]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
Merge branch 'Mario/intrusive_3' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index 29a092480110fbec3cc0978e763f63406898a078..89ff5bbd8852eef69e0c497a679da28c5bde1293 100644 (file)
@@ -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))
 {