]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_mortar.qc
Merge branches 'TimePath/weaponsys' and 'Mario/modpack'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_mortar.qc
index 3b1dde49e8c3dce85077a8d1f1b6f03e58615264..9e4912a84bfd0fb98d43f5950d4c1e952f8c7dd1 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id  */ MORTAR,
 /* function  */ W_Mortar,
@@ -52,10 +52,11 @@ 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(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)
@@ -99,16 +100,16 @@ void W_Mortar_Grenade_Explode2(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;
-               
+
        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)
                W_PrepareExplosionByDamage(attacker, self.use);
 }
@@ -150,7 +151,7 @@ void W_Mortar_Grenade_Touch1(void)
                        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;
        }
@@ -195,13 +196,13 @@ void W_Mortar_Grenade_Touch2(void)
                        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;
-               
+
                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
        {
@@ -230,7 +231,7 @@ void W_Mortar_Attack(void)
        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;
@@ -241,7 +242,7 @@ void W_Mortar_Attack(void)
        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');
 
@@ -267,7 +268,7 @@ void W_Mortar_Attack(void)
        else
                CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
 
-       other = gren; MUTATOR_CALLHOOK(EditProjectile);
+       MUTATOR_CALLHOOK(EditProjectile, self, gren);
 }
 
 void W_Mortar_Attack2(void)
@@ -279,7 +280,7 @@ 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;
@@ -290,7 +291,7 @@ void W_Mortar_Attack2(void)
        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');
 
@@ -315,11 +316,11 @@ void W_Mortar_Attack2(void)
        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;
@@ -346,7 +347,7 @@ float W_Mortar(float req)
                                        if(random() < 0.02) self.bot_secondary_grenademooth = 0;
                                }
                        }
-                       
+
                        return true;
                }
                /*case WR_CALCINFO:
@@ -357,11 +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;
                        */
@@ -399,7 +400,7 @@ float W_Mortar(float req)
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
                                }
                        }
-                       
+
                        return true;
                }
                case WR_INIT:
@@ -421,13 +422,13 @@ float W_Mortar(float req)
                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:
@@ -459,7 +460,7 @@ float W_Mortar(float req)
 }
 #endif
 #ifdef CSQC
-float W_Mortar(float req)
+bool W_Mortar(int req)
 {
        switch(req)
        {
@@ -470,7 +471,7 @@ 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;
                }
                case WR_INIT: