-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ MORTAR,
/* function */ W_Mortar,
.float gl_detonate_later;
.float gl_bouncecnt;
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_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)
}
-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)
return;
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);
- pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
+ Send_Effect("hagar_bounce", self.origin, self.velocity, 1);
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
}
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);
- pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
+ Send_Effect("hagar_bounce", self.origin, self.velocity, 1);
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
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);
+ Send_Effect("grenadelauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
gren = spawn();
gren.owner = gren.realowner = self;
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');
else
CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
- other = gren; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
void W_Mortar_Attack2(void)
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);
+ Send_Effect("grenadelauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
gren = spawn();
gren.owner = gren.realowner = self;
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');
else
CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
- other = gren; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
.float bot_secondary_grenademooth;
-float W_Mortar(float req)
+bool W_Mortar(int req)
{
entity nade;
float nadefound;
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:
}
#endif
#ifdef CSQC
-float W_Mortar(float req)
+bool W_Mortar(int req)
{
switch(req)
{