/* rating */ BOT_PICKUP_RATING_HIGH,
/* color */ '0.75 1 0',
/* modelname */ "minelayer",
-/* simplemdl */ "foobar",
+/* model */ MDL_MINELAYER_ITEM,
/* crosshair */ "gfx/crosshairminelayer 0.9",
/* wepimg */ "weaponminelayer",
/* refname */ "minelayer",
void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
void W_MineLayer_Stick(entity to)
-{
- spamsound(self, CH_SHOTS, W_Sound("mine_stick"), VOL_BASE, ATTN_NORM);
+{SELFPARAM();
+ spamsound(self, CH_SHOTS, SND(MINE_STICK), 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.realowner = self.realowner;
setsize(newmine, '-4 -4 -4', '4 4 4');
setorigin(newmine, self.origin);
- setmodel(newmine, "models/mine.md3");
+ setmodel(newmine, MDL_MINELAYER_MINE);
newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
newmine.mine_orientation = -trace_plane_normal;
newmine.flags = self.flags;
remove(self);
- self = newmine;
+ setself(newmine);
if(to)
SetMovetypeFollow(self, to);
}
void W_MineLayer_Explode(void)
-{
+{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(DIFF_TEAM(self.realowner, other))
if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
{
- entity oldself;
- oldself = self;
- self = self.realowner;
- if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
+ setself(self.realowner);
+ if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
{
self.cnt = WEP_MINE_LAYER.m_id;
ATTACK_FINISHED(self) = time;
self.switchweapon = w_getbestweapon(self);
}
- self = oldself;
+ setself(this);
}
self.realowner.minelayer_mines -= 1;
remove(self);
}
void W_MineLayer_DoRemoteExplode(void)
-{
+{SELFPARAM();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
{
- entity oldself;
- oldself = self;
- self = self.realowner;
- if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
+ setself(self.realowner);
+ if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
{
self.cnt = WEP_MINE_LAYER.m_id;
ATTACK_FINISHED(self) = time;
self.switchweapon = w_getbestweapon(self);
}
- self = oldself;
+ setself(this);
}
self.realowner.minelayer_mines -= 1;
remove(self);
}
void W_MineLayer_RemoteExplode(void)
-{
+{SELFPARAM();
if(self.realowner.deadflag == DEAD_NO)
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
}
void W_MineLayer_ProximityExplode(void)
-{
+{SELFPARAM();
// 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)
{
}
void W_MineLayer_Think(void)
-{
+{SELFPARAM();
entity head;
self.nextthink = time;
if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
{
if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
- spamsound(self, CH_SHOTS, W_Sound("mine_trigger"), VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), 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.
}
if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
if(!self.mine_time)
{
- spamsound(self, CH_SHOTS, W_Sound("mine_trigger"), VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
self.mine_time = time + WEP_CVAR(minelayer, time);
}
head = head.chain;
}
void W_MineLayer_Touch(void)
-{
+{SELFPARAM();
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, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if(self.health <= 0)
return;
}
void W_MineLayer_Attack(void)
-{
+{SELFPARAM();
entity mine;
entity flash;
{
// the refire delay keeps this message from being spammed
Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
- play2(self, W_Sound("unavailable"));
+ play2(self, SND(UNAVAILABLE));
return;
}
}
W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, W_Sound("mine_fire"), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
mine = WarpZone_RefSys_SpawnSameRefSys(self);
// muzzle flash for 1st person view
flash = spawn();
- setmodel(flash, "models/flash.md3"); // precision set below
+ setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
SUB_SetFade(flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
W_AttachToShotorg(flash, '5 0 0');
}
float W_MineLayer_PlacedMines(float detonate)
-{
+{SELFPARAM();
entity mine;
float minfound = 0;
return minfound;
}
-bool W_MineLayer(int req)
-{
+bool W_MineLayer(entity thiswep, int req)
+{SELFPARAM();
entity mine;
float ammo_amount;
switch(req)
{
// 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)))
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
}
else if(self.BUTTON_ATCK)
{
if(self.BUTTON_ATCK2)
{
if(W_MineLayer_PlacedMines(true))
- sound(self, CH_WEAPON_B, W_Sound("mine_det"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
}
return true;
}
case WR_INIT:
{
- precache_model("models/flash.md3");
- precache_model("models/mine.md3");
- precache_model(W_Model("g_minelayer.md3"));
- precache_model(W_Model("v_minelayer.md3"));
- precache_model(W_Model("h_minelayer.iqm"));
- precache_sound(W_Sound("mine_det"));
- precache_sound(W_Sound("mine_fire"));
- precache_sound(W_Sound("mine_stick"));
- precache_sound(W_Sound("mine_trigger"));
MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
}
case WR_RELOAD:
{
- W_Reload(WEP_CVAR(minelayer, ammo), W_Sound("reload"));
+ W_Reload(WEP_CVAR(minelayer, ammo), SND(RELOAD));
return true;
}
case WR_SUICIDEMESSAGE:
}
#endif
#ifdef CSQC
-bool W_MineLayer(int req)
-{
+bool W_MineLayer(entity thiswep, int req)
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT:
org2 = w_org + w_backoff * 12;
pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("mine_exp"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
return true;
}
case WR_INIT:
{
- precache_sound(W_Sound("mine_exp"));
return true;
}
case WR_ZOOMRETICLE: