#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ MORTAR,
-/* function */ W_Mortar,
-/* ammotype */ ammo_rockets,
-/* impulse */ 4,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 0 0',
-/* modelname */ "gl",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
-/* wepimg */ "weapongrenadelauncher",
-/* refname */ "mortar",
-/* wepname */ _("Mortar")
-);
-
-#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
-#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, BOTH, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, NONE, bouncefactor) \
- w_cvar(id, sn, NONE, bouncestop) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, damageforcescale) \
- w_cvar(id, sn, BOTH, edgedamage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, health) \
- w_cvar(id, sn, BOTH, lifetime) \
- w_cvar(id, sn, SEC, lifetime_bounce) \
- w_cvar(id, sn, BOTH, lifetime_stick) \
- w_cvar(id, sn, BOTH, radius) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, SEC, remote_detonateprimary) \
- w_cvar(id, sn, PRI, remote_minbouncecnt) \
- w_cvar(id, sn, BOTH, speed) \
- w_cvar(id, sn, BOTH, speed_up) \
- w_cvar(id, sn, BOTH, speed_z) \
- w_cvar(id, sn, BOTH, spread) \
- w_cvar(id, sn, BOTH, type) \
- 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)
+CLASS(Mortar, Weapon)
+/* 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);
+/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
+/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
+#ifndef MENUQC
+/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
+#endif
+/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
+/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
+/* refname */ ATTRIB(Mortar, netname, string, "mortar");
+/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bouncefactor, float, NONE) \
+ P(class, prefix, bouncestop, float, NONE) \
+ P(class, prefix, damageforcescale, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, health, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, lifetime_bounce, float, SEC) \
+ P(class, prefix, lifetime_stick, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_detonateprimary, float, SEC) \
+ P(class, prefix, remote_minbouncecnt, float, PRI) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, speed_up, float, BOTH) \
+ P(class, prefix, speed_z, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, type, float, BOTH) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Mortar, mortar)
+#undef X
+ENDCLASS(Mortar)
+REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
+
#ifdef SVQC
-MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float gl_detonate_later;
.float gl_bouncecnt;
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
-void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
+spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
+spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
-void W_Mortar_Grenade_Explode(void)
+void W_Mortar_Grenade_Explode()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
+ if(!IS_DEAD(other))
if(IsFlying(other))
Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
remove(self);
}
-void W_Mortar_Grenade_Explode2(void)
+void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_Mortar_Grenade_Explode());
+}
+
+void W_Mortar_Grenade_Explode2()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
+ if(!IS_DEAD(other))
if(IsFlying(other))
Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
remove(self);
}
+void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_Mortar_Grenade_Explode2());
+}
-void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
- if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- self.health = self.health - damage;
+ this.health = this.health - damage;
- if(self.health <= 0)
- W_PrepareExplosionByDamage(attacker, self.use);
+ if(this.health <= 0)
+ W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}
-void W_Mortar_Grenade_Think1(void)
+void W_Mortar_Grenade_Think1()
{SELFPARAM();
self.nextthink = time;
if(time > self.cnt)
W_Mortar_Grenade_Explode();
}
-void W_Mortar_Grenade_Touch1(void)
+void W_Mortar_Grenade_Touch1()
{SELFPARAM();
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
- self.use();
+ this.use(this, NULL, NULL);
}
else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
{
- float r;
- r = random() * 6;
- if(r < 1)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce1"), VOL_BASE, ATTN_NORM);
- else if(r < 2)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce2"), VOL_BASE, ATTN_NORM);
- else if(r < 3)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce3"), VOL_BASE, ATTN_NORM);
- else if(r < 4)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce4"), VOL_BASE, ATTN_NORM);
- else if(r < 5)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce5"), VOL_BASE, ATTN_NORM);
- else
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce6"), VOL_BASE, ATTN_NORM);
+ 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;
}
else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
- spamsound(self, CH_SHOTS, W_Sound("grenade_stick"), VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
self.oldvelocity = self.velocity;
}
}
-void W_Mortar_Grenade_Touch2(void)
+void W_Mortar_Grenade_Touch2()
{SELFPARAM();
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
- self.use();
+ this.use(this, NULL, NULL);
}
else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
{
- float r;
- r = random() * 6;
- if(r < 1)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce1"), VOL_BASE, ATTN_NORM);
- else if(r < 2)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce2"), VOL_BASE, ATTN_NORM);
- else if(r < 3)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce3"), VOL_BASE, ATTN_NORM);
- else if(r < 4)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce4"), VOL_BASE, ATTN_NORM);
- else if(r < 5)
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce5"), VOL_BASE, ATTN_NORM);
- else
- spamsound(self, CH_SHOTS, W_Sound("grenade_bounce6"), VOL_BASE, ATTN_NORM);
+ 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;
}
else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
- spamsound(self, CH_SHOTS, W_Sound("grenade_stick"), VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
self.oldvelocity = self.velocity;
}
}
-void W_Mortar_Attack(void)
+void W_Mortar_Attack(Weapon thiswep)
{SELFPARAM();
entity gren;
- W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo));
- W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, W_Sound("grenade_fire"), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+ W_SetupShot_ProjectileSize(self, '-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 = spawn();
+ gren = new(grenade);
gren.owner = gren.realowner = self;
- gren.classname = "grenade";
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;
- gren.use = W_Mortar_Grenade_Explode;
+ gren.use = W_Mortar_Grenade_Explode_use;
gren.touch = W_Mortar_Grenade_Touch1;
gren.takedamage = DAMAGE_YES;
MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
-void W_Mortar_Attack2(void)
+void W_Mortar_Attack2(Weapon thiswep)
{SELFPARAM();
entity gren;
- W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo));
- W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, W_Sound("grenade_fire"), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+ W_SetupShot_ProjectileSize(self, '-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 = spawn();
+ gren = new(grenade);
gren.owner = gren.realowner = self;
- gren.classname = "grenade";
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
gren.movetype = MOVETYPE_BOUNCE;
gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
gren.think = adaptor_think2use_hittype_splash;
- gren.use = W_Mortar_Grenade_Explode2;
+ gren.use = W_Mortar_Grenade_Explode2_use;
gren.touch = W_Mortar_Grenade_Touch2;
gren.takedamage = DAMAGE_YES;
}
.float bot_secondary_grenademooth;
-bool W_Mortar(int req)
-{SELFPARAM();
- entity nade;
- float nadefound;
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
- {
- self.BUTTON_ATCK = false;
- self.BUTTON_ATCK2 = false;
- if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
- {
- if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
- {
- self.BUTTON_ATCK = true;
- if(random() < 0.01) self.bot_secondary_grenademooth = 1;
- }
- }
- else
- {
- if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
- {
- self.BUTTON_ATCK2 = true;
- if(random() < 0.02) self.bot_secondary_grenademooth = 0;
- }
- }
-
- return true;
- }
- /*case WR_CALCINFO:
- {
- wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
- wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
- wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
-
- // for the range calculation, closer to 1 is better
- wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
- wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
-
- wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
- wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
-
- wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
- wepinfo_ter_dps = 0;
- */
- case WR_THINK:
- {
- if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(self.BUTTON_ATCK)
- {
- if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
- {
- W_Mortar_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
- }
- }
- else if(self.BUTTON_ATCK2)
- {
- if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
- {
- nadefound = 0;
- for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
- {
- if(!nade.gl_detonate_later)
- {
- nade.gl_detonate_later = true;
- nadefound = 1;
- }
- }
- if(nadefound)
- sound(self, CH_WEAPON_B, W_Sound("rocket_det"), VOL_BASE, ATTN_NORM);
- }
- else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
- {
- W_Mortar_Attack2();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
- }
- }
-
- return true;
- }
- case WR_INIT:
- {
- precache_model(W_Model("g_gl.md3"));
- precache_model(W_Model("v_gl.md3"));
- precache_model(W_Model("h_gl.iqm"));
- precache_sound(W_Sound("grenade_bounce1"));
- precache_sound(W_Sound("grenade_bounce2"));
- precache_sound(W_Sound("grenade_bounce3"));
- precache_sound(W_Sound("grenade_bounce4"));
- precache_sound(W_Sound("grenade_bounce5"));
- precache_sound(W_Sound("grenade_bounce6"));
- precache_sound(W_Sound("grenade_stick"));
- precache_sound(W_Sound("grenade_fire"));
- MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
- }
- case WR_CHECKAMMO1:
- {
- ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
- ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
- return ammo_amount;
- }
- case WR_CHECKAMMO2:
- {
- ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
- ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
- return ammo_amount;
- }
- case WR_CONFIG:
- {
- MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
- }
- case WR_RELOAD:
- {
- W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), W_Sound("reload")); // WEAPONTODO
- return true;
- }
- case WR_SUICIDEMESSAGE:
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_MORTAR_SUICIDE_BOUNCE;
- else
- return WEAPON_MORTAR_SUICIDE_EXPLODE;
- }
- case WR_KILLMESSAGE:
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_MORTAR_MURDER_BOUNCE;
- else
- return WEAPON_MORTAR_MURDER_EXPLODE;
- }
- }
- return false;
+
+METHOD(Mortar, wr_aim, void(entity thiswep))
+{
+ 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
+ {
+ if(bot_aim(self, 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;
+ }
+ }
+ else
+ {
+ if(bot_aim(self, 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;
+ }
+ }
+}
+/*case WR_CALCINFO:
+{
+ wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
+ wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
+ wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
+
+ // for the range calculation, closer to 1 is better
+ wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
+ wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
+
+ wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
+ wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
+
+ wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
+ wepinfo_ter_dps = 0;
+ */
+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
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
+ {
+ W_Mortar_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
+ }
+ }
+ else if(fire & 2)
+ {
+ if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
+ {
+ bool nadefound = false;
+ entity nade;
+ for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
+ {
+ if(!nade.gl_detonate_later)
+ {
+ nade.gl_detonate_later = true;
+ nadefound = true;
+ }
+ }
+ if(nadefound)
+ sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
+ }
+ else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
+ {
+ W_Mortar_Attack2(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
+ }
+ }
}
+METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
+{
+ SELFPARAM();
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
+ ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
+ return ammo_amount;
+}
+METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
+{
+ SELFPARAM();
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
+ ammo_amount += self.(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))
+{
+ SELFPARAM();
+ W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
+}
+METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_MORTAR_SUICIDE_BOUNCE;
+ else
+ return WEAPON_MORTAR_SUICIDE_EXPLODE;
+}
+METHOD(Mortar, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_MORTAR_MURDER_BOUNCE;
+ else
+ return WEAPON_MORTAR_MURDER_EXPLODE;
+}
+
#endif
#ifdef CSQC
-bool W_Mortar(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("grenade_impact"), VOL_BASE, ATTN_NORM);
-
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("grenade_impact"));
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
+
+METHOD(Mortar, wr_impacteffect, void(entity thiswep))
+{
+ 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);
}
+
#endif
#endif