X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmortar.qc;h=f6b498a8bcd0fb690d18c0772552d9e9cb448d54;hb=7e81470d4e18121c8ea577752929e657c33494e2;hp=61fa98b4b5544df6233fd595973be9e35b957f9e;hpb=67db56b06d6333621dc19ba3b8dcf8976f5acfbb;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index 61fa98b4b..f6b498a8b 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -1,12 +1,13 @@ +#include "mortar.qh" #ifndef IMPLEMENTATION CLASS(Mortar, Weapon) -/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets) -/* impulse */ ATTRIB(Mortar, impulse, int, 4) +/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets); +/* impulse */ ATTRIB(Mortar, impulse, int, 4); /* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); +/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000); /* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0'); /* modelname */ ATTRIB(Mortar, mdl, string, "gl"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM); #endif /* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher"); @@ -150,14 +151,14 @@ void W_Mortar_Grenade_Touch1(entity this, entity toucher) } else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce { - spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM); + 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 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick { - spamsound(this, 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 this.oldvelocity = this.velocity; @@ -182,7 +183,7 @@ void W_Mortar_Grenade_Touch2(entity this, entity toucher) } else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce { - spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM); + 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; @@ -193,7 +194,7 @@ void W_Mortar_Grenade_Touch2(entity this, entity toucher) } else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick { - spamsound(this, 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 this.oldvelocity = this.velocity; @@ -211,7 +212,7 @@ void W_Mortar_Grenade_Touch2(entity this, entity toucher) void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity) { - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-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 @@ -241,12 +242,14 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity) gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale); gren.event_damage = W_Mortar_Grenade_Damage; gren.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, gren); gren.missile_flags = MIF_SPLASH | MIF_ARC; W_SetupProjVelocity_UP_PRI(gren, mortar); gren.angles = vectoangles(gren.velocity); gren.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, gren); + IL_PUSH(g_bot_dodge, gren); if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2) CSQCProjectile(gren, true, PROJECTILE_GRENADE, true); @@ -260,7 +263,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { entity gren; - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-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 @@ -289,12 +292,14 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale); gren.event_damage = W_Mortar_Grenade_Damage; gren.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, gren); gren.missile_flags = MIF_SPLASH | MIF_ARC; W_SetupProjVelocity_UP_SEC(gren, mortar); gren.angles = vectoangles(gren.velocity); gren.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, gren); + IL_PUSH(g_bot_dodge, gren); if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2) CSQCProjectile(gren, true, PROJECTILE_GRENADE, true); @@ -306,13 +311,13 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) .float bot_secondary_grenademooth; -METHOD(Mortar, wr_aim, void(entity thiswep, entity actor)) +METHOD(Mortar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { 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(actor, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true)) + if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true)) { PHYS_INPUT_BUTTON_ATCK(actor) = true; if(random() < 0.01) actor.bot_secondary_grenademooth = 1; @@ -320,7 +325,7 @@ METHOD(Mortar, wr_aim, void(entity thiswep, entity actor)) } else { - if(bot_aim(actor, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true)) + if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true)) { PHYS_INPUT_BUTTON_ATCK2(actor) = true; if(random() < 0.02) actor.bot_secondary_grenademooth = 0; @@ -345,7 +350,7 @@ METHOD(Mortar, wr_aim, void(entity thiswep, entity actor)) */ 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 + if(autocvar_g_balance_mortar_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else if(fire & 1) { @@ -360,15 +365,14 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity if(WEP_CVAR_SEC(mortar, remote_detonateprimary)) { bool nadefound = false; - entity nade; - for(nade = NULL; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor) + IL_EACH(g_projectiles, it.realowner == actor && it.classname == "grenade", { - if(!nade.gl_detonate_later) + if(!it.gl_detonate_later) { - nade.gl_detonate_later = true; + it.gl_detonate_later = true; nadefound = true; } - } + }); if(nadefound) sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); } @@ -379,16 +383,16 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity } } } -METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo); - ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo); return ammo_amount; } -METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo); - ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo); return ammo_amount; } METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))