);
#define MORTAR_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, ammo) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, animtime) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_NONE, bouncefactor) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_NONE, bouncestop) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, damage) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, damageforcescale) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, edgedamage) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, force) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, health) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, lifetime) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_SEC, lifetime_bounce) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, lifetime_stick) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, radius) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, refire) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_PRI, remote_minbouncecnt) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, speed) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, speed_up) \
- w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, type) \
- w_prop(WEP_GRENADE_LAUNCHER, mortar, reloading_ammo, reload_ammo) \
- w_prop(WEP_GRENADE_LAUNCHER, mortar, reloading_time, reload_time) \
- w_prop(WEP_GRENADE_LAUNCHER, mortar, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_GRENADE_LAUNCHER, mortar, switchdelay_drop, switchdelay_drop)
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, ammo) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, animtime) \
+ w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncefactor) \
+ w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncestop) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, damage) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, damageforcescale) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, edgedamage) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, force) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, health) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime) \
+ w_cvar(WEP_MORTAR, mortar, MO_SEC, lifetime_bounce) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime_stick) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, radius) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, refire) \
+ w_cvar(WEP_MORTAR, mortar, MO_PRI, remote_minbouncecnt) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_up) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, type) \
+ w_prop(WEP_MORTAR, mortar, reloading_ammo, reload_ammo) \
+ w_prop(WEP_MORTAR, mortar, reloading_time, reload_time) \
+ w_prop(WEP_MORTAR, mortar, switchdelay_raise, switchdelay_raise) \
+ w_prop(WEP_MORTAR, mortar, switchdelay_drop, switchdelay_drop)
#ifdef SVQC
MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
+ gren.projectiledeathtype = WEP_MORTAR;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
+ gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
void spawnfunc_weapon_grenadelauncher (void)
{
- weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
+ weapon_defaultspawnfunc(WEP_MORTAR);
}
.float bot_secondary_grenademooth;
case WR_CHECKAMMO1:
{
ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
- ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= WEP_CVAR_PRI(mortar, ammo);
+ ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
{
ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
- ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= WEP_CVAR_SEC(mortar, ammo);
+ ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
return ammo_amount;
}
case WR_CONFIG: