spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
-void W_Mortar_Grenade_Explode()
-{SELFPARAM();
+void W_Mortar_Grenade_Explode(entity this)
+{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
+ if(DIFF_TEAM(this.realowner, other))
if(!IS_DEAD(other))
if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+ Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
- if(self.movetype == MOVETYPE_NONE)
- self.velocity = self.oldvelocity;
+ if(this.movetype == MOVETYPE_NONE)
+ this.velocity = this.oldvelocity;
- RadiusDamage(self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, other);
- remove(self);
+ remove(this);
}
void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
{
- WITHSELF(this, W_Mortar_Grenade_Explode());
+ W_Mortar_Grenade_Explode(this);
}
-void W_Mortar_Grenade_Explode2()
-{SELFPARAM();
+void W_Mortar_Grenade_Explode2(entity this)
+{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
+ if(DIFF_TEAM(this.realowner, other))
if(!IS_DEAD(other))
if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+ Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
- if(self.movetype == MOVETYPE_NONE)
- self.velocity = self.oldvelocity;
+ if(this.movetype == MOVETYPE_NONE)
+ this.velocity = this.oldvelocity;
- RadiusDamage(self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, other);
- remove(self);
+ remove(this);
}
void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
{
- WITHSELF(this, W_Mortar_Grenade_Explode2());
+ W_Mortar_Grenade_Explode2(this);
}
void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}
-void W_Mortar_Grenade_Think1()
-{SELFPARAM();
- self.nextthink = time;
- if(time > self.cnt)
+void W_Mortar_Grenade_Think1(entity this)
+{
+ this.nextthink = time;
+ if(time > this.cnt)
{
- other = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Mortar_Grenade_Explode();
+ other = NULL;
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+ W_Mortar_Grenade_Explode(this);
return;
}
- if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
- W_Mortar_Grenade_Explode();
+ if(this.gl_detonate_later && this.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
+ W_Mortar_Grenade_Explode(this);
}
-void W_Mortar_Grenade_Touch1()
-{SELFPARAM();
- PROJECTILE_TOUCH;
+void W_Mortar_Grenade_Touch1(entity this)
+{
+ PROJECTILE_TOUCH(this);
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
this.use(this, NULL, NULL);
}
else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
{
- spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
- Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- self.gl_bouncecnt += 1;
+ spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
+ Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+ this.gl_bouncecnt += 1;
}
else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
- spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
+ spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
- self.oldvelocity = self.velocity;
- self.velocity = '0 0 0';
- self.movetype = MOVETYPE_NONE; // also disables gravity
- self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
- UpdateCSQCProjectile(self);
+ this.oldvelocity = this.velocity;
+ this.velocity = '0 0 0';
+ this.movetype = MOVETYPE_NONE; // also disables gravity
+ this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
+ UpdateCSQCProjectile(this);
// do not respond to any more touches
- self.solid = SOLID_NOT;
+ this.solid = SOLID_NOT;
- self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
+ this.nextthink = min(this.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
}
}
-void W_Mortar_Grenade_Touch2()
-{SELFPARAM();
- PROJECTILE_TOUCH;
+void W_Mortar_Grenade_Touch2(entity this)
+{
+ PROJECTILE_TOUCH(this);
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
this.use(this, NULL, NULL);
}
else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
{
- spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
- Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- self.gl_bouncecnt += 1;
+ spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
+ Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+ this.gl_bouncecnt += 1;
- if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
- self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
+ if(WEP_CVAR_SEC(mortar, lifetime_bounce) && this.gl_bouncecnt == 1)
+ this.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
{
- spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
+ spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
- self.oldvelocity = self.velocity;
- self.velocity = '0 0 0';
- self.movetype = MOVETYPE_NONE; // also disables gravity
- self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
- UpdateCSQCProjectile(self);
+ this.oldvelocity = this.velocity;
+ this.velocity = '0 0 0';
+ this.movetype = MOVETYPE_NONE; // also disables gravity
+ this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
+ UpdateCSQCProjectile(this);
// do not respond to any more touches
- self.solid = SOLID_NOT;
+ this.solid = SOLID_NOT;
- self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
+ this.nextthink = min(this.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
}
}
-void W_Mortar_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Mortar_Attack(Weapon thiswep, entity actor)
+{
entity gren;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo));
- W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+ W_SetupShot_ProjectileSize(actor, '-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);
- gren.owner = gren.realowner = self;
+ gren.owner = gren.realowner = actor;
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
gren.movetype = MOVETYPE_BOUNCE;
gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
gren.nextthink = time;
- gren.think = W_Mortar_Grenade_Think1;
+ setthink(gren, W_Mortar_Grenade_Think1);
gren.use = W_Mortar_Grenade_Explode_use;
- gren.touch = W_Mortar_Grenade_Touch1;
+ settouch(gren, W_Mortar_Grenade_Touch1);
gren.takedamage = DAMAGE_YES;
gren.health = WEP_CVAR_PRI(mortar, health);
else
CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
- MUTATOR_CALLHOOK(EditProjectile, self, gren);
+ MUTATOR_CALLHOOK(EditProjectile, actor, gren);
}
-void W_Mortar_Attack2(Weapon thiswep)
-{SELFPARAM();
+void W_Mortar_Attack2(Weapon thiswep, entity actor)
+{
entity gren;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo));
- W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+ W_SetupShot_ProjectileSize(actor, '-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);
gren = new(grenade);
- gren.owner = gren.realowner = self;
+ gren.owner = gren.realowner = actor;
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
gren.movetype = MOVETYPE_BOUNCE;
setsize(gren, '-3 -3 -3', '3 3 3');
gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
- gren.think = adaptor_think2use_hittype_splash;
+ setthink(gren, adaptor_think2use_hittype_splash);
gren.use = W_Mortar_Grenade_Explode2_use;
- gren.touch = W_Mortar_Grenade_Touch2;
+ settouch(gren, W_Mortar_Grenade_Touch2);
gren.takedamage = DAMAGE_YES;
gren.health = WEP_CVAR_SEC(mortar, health);
else
CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
- MUTATOR_CALLHOOK(EditProjectile, self, gren);
+ MUTATOR_CALLHOOK(EditProjectile, actor, gren);
}
.float bot_secondary_grenademooth;
-METHOD(Mortar, wr_aim, void(entity thiswep))
+METHOD(Mortar, wr_aim, void(entity thiswep, entity actor))
{
- SELFPARAM();
- PHYS_INPUT_BUTTON_ATCK(self) = false;
- PHYS_INPUT_BUTTON_ATCK2(self) = false;
- if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
+ PHYS_INPUT_BUTTON_ATCK(actor) = false;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+ if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
{
- if(bot_aim(self, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
+ if(bot_aim(actor, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
{
- PHYS_INPUT_BUTTON_ATCK(self) = true;
- if(random() < 0.01) self.bot_secondary_grenademooth = 1;
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
+ if(random() < 0.01) actor.bot_secondary_grenademooth = 1;
}
}
else
{
- if(bot_aim(self, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
+ if(bot_aim(actor, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
{
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if(random() < 0.02) self.bot_secondary_grenademooth = 0;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ if(random() < 0.02) actor.bot_secondary_grenademooth = 0;
}
}
}
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
{
- W_Mortar_Attack(thiswep);
+ W_Mortar_Attack(thiswep, actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
}
}
{
bool nadefound = false;
entity nade;
- for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
+ for(nade = NULL; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
{
if(!nade.gl_detonate_later)
{
}
else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
{
- W_Mortar_Attack2(thiswep);
+ W_Mortar_Attack2(thiswep, actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
}
}
}
METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- SELFPARAM();
- W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
+ W_Reload(actor, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
}
METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
{
#endif
#ifdef CSQC
-METHOD(Mortar, wr_impacteffect, void(entity thiswep))
+METHOD(Mortar, wr_impacteffect, void(entity thiswep, entity actor))
{
- SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
+ sound(actor, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
}
#endif