ -212,7 +212,7 @@ void W_Mortar_Grenade_Touch2(entity this, entity toucher)
 
 void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo), weaponentity);
 
        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
@@ -242,12 +242,14 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        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);
@@ -261,7 +263,7 @@ 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, 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
@@ -290,12 +292,14 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        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);
@@ -307,13 +311,13 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 
 .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;
@@ -321,7 +325,7 @@ METHOD(Mortar, wr_aim, void(entity thiswep, entity actor))
     }
     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;
@@ -346,7 +350,7 @@ METHOD(Mortar, wr_aim, void(entity thiswep, entity actor))
     */
 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)
     {
@@ -361,15 +365,14 @@ 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);
         }
@@ -380,16 +383,16 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         }
     }
 }
-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))