#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ ARC,
-/* function */ w_arc,
-/* ammotype */ IT_CELLS,
-/* impulse */ 5,
-/* flags */ WEP_FLAG_NORMAL,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* model */ "arc",
-/* shortname */ "arc",
-/* fullname */ _("Arc")
+/* WEP_##id */ ARC,
+/* function */ w_arc,
+/* ammotype */ ammo_cells,
+/* impulse */ 3,
+/* flags */ WEP_FLAG_NORMAL,
+/* rating */ BOT_PICKUP_RATING_HIGH,
+/* model */ "arc",
+/* netname */ "arc",
+/* fullname */ _("Arc")
);
-#define ARC_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
- WEP_ADD_CVAR(weapon, MO_PRI, animtime) \
- WEP_ADD_CVAR(weapon, MO_PRI, damage) \
- WEP_ADD_CVAR(weapon, MO_PRI, falloff_halflifedist) \
- WEP_ADD_CVAR(weapon, MO_PRI, falloff_maxdist) \
- WEP_ADD_CVAR(weapon, MO_PRI, falloff_mindist) \
- WEP_ADD_CVAR(weapon, MO_PRI, force) \
- WEP_ADD_CVAR(weapon, MO_PRI, range) \
- WEP_ADD_CVAR(weapon, MO_PRI, refire) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
+#define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, PRI, animtime) \
+ w_cvar(id, sn, PRI, damage) \
+ w_cvar(id, sn, PRI, falloff_halflifedist) \
+ w_cvar(id, sn, PRI, falloff_maxdist) \
+ w_cvar(id, sn, PRI, falloff_mindist) \
+ w_cvar(id, sn, PRI, force) \
+ w_cvar(id, sn, PRI, range) \
+ w_cvar(id, sn, PRI, refire) \
+ 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)
#ifndef MENUQC
vector arc_shotorigin[4];
#endif
#ifdef SVQC
-ARC_SETTINGS(arc)
+ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
void ArcInit();
.vector hook_start, hook_end; // used for beam
.entity arc_beam; // used for beam
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_arc (void) // should this really be here?
-{
- weapon_defaultspawnfunc(WEP_ARC);
-}
+void spawnfunc_weapon_arc() { weapon_defaultspawnfunc(WEP_ARC); }
float W_Arc_Beam_Send(entity to, float sf)
{
float dt, f;
dt = frametime;
- if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
{
if(WEP_CVAR_PRI(arc, ammo))
{
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_model ("models/weapons/g_arc.md3");
precache_model ("models/weapons/v_arc.md3");
//precache_sound ("weapons/W_Arc_Beam_fire.wav");
return TRUE;
}
- case WR_SETUP:
- {
- weapon_setup(WEP_ARC);
- return TRUE;
- }
case WR_CHECKAMMO1:
{
return !WEP_CVAR_PRI(arc, ammo) || (self.ammo_cells > 0);
{
return self.ammo_cells >= WEP_CVAR_SEC(arc, ammo);
}
+ case WR_CONFIG:
+ {
+ ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
case WR_KILLMESSAGE:
{
if(w_deathtype & HITTYPE_SECONDARY)
void ArcInit()
{
- weapon_action(WEP_ARC, WR_PRECACHE);
+ WEP_ACTION(WEP_ARC, WR_INIT);
arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
-
- #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
- #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_ARC).##prop = autocvar_g_balance_##weapon##_##name;
- ARC_SETTINGS(arc)
- #undef WEP_ADD_CVAR
- #undef WEP_ADD_PROP
+ ARC_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
}
#endif
#ifdef CSQC
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_sound("weapons/arc_impact.wav");
precache_sound("weapons/arc_impact_combo.wav");