return TRUE;
}
+ /*case WR_CALCINFO:
+ {
+ wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
+ wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
+ wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
+
+ // 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_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;
+ */
case WR_THINK:
{
if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
precache_sound ("weapons/grenade_bounce6.wav");
precache_sound ("weapons/grenade_stick.wav");
precache_sound ("weapons/grenade_fire.wav");
-
- #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
- #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_GRENADE_LAUNCHER,weapon,prop,name)
- MORTAR_SETTINGS(mortar)
- #undef WEP_ADD_CVAR
- #undef WEP_ADD_PROP
+ WEP_SET_PROPS(MORTAR_SETTINGS(mortar), WEP_GRENADE_LAUNCHER)
return TRUE;
}
case WR_SETUP:
{
- weapon_setup(WEP_GRENADE_LAUNCHER);
self.current_ammo = ammo_rockets;
return TRUE;
}
}
case WR_CONFIG:
{
- #define WEP_ADD_CVAR(weapon,mode,name) WEP_CONFIG_WRITE_CVARS(weapon,mode,name)
- #define WEP_ADD_PROP(weapon,prop,name) WEP_CONFIG_WRITE_PROPS(weapon,prop,name)
- MORTAR_SETTINGS(mortar)
- #undef WEP_ADD_CVAR
- #undef WEP_ADD_PROP
+ WEP_CONFIG_SETTINGS(MORTAR_SETTINGS(mortar))
return TRUE;
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), autocvar_g_balance_mortar_reload_ammo, autocvar_g_balance_mortar_reload_time, "weapons/reload.wav"); // WEAPONTODO
+ W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
return TRUE;
}
case WR_SUICIDEMESSAGE: