X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_minelayer.qc;h=b410898d552c13e92d86ae731e5967871012e9fe;hb=845401fd312c66c059aaee1772ac5d79555ab4fc;hp=f1af7885c934a8575b3455d2541b3dc9ab3586f8;hpb=036ae8fdbc2cfad6331dbc249e6fa3c29e6f9b29;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_minelayer.qc b/qcsrc/common/weapons/w_minelayer.qc index f1af7885c..b410898d5 100644 --- a/qcsrc/common/weapons/w_minelayer.qc +++ b/qcsrc/common/weapons/w_minelayer.qc @@ -1,30 +1,66 @@ #ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ MINE_LAYER, -/* function */ w_minelayer, -/* ammotype */ IT_ROCKETS, +/* function */ W_MineLayer, +/* ammotype */ ammo_rockets, /* impulse */ 4, /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_HIGH, -/* model */ "minelayer", -/* shortname */ "minelayer", -/* fullname */ _("Mine Layer") +/* color */ '0.75 1 0', +/* modelname */ "minelayer", +/* simplemdl */ "foobar", +/* crosshair */ "gfx/crosshairminelayer 0.9", +/* wepimg */ "weaponminelayer", +/* refname */ "minelayer", +/* wepname */ _("Mine Layer") ); -#else + +#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer) +#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ + w_cvar(id, sn, NONE, ammo) \ + w_cvar(id, sn, NONE, animtime) \ + w_cvar(id, sn, NONE, damage) \ + w_cvar(id, sn, NONE, damageforcescale) \ + w_cvar(id, sn, NONE, detonatedelay) \ + w_cvar(id, sn, NONE, edgedamage) \ + w_cvar(id, sn, NONE, force) \ + w_cvar(id, sn, NONE, health) \ + w_cvar(id, sn, NONE, lifetime) \ + w_cvar(id, sn, NONE, lifetime_countdown) \ + w_cvar(id, sn, NONE, limit) \ + w_cvar(id, sn, NONE, protection) \ + w_cvar(id, sn, NONE, proximityradius) \ + w_cvar(id, sn, NONE, radius) \ + w_cvar(id, sn, NONE, refire) \ + w_cvar(id, sn, NONE, remote_damage) \ + w_cvar(id, sn, NONE, remote_edgedamage) \ + w_cvar(id, sn, NONE, remote_force) \ + w_cvar(id, sn, NONE, remote_radius) \ + w_cvar(id, sn, NONE, speed) \ + w_cvar(id, sn, NONE, time) \ + w_prop(id, sn, float, reloading_ammo, reload_ammo) \ + w_prop(id, sn, float, reloading_time, reload_time) \ + w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ + w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ + w_prop(id, sn, string, weaponreplace, weaponreplace) \ + w_prop(id, sn, float, weaponstart, weaponstart) \ + w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ + w_prop(id, sn, float, weaponthrowable, weaponthrowable) + #ifdef SVQC -void W_Mine_Think (void); +MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) +void W_MineLayer_Think(void); .float minelayer_detonate, mine_explodeanyway; .float mine_time; .vector mine_orientation; +#endif +#else +#ifdef SVQC +void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); } -void spawnfunc_weapon_minelayer (void) -{ - weapon_defaultspawnfunc(WEP_MINE_LAYER); -} - -void W_Mine_Stick (entity to) +void W_MineLayer_Stick(entity to) { - spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile @@ -49,7 +85,7 @@ void W_Mine_Stick (entity to) newmine.health = self.health; newmine.event_damage = self.event_damage; newmine.spawnshieldtime = self.spawnshieldtime; - newmine.damagedbycontents = TRUE; + newmine.damagedbycontents = true; newmine.movetype = MOVETYPE_NONE; // lock the mine in place newmine.projectiledeathtype = self.projectiledeathtype; @@ -57,7 +93,7 @@ void W_Mine_Stick (entity to) newmine.mine_time = self.mine_time; newmine.touch = func_null; - newmine.think = W_Mine_Think; + newmine.think = W_MineLayer_Think; newmine.nextthink = time; newmine.cnt = self.cnt; newmine.flags = self.flags; @@ -69,11 +105,11 @@ void W_Mine_Stick (entity to) SetMovetypeFollow(self, to); } -void W_Mine_Explode () +void W_MineLayer_Explode(void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) - if(IsDifferentTeam(self.realowner, other)) + if(DIFF_TEAM(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); @@ -81,14 +117,14 @@ void W_Mine_Explode () self.event_damage = func_null; self.takedamage = DAMAGE_NO; - RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other); - if (self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; - if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) + if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; @@ -97,10 +133,10 @@ void W_Mine_Explode () self = oldself; } self.realowner.minelayer_mines -= 1; - remove (self); + remove(self); } -void W_Mine_DoRemoteExplode () +void W_MineLayer_DoRemoteExplode(void) { self.event_damage = func_null; self.takedamage = DAMAGE_NO; @@ -108,14 +144,14 @@ void W_Mine_DoRemoteExplode () if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) self.velocity = self.mine_orientation; // particle fx and decals need .velocity - RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world); + RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world); - if (self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; - if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) + if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; @@ -124,41 +160,41 @@ void W_Mine_DoRemoteExplode () self = oldself; } self.realowner.minelayer_mines -= 1; - remove (self); + remove(self); } -void W_Mine_RemoteExplode () +void W_MineLayer_RemoteExplode(void) { if(self.realowner.deadflag == DEAD_NO) if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer - : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device + : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device ) { - W_Mine_DoRemoteExplode(); + W_MineLayer_DoRemoteExplode(); } } -void W_Mine_ProximityExplode () +void W_MineLayer_ProximityExplode(void) { // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance - if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0) + if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0) { entity head; - head = findradius(self.origin, autocvar_g_balance_minelayer_radius); + head = findradius(self.origin, WEP_CVAR(minelayer, radius)); while(head) { - if(head == self.realowner || !IsDifferentTeam(head, self.realowner)) + if(head == self.realowner || SAME_TEAM(head, self.realowner)) return; head = head.chain; } } self.mine_time = 0; - W_Mine_Explode(); + W_MineLayer_Explode(); } -float W_Mine_Count(entity e) +float W_MineLayer_Count(entity e) { float minecount = 0; entity mine; @@ -168,7 +204,7 @@ float W_Mine_Count(entity e) return minecount; } -void W_Mine_Think (void) +void W_MineLayer_Think(void) { entity head; @@ -185,34 +221,34 @@ void W_Mine_Think (void) // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this // TODO: replace this mine_trigger.wav sound with a real countdown - if ((time > self.cnt) && (!self.mine_time)) + if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0)) { - if(autocvar_g_balance_minelayer_lifetime_countdown > 0) - spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); - self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown; + if(WEP_CVAR(minelayer, lifetime_countdown) > 0) + spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); + self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown); self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. } // a player's mines shall explode if he disconnects or dies // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams? - if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO) + if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; - W_Mine_Explode(); + W_MineLayer_Explode(); return; } // set the mine for detonation when a foe gets close enough - head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius); + head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius)); while(head) { - if(IS_PLAYER(head) && head.deadflag == DEAD_NO) - if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates + if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen) + if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates if(!self.mine_time) { - spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); - self.mine_time = time + autocvar_g_balance_minelayer_time; + spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); + self.mine_time = time + WEP_CVAR(minelayer, time); } head = head.chain; } @@ -220,18 +256,18 @@ void W_Mine_Think (void) // explode if it's time to if(self.mine_time && time >= self.mine_time) { - W_Mine_ProximityExplode(); + W_MineLayer_ProximityExplode(); return; } // remote detonation - if (self.realowner.weapon == WEP_MINE_LAYER) - if (self.realowner.deadflag == DEAD_NO) - if (self.minelayer_detonate) - W_Mine_RemoteExplode(); + if(self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.deadflag == DEAD_NO) + if(self.minelayer_detonate) + W_MineLayer_RemoteExplode(); } -void W_Mine_Touch (void) +void W_MineLayer_Touch(void) { if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) return; // we're already a stuck mine, why do we get called? TODO does this even happen? @@ -250,87 +286,89 @@ void W_Mine_Touch (void) } else { - W_Mine_Stick(other); + W_MineLayer_Stick(other); } } -void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; float is_from_enemy = (inflictor.realowner != self.realowner); - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) + if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); - if (self.health <= 0) - W_PrepareExplosionByDamage(attacker, W_Mine_Explode); + if(self.health <= 0) + W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode); } -void W_Mine_Attack (void) +void W_MineLayer_Attack(void) { entity mine; entity flash; // scan how many mines we placed, and return if we reached our limit - if(autocvar_g_balance_minelayer_limit) + if(WEP_CVAR(minelayer, limit)) { - if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit) + if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) { // the refire delay keeps this message from being spammed - sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") ); + Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit)); play2(self, "weapons/unavailable.wav"); return; } } - W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo); + W_DecreaseAmmo(WEP_CVAR(minelayer, ammo)); - W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage); + W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage)); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); mine = WarpZone_RefSys_SpawnSameRefSys(self); mine.owner = mine.realowner = self; - if(autocvar_g_balance_minelayer_detonatedelay >= 0) - mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay; + if(WEP_CVAR(minelayer, detonatedelay) >= 0) + mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay); else mine.spawnshieldtime = -1; mine.classname = "mine"; - mine.bot_dodge = TRUE; - mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous + mine.bot_dodge = true; + mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous mine.takedamage = DAMAGE_YES; - mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale; - mine.health = autocvar_g_balance_minelayer_health; - mine.event_damage = W_Mine_Damage; - mine.damagedbycontents = TRUE; + mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale); + mine.health = WEP_CVAR(minelayer, health); + mine.event_damage = W_MineLayer_Damage; + mine.damagedbycontents = true; mine.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(mine); mine.projectiledeathtype = WEP_MINE_LAYER; - setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot + setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot - setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point - W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0); - mine.angles = vectoangles (mine.velocity); + setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point + W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0); + mine.angles = vectoangles(mine.velocity); - mine.touch = W_Mine_Touch; - mine.think = W_Mine_Think; + mine.touch = W_MineLayer_Touch; + mine.think = W_MineLayer_Think; mine.nextthink = time; - mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown); + mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown)); mine.flags = FL_PROJECTILE; mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY; - CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE); + if(mine.cnt > 0) { mine.cnt += time; } + + CSQCProjectile(mine, true, PROJECTILE_MINE, true); // muzzle flash for 1st person view - flash = spawn (); - setmodel (flash, "models/flash.md3"); // precision set below - SUB_SetFade (flash, time, 0.1); + flash = spawn(); + setmodel(flash, "models/flash.md3"); // precision set below + SUB_SetFade(flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); @@ -338,10 +376,10 @@ void W_Mine_Attack (void) other = mine; MUTATOR_CALLHOOK(EditProjectile); - self.minelayer_mines = W_Mine_Count(self); + self.minelayer_mines = W_MineLayer_Count(self); } -float W_PlacedMines(float detonate) +float W_MineLayer_PlacedMines(float detonate) { entity mine; float minfound = 0; @@ -352,7 +390,7 @@ float W_PlacedMines(float detonate) { if(!mine.minelayer_detonate) { - mine.minelayer_detonate = TRUE; + mine.minelayer_detonate = true; minfound = 1; } } @@ -362,7 +400,7 @@ float W_PlacedMines(float detonate) return minfound; } -float w_minelayer(float req) +float W_MineLayer(float req) { entity mine; float ammo_amount; @@ -371,43 +409,43 @@ float w_minelayer(float req) case WR_AIM: { // aim and decide to fire if appropriate - if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit) - self.BUTTON_ATCK = FALSE; + if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) + self.BUTTON_ATCK = false; else - self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE); + self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false); if(skill >= 2) // skill 0 and 1 bots won't detonate mines! { // decide whether to detonate mines entity targetlist, targ; float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; float selfdamage, teamdamage, enemydamage; - edgedamage = autocvar_g_balance_minelayer_edgedamage; - coredamage = autocvar_g_balance_minelayer_damage; - edgeradius = autocvar_g_balance_minelayer_radius; + edgedamage = WEP_CVAR(minelayer, edgedamage); + coredamage = WEP_CVAR(minelayer, damage); + edgeradius = WEP_CVAR(minelayer, radius); recipricoledgeradius = 1 / edgeradius; selfdamage = 0; teamdamage = 0; enemydamage = 0; - targetlist = findchainfloat(bot_attack, TRUE); + targetlist = findchainfloat(bot_attack, true); mine = find(world, classname, "mine"); - while (mine) + while(mine) { - if (mine.realowner != self) + if(mine.realowner != self) { mine = find(mine, classname, "mine"); continue; } targ = targetlist; - while (targ) + while(targ) { d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target - if (targ == self) + if(targ == self) selfdamage = selfdamage + d; - else if (targ.team == self.team && teamplay) + else if(targ.team == self.team && teamplay) teamdamage = teamdamage + d; - else if (bot_shouldattack(targ)) + else if(bot_shouldattack(targ)) enemydamage = enemydamage + d; targ = targ.chain; } @@ -415,30 +453,30 @@ float w_minelayer(float req) } float desirabledamage; desirabledamage = enemydamage; - if (time > self.invincible_finished && time > self.spawnshieldtime) + if(time > self.invincible_finished && time > self.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; - if (teamplay && self.team) + if(teamplay && self.team) desirabledamage = desirabledamage - teamdamage; mine = find(world, classname, "mine"); - while (mine) + while(mine) { - if (mine.realowner != self) + if(mine.realowner != self) { mine = find(mine, classname, "mine"); continue; } makevectors(mine.v_angle); targ = targetlist; - if (skill > 9) // normal players only do this for the target they are tracking + if(skill > 9) // normal players only do this for the target they are tracking { targ = targetlist; - while (targ) + while(targ) { - if ( + if( (v_forward * normalize(mine.origin - targ.origin)< 0.1) && desirabledamage > 0.1*coredamage - )self.BUTTON_ATCK2 = TRUE; + )self.BUTTON_ATCK2 = true; targ = targ.chain; } }else{ @@ -449,7 +487,7 @@ float w_minelayer(float req) if(IS_PLAYER(self.enemy)) if(desirabledamage >= 0.1*coredamage) if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) - self.BUTTON_ATCK2 = TRUE; + self.BUTTON_ATCK2 = true; // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); } @@ -457,88 +495,88 @@ float w_minelayer(float req) } // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! - if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events - self.BUTTON_ATCK2 = TRUE; - if ((skill > 6.5) && (selfdamage > self.health)) - self.BUTTON_ATCK2 = FALSE; - //if(self.BUTTON_ATCK2 == TRUE) + if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events + self.BUTTON_ATCK2 = true; + if((skill > 6.5) && (selfdamage > self.health)) + self.BUTTON_ATCK2 = false; + //if(self.BUTTON_ATCK2 == true) // dprint(ftos(desirabledamage),"\n"); - if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; + if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false; } - return TRUE; + return true; } case WR_THINK: { - if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload + if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload { // not if we're holding the minelayer without enough ammo, but can detonate existing mines - if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo) + if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) WEP_ACTION(self.weapon, WR_RELOAD); } - else if (self.BUTTON_ATCK) + else if(self.BUTTON_ATCK) { - if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire)) + if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire))) { - W_Mine_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready); + W_MineLayer_Attack(); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready); } } - if (self.BUTTON_ATCK2) + if(self.BUTTON_ATCK2) { - if(W_PlacedMines(TRUE)) - sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); + if(W_MineLayer_PlacedMines(true)) + sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); } - return TRUE; + return true; } case WR_INIT: { - precache_model ("models/flash.md3"); - precache_model ("models/mine.md3"); - precache_model ("models/weapons/g_minelayer.md3"); - precache_model ("models/weapons/v_minelayer.md3"); - precache_model ("models/weapons/h_minelayer.iqm"); - precache_sound ("weapons/mine_det.wav"); - precache_sound ("weapons/mine_fire.wav"); - precache_sound ("weapons/mine_stick.wav"); - precache_sound ("weapons/mine_trigger.wav"); - return TRUE; - } - case WR_SETUP: - { - weapon_setup(WEP_MINE_LAYER); - self.current_ammo = ammo_rockets; - return TRUE; + precache_model("models/flash.md3"); + precache_model("models/mine.md3"); + precache_model("models/weapons/g_minelayer.md3"); + precache_model("models/weapons/v_minelayer.md3"); + precache_model("models/weapons/h_minelayer.iqm"); + precache_sound("weapons/mine_det.wav"); + precache_sound("weapons/mine_fire.wav"); + precache_sound("weapons/mine_stick.wav"); + precache_sound("weapons/mine_trigger.wav"); + MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) + return true; } case WR_CHECKAMMO1: { // don't switch while placing a mine - if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) + if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) { - ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo; - ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo; + ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo); + ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo); return ammo_amount; } - return TRUE; + return true; } case WR_CHECKAMMO2: { - if (W_PlacedMines(FALSE)) - return TRUE; + if(W_MineLayer_PlacedMines(false)) + return true; else - return FALSE; + return false; + } + case WR_CONFIG: + { + MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) + return true; } case WR_RESETPLAYER: { self.minelayer_mines = 0; - return TRUE; + return true; } case WR_RELOAD: { - W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav"); - return TRUE; + W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav"); + return true; } case WR_SUICIDEMESSAGE: { @@ -549,11 +587,11 @@ float w_minelayer(float req) return WEAPON_MINELAYER_MURDER; } } - return TRUE; + return false; } #endif #ifdef CSQC -float w_minelayer(float req) +float W_MineLayer(float req) { switch(req) { @@ -565,15 +603,20 @@ float w_minelayer(float req) if(!w_issilent) sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM); - return TRUE; + return true; } case WR_INIT: { precache_sound("weapons/mine_exp.wav"); - return TRUE; + return true; + } + case WR_ZOOMRETICLE: + { + // no weapon specific image for this weapon + return false; } } - return TRUE; + return false; } #endif #endif