#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ UZI,
-/* function */ w_uzi,
-/* ammotype */ IT_NAILS,
-/* impulse */ 3,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "uzi",
-/* shortname */ "uzi",
-/* fullname */ _("Machine Gun")
+/* WEP_##id */ UZI,
+/* function */ w_uzi,
+/* ammotype */ IT_NAILS,
+/* impulse */ 3,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* model */ "uzi",
+/* netname */ "uzi",
+/* fullname */ _("Machine Gun")
);
+#define UZI_SETTINGS(w_cvar,w_prop) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, speed) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, spread_min) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, spread_max) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, spread_add) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, mode) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, bulletconstant) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, first) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, first_damage) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, first_force) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, first_refire) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, first_spread) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, first_ammo) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, sustained_damage) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, sustained_force) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, sustained_refire) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, sustained_spread) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, sustained_ammo) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, burst) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, burst_refire) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, burst_refire2) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, burst_animtime) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, burst_speed) \
+ w_cvar(WEP_UZI, uzi, MO_NONE, burst_ammo) \
+ w_prop(WEP_UZI, uzi, float, reloading_ammo, reload_ammo) \
+ w_prop(WEP_UZI, uzi, float, reloading_time, reload_time) \
+ w_prop(WEP_UZI, uzi, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(WEP_UZI, uzi, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(WEP_UZI, uzi, string, weaponreplace, weaponreplace) \
+ w_prop(WEP_UZI, uzi, float, weaponstart, weaponstart) \
+ w_prop(WEP_UZI, uzi, float, weaponstartoverride, weaponstartoverride)
+
#ifdef SVQC
+UZI_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
+
void spawnfunc_weapon_uzi()
{
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
- weapon_defaultspawnfunc(WEP_SHOTGUN);
+ weapon_defaultspawnfunc(WEP_SHOCKWAVE);
return;
}
weapon_defaultspawnfunc(WEP_UZI);
void W_UZI_Attack (float deathtype)
{
- W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
- if (!g_norecoil)
+ W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage)));
+ if (!autocvar_g_norecoil)
{
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 + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
+ ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
if (self.misc_bulletcounter == 1)
- fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ 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, WEP_CVAR(uzi, bulletconstant));
else
- fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ 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, WEP_CVAR(uzi, bulletconstant));
endFireBallisticBullet();
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
+ W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, first_ammo), autocvar_g_balance_uzi_reload_ammo);
else
- W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
+ W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_ammo);
}
// weapon frames
if (self.BUTTON_ATCK)
{
if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
}
self.misc_bulletcounter = self.misc_bulletcounter + 1;
W_UZI_Attack(WEP_UZI);
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_fire1_02);
}
else
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready);
}
}
if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
return;
}
- W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
+ W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_ammo);
- W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
- if (!g_norecoil)
+ W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
+ if (!autocvar_g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
}
- uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max);
- fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ 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, WEP_CVAR(uzi, bulletconstant));
endFireBallisticBullet();
self.misc_bulletcounter = self.misc_bulletcounter + 1;
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 + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
+ ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_mode1_fire_auto);
}
void uzi_mode1_fire_burst()
{
- W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
- if (!g_norecoil)
+ W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
+ if (!autocvar_g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
}
- fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ 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, WEP_CVAR(uzi, bulletconstant));
endFireBallisticBullet();
self.misc_bulletcounter = self.misc_bulletcounter + 1;
if (self.misc_bulletcounter == 0)
{
- ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
+ ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, burst_refire2) * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_animtime), w_ready);
}
else
{
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_refire), uzi_mode1_fire_burst);
}
}
}
case WR_THINK:
{
- if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
+ 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
WEP_ACTION(self.weapon, WR_RELOAD);
- else if(autocvar_g_balance_uzi_mode == 1)
+ else if(WEP_CVAR(uzi, mode) == 1)
{
if (self.BUTTON_ATCK)
if (weapon_prepareattack(0, 0))
if(weapon_prepareattack(1, 0))
{
if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
return FALSE;
}
- W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
+ W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, burst_ammo), autocvar_g_balance_uzi_reload_ammo);
- self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
+ self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1;
uzi_mode1_fire_burst();
}
}
{
self.misc_bulletcounter = 1;
W_UZI_Attack(WEP_UZI); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_fire1_02);
}
- if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
+ if (self.BUTTON_ATCK2 && WEP_CVAR(uzi, first))
if (weapon_prepareattack(1, 0))
{
self.misc_bulletcounter = 1;
W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, first_refire), w_ready);
}
}
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
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");
+ UZI_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- weapon_setup(WEP_UZI);
self.current_ammo = ammo_nails;
return TRUE;
}
case WR_CHECKAMMO1:
{
- if(autocvar_g_balance_uzi_mode == 1)
- ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
+ if(WEP_CVAR(uzi, mode) == 1)
+ ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, sustained_ammo);
else
- ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+ ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo);
if(autocvar_g_balance_uzi_reload_ammo)
{
- if(autocvar_g_balance_uzi_mode == 1)
- ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_sustained_ammo;
+ if(WEP_CVAR(uzi, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, sustained_ammo);
else
- ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
}
return ammo_amount;
}
case WR_CHECKAMMO2:
{
- if(autocvar_g_balance_uzi_mode == 1)
- ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
+ if(WEP_CVAR(uzi, mode) == 1)
+ ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, burst_ammo);
else
- ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+ ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo);
if(autocvar_g_balance_uzi_reload_ammo)
{
- if(autocvar_g_balance_uzi_mode == 1)
- ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_burst_ammo;
+ if(WEP_CVAR(uzi, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, burst_ammo);
else
- ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
}
return ammo_amount;
}
+ case WR_CONFIG:
+ {
+ UZI_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
case WR_RELOAD:
{
- W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
+ W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE:
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_sound("weapons/ric1.wav");
precache_sound("weapons/ric2.wav");