X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmortar.qc;h=52b8a571a51eb34e0265bf7fb52a3d0676e57a57;hb=da71736a95bbb74a671107ecdeda24f2056ac3e6;hp=cd56bb387e054ea7ece861b3d462534db5f8dd34;hpb=078dd992e6bb1094cfd86148cc4df33e8a62587b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index cd56bb387..52b8a571a 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -15,7 +15,7 @@ void W_Mortar_Grenade_Explode(entity this, entity directhitentity) this.takedamage = DAMAGE_NO; if(this.move_movetype == MOVETYPE_NONE) - this.velocity = this.oldvelocity; + this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); @@ -40,7 +40,7 @@ void W_Mortar_Grenade_Explode2(entity this, entity directhitentity) this.takedamage = DAMAGE_NO; if(this.move_movetype == MOVETYPE_NONE) - this.velocity = this.oldvelocity; + this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); @@ -54,15 +54,15 @@ void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger) void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { - if(this.health <= 0) + if(GetResource(this, RES_HEALTH) <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt - this.health = this.health - damage; + TakeResource(this, RES_HEALTH, damage); - if(this.health <= 0) + if(GetResource(this, RES_HEALTH) <= 0) W_PrepareExplosionByDamage(this, attacker, adaptor_think2use); } @@ -98,7 +98,7 @@ void W_Mortar_Grenade_Touch1(entity this, entity toucher) spamsound(this, CH_SHOTS, SND_GRENADE_STICK, VOL_BASE, ATTN_NORM); // let it stick whereever it is - this.oldvelocity = this.velocity; + this.movedir = this.velocity; // save to this temporary field, will be restored on explosion this.velocity = '0 0 0'; set_movetype(this, MOVETYPE_NONE); // also disables gravity this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO @@ -134,7 +134,7 @@ void W_Mortar_Grenade_Touch2(entity this, entity toucher) spamsound(this, CH_SHOTS, SND_GRENADE_STICK, VOL_BASE, ATTN_NORM); // let it stick whereever it is - this.oldvelocity = this.velocity; + this.movedir = this.velocity; // save to this temporary field, will be restored on explosion this.velocity = '0 0 0'; set_movetype(this, MOVETYPE_NONE); // also disables gravity this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO @@ -151,10 +151,10 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity) { 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_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage), thiswep.m_id); w_shotdir = v_forward; // no TrueAim for grenades please - Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); entity gren = new(grenade); gren.owner = gren.realowner = actor; @@ -164,7 +164,7 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity) gren.bouncefactor = WEP_CVAR(mortar, bouncefactor); gren.bouncestop = WEP_CVAR(mortar, bouncestop); PROJECTILE_MAKETRIGGER(gren); - gren.projectiledeathtype = WEP_MORTAR.m_id; + gren.projectiledeathtype = thiswep.m_id; gren.weaponentity_fld = weaponentity; setorigin(gren, w_shotorg); setsize(gren, '-3 -3 -3', '3 3 3'); @@ -176,7 +176,7 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity) settouch(gren, W_Mortar_Grenade_Touch1); gren.takedamage = DAMAGE_YES; - gren.health = WEP_CVAR_PRI(mortar, health); + SetResourceExplicit(gren, RES_HEALTH, WEP_CVAR_PRI(mortar, health)); gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale); gren.event_damage = W_Mortar_Grenade_Damage; gren.damagedbycontents = true; @@ -203,10 +203,10 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) 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_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage), thiswep.m_id | HITTYPE_SECONDARY); w_shotdir = v_forward; // no TrueAim for grenades please - Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); gren = new(grenade); gren.owner = gren.realowner = actor; @@ -216,7 +216,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) gren.bouncefactor = WEP_CVAR(mortar, bouncefactor); gren.bouncestop = WEP_CVAR(mortar, bouncestop); PROJECTILE_MAKETRIGGER(gren); - gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY; + gren.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY; gren.weaponentity_fld = weaponentity; setorigin(gren, w_shotorg); setsize(gren, '-3 -3 -3', '3 3 3'); @@ -227,7 +227,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) settouch(gren, W_Mortar_Grenade_Touch2); gren.takedamage = DAMAGE_YES; - gren.health = WEP_CVAR_SEC(mortar, health); + SetResourceExplicit(gren, RES_HEALTH, WEP_CVAR_SEC(mortar, health)); gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale); gren.event_damage = W_Mortar_Grenade_Damage; gren.damagedbycontents = true; @@ -256,7 +256,7 @@ METHOD(Mortar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) PHYS_INPUT_BUTTON_ATCK2(actor) = false; if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH { - if(bot_aim(actor, weaponentity, 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, true)) { PHYS_INPUT_BUTTON_ATCK(actor) = true; if(random() < 0.01) actor.bot_secondary_grenademooth = 1; @@ -264,7 +264,7 @@ METHOD(Mortar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) } else { - if(bot_aim(actor, weaponentity, 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, true)) { PHYS_INPUT_BUTTON_ATCK2(actor) = true; if(random() < 0.02) actor.bot_secondary_grenademooth = 0; @@ -324,14 +324,14 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity } METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(mortar, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(mortar, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(mortar, ammo); return ammo_amount; } METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(mortar, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(mortar, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(mortar, ammo); return ammo_amount; } METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))