/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
/* rating */ BOT_PICKUP_RATING_HIGH,
/* color */ '0.75 1 0',
-/* model */ "minelayer",
+/* modelname */ "minelayer",
+/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairminelayer 0.9",
+/* wepimg */ "weaponminelayer",
/* refname */ "minelayer",
/* wepname */ _("Mine Layer")
);
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, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think (void);
+void W_MineLayer_Think(void);
.float minelayer_detonate, mine_explodeanyway;
.float mine_time;
.vector mine_orientation;
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
+void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
-void W_MineLayer_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
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;
SetMovetypeFollow(self, to);
}
-void W_MineLayer_Explode()
+void W_MineLayer_Explode(void)
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
- 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);
+ 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;
self = oldself;
}
self.realowner.minelayer_mines -= 1;
- remove (self);
+ remove(self);
}
-void W_MineLayer_DoRemoteExplode ()
+void W_MineLayer_DoRemoteExplode(void)
{
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
self.velocity = self.mine_orientation; // particle fx and decals need .velocity
- 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);
+ 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;
self = oldself;
}
self.realowner.minelayer_mines -= 1;
- remove (self);
+ remove(self);
}
-void W_MineLayer_RemoteExplode ()
+void W_MineLayer_RemoteExplode(void)
{
if(self.realowner.deadflag == DEAD_NO)
if((self.spawnshieldtime >= 0)
}
}
-void W_MineLayer_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(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
W_MineLayer_Explode();
}
-float W_MineLayer_Count(entity e)
+int W_MineLayer_Count(entity e)
{
- float minecount = 0;
+ int minecount = 0;
entity mine;
for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
minecount += 1;
return minecount;
}
-void W_MineLayer_Think (void)
+void W_MineLayer_Think(void)
{
entity head;
self.movetype = MOVETYPE_NONE;
}
}
-
+
// 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(WEP_CVAR(minelayer, lifetime_countdown) > 0)
- spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+ 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;
head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
while(head)
{
- if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
+ 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);
+ spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
self.mine_time = time + WEP_CVAR(minelayer, time);
}
head = head.chain;
}
// remote detonation
- if (self.realowner.weapon == WEP_MINE_LAYER)
- if (self.realowner.deadflag == DEAD_NO)
- if (self.minelayer_detonate)
+ if(self.realowner.weapon == WEP_MINE_LAYER)
+ if(self.realowner.deadflag == DEAD_NO)
+ if(self.minelayer_detonate)
W_MineLayer_RemoteExplode();
}
-void W_MineLayer_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?
}
}
-void W_MineLayer_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int 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)
+
+ if(self.health <= 0)
W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
}
-void W_MineLayer_Attack()
+void W_MineLayer_Attack(void)
{
entity mine;
entity flash;
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(WEP_CVAR(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(WEP_CVAR(minelayer, ammo));
- W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(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);
else
mine.spawnshieldtime = -1;
mine.classname = "mine";
- mine.bot_dodge = TRUE;
+ 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 = WEP_CVAR(minelayer, damageforcescale);
mine.health = WEP_CVAR(minelayer, health);
mine.event_damage = W_MineLayer_Damage;
- mine.damagedbycontents = TRUE;
+ 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
+ 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.angles = vectoangles(mine.velocity);
mine.touch = W_MineLayer_Touch;
mine.think = W_MineLayer_Think;
mine.nextthink = time;
- mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(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');
// common properties
other = mine; MUTATOR_CALLHOOK(EditProjectile);
-
+
self.minelayer_mines = W_MineLayer_Count(self);
}
{
if(!mine.minelayer_detonate)
{
- mine.minelayer_detonate = TRUE;
+ mine.minelayer_detonate = true;
minfound = 1;
}
}
return minfound;
}
-float W_MineLayer(float req)
+bool W_MineLayer(int req)
{
entity mine;
float ammo_amount;
{
// aim and decide to fire if appropriate
if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
- self.BUTTON_ATCK = FALSE;
+ self.BUTTON_ATCK = false;
else
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(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
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;
}
}
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{
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");
}
}
// 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 < WEP_CVAR(minelayer, ammo)) // forced reload
{
// not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(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, WEP_CVAR(minelayer, refire)))
{
}
}
- if (self.BUTTON_ATCK2)
+ if(self.BUTTON_ATCK2)
{
- if(W_MineLayer_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");
- MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- 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.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_MineLayer_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;
+ 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(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_MINELAYER_MURDER;
}
}
- return TRUE;
+ return false;
}
#endif
#ifdef CSQC
-float W_MineLayer(float req)
+bool W_MineLayer(int req)
{
switch(req)
{
pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
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 false;
}
}
- return TRUE;
+ return false;
}
#endif
#endif