#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ UZI,
-/* function */ w_uzi,
-/* ammotype */ IT_NAILS,
+/* WEP_##id */ MACHINEGUN,
+/* function */ W_MachineGun,
+/* ammotype */ ammo_nails,
/* impulse */ 3,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "uzi",
-/* shortname */ "uzi",
-/* fullname */ _("Machine Gun")
+/* color */ '1 1 0',
+/* modelname */ "uzi",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairuzi 0.6",
+/* wepimg */ "weaponuzi",
+/* refname */ "machinegun",
+/* wepname */ _("Machine Gun")
);
-#define UZI_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_NONE, speed) \
- WEP_ADD_CVAR(weapon, MO_NONE, spread_min) \
- WEP_ADD_CVAR(weapon, MO_NONE, spread_max) \
- WEP_ADD_CVAR(weapon, MO_NONE, spread_add) \
- WEP_ADD_CVAR(weapon, MO_NONE, mode) \
- WEP_ADD_CVAR(weapon, MO_NONE, bulletconstant) \
- WEP_ADD_CVAR(weapon, MO_NONE, first) \
- WEP_ADD_CVAR(weapon, MO_NONE, first_damage) \
- WEP_ADD_CVAR(weapon, MO_NONE, first_force) \
- WEP_ADD_CVAR(weapon, MO_NONE, first_refire) \
- WEP_ADD_CVAR(weapon, MO_NONE, first_spread) \
- WEP_ADD_CVAR(weapon, MO_NONE, first_ammo) \
- WEP_ADD_CVAR(weapon, MO_NONE, sustained_damage) \
- WEP_ADD_CVAR(weapon, MO_NONE, sustained_force) \
- WEP_ADD_CVAR(weapon, MO_NONE, sustained_refire) \
- WEP_ADD_CVAR(weapon, MO_NONE, sustained_spread) \
- WEP_ADD_CVAR(weapon, MO_NONE, sustained_ammo) \
- WEP_ADD_CVAR(weapon, MO_NONE, burst) \
- WEP_ADD_CVAR(weapon, MO_NONE, burst_refire) \
- WEP_ADD_CVAR(weapon, MO_NONE, burst_refire2) \
- WEP_ADD_CVAR(weapon, MO_NONE, burst_animtime) \
- WEP_ADD_CVAR(weapon, MO_NONE, burst_speed) \
- WEP_ADD_CVAR(weapon, MO_NONE, burst_ammo) \
- 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 MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
+#define MACHINEGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, spread_min) \
+ w_cvar(id, sn, NONE, spread_max) \
+ w_cvar(id, sn, NONE, spread_add) \
+ w_cvar(id, sn, NONE, mode) \
+ w_cvar(id, sn, NONE, first) \
+ w_cvar(id, sn, NONE, first_damage) \
+ w_cvar(id, sn, NONE, first_force) \
+ w_cvar(id, sn, NONE, first_refire) \
+ w_cvar(id, sn, NONE, first_spread) \
+ w_cvar(id, sn, NONE, first_ammo) \
+ w_cvar(id, sn, NONE, solidpenetration) \
+ w_cvar(id, sn, NONE, sustained_damage) \
+ w_cvar(id, sn, NONE, sustained_force) \
+ w_cvar(id, sn, NONE, sustained_refire) \
+ w_cvar(id, sn, NONE, sustained_spread) \
+ w_cvar(id, sn, NONE, sustained_ammo) \
+ w_cvar(id, sn, NONE, burst) \
+ w_cvar(id, sn, NONE, burst_refire) \
+ w_cvar(id, sn, NONE, burst_refire2) \
+ w_cvar(id, sn, NONE, burst_animtime) \
+ w_cvar(id, sn, NONE, burst_speed) \
+ w_cvar(id, sn, NONE, burst_ammo) \
+ 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)
#ifdef SVQC
-UZI_SETTINGS(uzi)
+MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_uzi()
+void spawnfunc_weapon_machinegun(void)
{
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
- weapon_defaultspawnfunc(WEP_SHOTGUN);
+ weapon_defaultspawnfunc(WEP_SHOCKWAVE);
return;
}
- weapon_defaultspawnfunc(WEP_UZI);
+ weapon_defaultspawnfunc(WEP_MACHINEGUN);
}
+void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
-// leilei's fancy muzzleflash stuff
-void UZI_Flash_Go()
+void W_MachineGun_MuzzleFlash_Think(void)
{
self.frame = self.frame + 2;
self.scale = self.scale * 0.5;
self.alpha = self.alpha - 0.25;
self.nextthink = time + 0.05;
- if (self.alpha <= 0)
+ if(self.alpha <= 0)
{
self.think = SUB_Remove;
self.nextthink = time;
}
-void UziFlash()
+void W_MachineGun_MuzzleFlash(void)
{
- if (self.muzzle_flash == world)
+ if(self.muzzle_flash == world)
self.muzzle_flash = spawn();
// muzzle flash for 1st person view
setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
self.muzzle_flash.scale = 0.75;
- self.muzzle_flash.think = UZI_Flash_Go;
+ self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
self.muzzle_flash.nextthink = time + 0.02;
self.muzzle_flash.frame = 2;
self.muzzle_flash.alpha = 0.75;
self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
-void W_UZI_Attack (float deathtype)
+void W_MachineGun_Attack(float deathtype)
{
- W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage)));
- if (!g_norecoil)
+ W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
+ if(!autocvar_g_norecoil)
{
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
+ self.punchangle_x = random() - 0.5;
+ self.punchangle_y = random() - 0.5;
}
// this attack_finished just enforces a cooldown at the end of a burst
- ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
+ ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
- if (self.misc_bulletcounter == 1)
- fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, first_spread), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, first_damage), WEP_CVAR(uzi, first_force), deathtype, 0, 1, WEP_CVAR(uzi, bulletconstant));
+ if(self.misc_bulletcounter == 1)
+ fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0);
else
- fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, sustained_spread), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), deathtype, 0, 1, WEP_CVAR(uzi, bulletconstant));
- endFireBallisticBullet();
+ fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0);
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- UziFlash();
+ W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
// casing code
- if (autocvar_g_casings >= 2)
- SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+ if(autocvar_g_casings >= 2)
+ SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
- if (self.misc_bulletcounter == 1)
- W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, first_ammo), autocvar_g_balance_uzi_reload_ammo);
+ if(self.misc_bulletcounter == 1)
+ W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
else
- W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
}
// weapon frames
-void uzi_fire1_02()
+void W_MachineGun_Attack_Frame(void)
{
if(self.weapon != self.switchweapon) // abort immediately if switching
{
w_ready();
return;
}
- if (self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
return;
}
self.misc_bulletcounter = self.misc_bulletcounter + 1;
- W_UZI_Attack(WEP_UZI);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_fire1_02);
+ W_MachineGun_Attack(WEP_MACHINEGUN);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
else
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
}
-void uzi_mode1_fire_auto()
+void W_MachineGun_Attack_Auto(void)
{
- float uzi_spread;
+ float machinegun_spread;
- if (!self.BUTTON_ATCK)
+ if(!self.BUTTON_ATCK)
{
w_ready();
return;
}
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+ if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
return;
}
- W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
- W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
- if (!g_norecoil)
+ W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ if(!autocvar_g_norecoil)
{
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
+ self.punchangle_x = random() - 0.5;
+ self.punchangle_y = random() - 0.5;
}
- uzi_spread = bound(WEP_CVAR(uzi, spread_min), WEP_CVAR(uzi, spread_min) + (WEP_CVAR(uzi, spread_add) * self.misc_bulletcounter), WEP_CVAR(uzi, spread_max));
- fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0, 1, WEP_CVAR(uzi, bulletconstant));
- endFireBallisticBullet();
+ machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * self.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
+ fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
self.misc_bulletcounter = self.misc_bulletcounter + 1;
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- UziFlash();
+ W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
- if (autocvar_g_casings >= 2) // casing code
- SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+ if(autocvar_g_casings >= 2) // casing code
+ SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
- ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_mode1_fire_auto);
+ ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
}
-void uzi_mode1_fire_burst()
+void W_MachineGun_Attack_Burst(void)
{
- W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
- if (!g_norecoil)
+ W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ if(!autocvar_g_norecoil)
{
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
+ self.punchangle_x = random() - 0.5;
+ self.punchangle_y = random() - 0.5;
}
- fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, burst_speed), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0, 1, WEP_CVAR(uzi, bulletconstant));
- endFireBallisticBullet();
-
+ fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- UziFlash();
+ W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
- if (autocvar_g_casings >= 2) // casing code
- SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+ if(autocvar_g_casings >= 2) // casing code
+ SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
self.misc_bulletcounter = self.misc_bulletcounter + 1;
- if (self.misc_bulletcounter == 0)
+ if(self.misc_bulletcounter == 0)
{
- ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, burst_refire2) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_animtime), w_ready);
+ ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
}
else
{
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_refire), uzi_mode1_fire_burst);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
}
}
-float w_uzi(float req)
+float W_MachineGun(float req)
{
float ammo_amount;
switch(req)
}
case WR_THINK:
{
- if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo))) // forced reload
+ if(WEP_CVAR(machinegun, reload_ammo) && self.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) // forced reload
WEP_ACTION(self.weapon, WR_RELOAD);
- else if(WEP_CVAR(uzi, mode) == 1)
+ else if(WEP_CVAR(machinegun, mode) == 1)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, 0))
+ if(self.BUTTON_ATCK)
+ if(weapon_prepareattack(0, 0))
{
self.misc_bulletcounter = 0;
- uzi_mode1_fire_auto();
+ W_MachineGun_Attack_Auto();
}
if(self.BUTTON_ATCK2)
if(weapon_prepareattack(1, 0))
{
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
return FALSE;
}
- W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, burst_ammo), autocvar_g_balance_uzi_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
- self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1;
- uzi_mode1_fire_burst();
+ self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+ W_MachineGun_Attack_Burst();
}
}
else
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, 0))
+ if(self.BUTTON_ATCK)
+ if(weapon_prepareattack(0, 0))
{
self.misc_bulletcounter = 1;
- W_UZI_Attack(WEP_UZI); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_fire1_02);
+ W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
- if (self.BUTTON_ATCK2 && WEP_CVAR(uzi, first))
- if (weapon_prepareattack(1, 0))
+ if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
+ if(weapon_prepareattack(1, 0))
{
self.misc_bulletcounter = 1;
- W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, first_refire), w_ready);
+ W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
}
}
return TRUE;
}
- case WR_PRECACHE:
- {
- precache_model ("models/uziflash.md3");
- precache_model ("models/weapons/g_uzi.md3");
- precache_model ("models/weapons/v_uzi.md3");
- precache_model ("models/weapons/h_uzi.iqm");
- precache_sound ("weapons/uzi_fire.wav");
- #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
- #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_UZI).##prop = autocvar_g_balance_##weapon##_##name;
- UZI_SETTINGS(uzi)
- #undef WEP_ADD_CVAR
- #undef WEP_ADD_PROP
- return TRUE;
- }
- case WR_SETUP:
+ case WR_INIT:
{
- weapon_setup(WEP_UZI);
- self.current_ammo = ammo_nails;
+ precache_model("models/uziflash.md3");
+ precache_model("models/weapons/g_uzi.md3");
+ precache_model("models/weapons/v_uzi.md3");
+ precache_model("models/weapons/h_uzi.iqm");
+ precache_sound("weapons/uzi_fire.wav");
+ MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
{
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, sustained_ammo);
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo);
+ ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
- if(autocvar_g_balance_uzi_reload_ammo)
+ if(WEP_CVAR(machinegun, reload_ammo))
{
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, sustained_ammo);
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
}
return ammo_amount;
}
case WR_CHECKAMMO2:
{
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, burst_ammo);
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo);
+ ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
- if(autocvar_g_balance_uzi_reload_ammo)
+ if(WEP_CVAR(machinegun, reload_ammo))
{
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, burst_ammo);
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
}
return ammo_amount;
}
+ case WR_CONFIG:
+ {
+ MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
case WR_RELOAD:
{
- W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
+ W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE:
case WR_KILLMESSAGE:
{
if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_UZI_MURDER_SNIPE;
+ return WEAPON_MACHINEGUN_MURDER_SNIPE;
else
- return WEAPON_UZI_MURDER_SPRAY;
+ return WEAPON_MACHINEGUN_MURDER_SPRAY;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
-float w_uzi(float req)
+float W_MachineGun(float req)
{
switch(req)
{
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_sound("weapons/ric1.wav");
precache_sound("weapons/ric2.wav");
precache_sound("weapons/ric3.wav");
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
- return TRUE;
+ return FALSE;
}
#endif
#endif