]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_machinegun.qc
Add weaponstartoverride property to weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_machinegun.qc
index bd0a92ce9b01e02a4de03ed1d6cd4e9f36df5478..e3907b1795cfad9e1c2282e3e80546819ec99473 100644 (file)
@@ -1,26 +1,60 @@
 #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);
@@ -64,20 +98,20 @@ void UziFlash()
 
 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);
@@ -90,9 +124,9 @@ void W_UZI_Attack (float deathtype)
                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
@@ -106,7 +140,7 @@ void uzi_fire1_02()
        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();
@@ -114,10 +148,10 @@ void uzi_fire1_02()
                }
                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);
 }
 
 
@@ -132,24 +166,24 @@ void uzi_mode1_fire_auto()
        }
 
        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;
@@ -162,20 +196,20 @@ void uzi_mode1_fire_auto()
        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();
 
 
@@ -190,12 +224,12 @@ void uzi_mode1_fire_burst()
        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);
        }
 
 }
@@ -216,9 +250,9 @@ float w_uzi(float req)
                }
                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))
@@ -231,16 +265,16 @@ float w_uzi(float req)
                                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();
                                }
                        }
@@ -252,70 +286,75 @@ float w_uzi(float req)
                                {
                                        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:
@@ -353,7 +392,7 @@ float w_uzi(float req)
                                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_sound("weapons/ric1.wav");
                        precache_sound("weapons/ric2.wav");