Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- gren = spawn();
+ gren = new(grenade);
gren.owner = gren.realowner = self;
- gren.classname = "grenade";
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
gren.movetype = MOVETYPE_BOUNCE;
Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- gren = spawn();
+ gren = new(grenade);
gren.owner = gren.realowner = self;
- gren.classname = "grenade";
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
gren.movetype = MOVETYPE_BOUNCE;
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;
*/
- METHOD(Mortar, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ 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
Weapon w = get_weaponinfo(actor.weapon);
w.wr_reload(w);
- } else if(fire1)
+ } else if(fire & 1)
{
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(mortar, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
{
W_Mortar_Attack(thiswep);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
}
}
- else if(fire2)
+ else if(fire & 2)
{
if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
{
if(nadefound)
sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
}
- else if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(mortar, refire)))
+ else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
{
W_Mortar_Attack2(thiswep);
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
}
}
}
{
vector org2;
org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1);
+ pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
}