#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ MACHINEGUN,
-/* function */ W_MachineGun,
-/* ammotype */ ammo_nails,
-/* impulse */ 3,
-/* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 1 0',
-/* modelname */ "uzi",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairuzi 0.6",
-/* wepimg */ "weaponuzi",
-/* refname */ "machinegun",
-/* wepname */ _("Machine Gun")
-);
+CLASS(MachineGun, Weapon)
+/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails)
+/* impulse */ ATTRIB(MachineGun, impulse, int, 3)
+/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
+/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
+#ifndef MENUQC
+/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
+/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
+/* wepname */ ATTRIB(MachineGun, message, string, _("MachineGun"));
+ENDCLASS(MachineGun)
+REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun));
#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) \
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_machinegun(void)
-{SELFPARAM();
+spawnfunc(weapon_machinegun)
+{
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
}
weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
}
-void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
+spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
void W_MachineGun_MuzzleFlash_Think(void)
{SELFPARAM();
self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
-void W_MachineGun_Attack(int deathtype)
+void W_MachineGun_Attack(Weapon thiswep, int deathtype)
{SELFPARAM();
W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
if(!autocvar_g_norecoil)
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
- W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+ W_AttachToShotorg(self, 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(self.misc_bulletcounter == 1)
- W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, first_ammo));
else
- W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, sustained_ammo));
}
// weapon frames
-void W_MachineGun_Attack_Frame(void)
-{SELFPARAM();
- if(self.weapon != self.switchweapon) // abort immediately if switching
+void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, int slot, int fire)
+{
+ if(actor.weapon != actor.switchweapon) // abort immediately if switching
{
- w_ready();
+ w_ready(thiswep, actor, slot, fire);
return;
}
- if(self.BUTTON_ATCK)
+ if(actor.BUTTON_ATCK)
{
- if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ Weapon w = get_weaponinfo(actor.weapon);
+ if(!w.wr_checkammo2(w))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, slot, fire);
return;
}
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
- W_MachineGun_Attack(WEP_MACHINEGUN.m_id);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
else
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
}
-void W_MachineGun_Attack_Auto(void)
-{SELFPARAM();
+void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, int slot, int fire)
+{
float machinegun_spread;
- if(!self.BUTTON_ATCK)
+ if(!(fire & 1))
{
- w_ready();
+ w_ready(thiswep, actor, slot, fire);
return;
}
- if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ Weapon w = get_weaponinfo(actor.weapon);
+ if(!w.wr_checkammo1(w))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, slot, fire);
return;
}
- W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
+ W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
- W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
- self.punchangle_x = random() - 0.5;
- self.punchangle_y = random() - 0.5;
+ actor.punchangle_x = random() - 0.5;
+ actor.punchangle_y = random() - 0.5;
}
- 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));
+ machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.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.m_id, 0);
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
+ actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
- W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+ W_AttachToShotorg(actor, actor.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);
+ 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, actor);
- ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
+ ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
}
-void W_MachineGun_Attack_Burst(void)
-{SELFPARAM();
- W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, int slot, int fire)
+{
+ W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
- self.punchangle_x = random() - 0.5;
- self.punchangle_y = random() - 0.5;
+ actor.punchangle_x = random() - 0.5;
+ actor.punchangle_y = random() - 0.5;
}
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.m_id, 0);
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
- W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+ W_AttachToShotorg(actor, actor.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);
+ 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, actor);
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
- if(self.misc_bulletcounter == 0)
+ actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+ if(actor.misc_bulletcounter == 0)
{
- ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
+ ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
}
else
{
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
}
}
-bool W_MachineGun(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(MachineGun, wr_aim, void(entity thiswep))
{
if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
else
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
-
- return true;
}
- case WR_THINK:
+ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, int slot, int fire))
{
- 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(machinegun, mode) == 1)
+ if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
+ if(WEP_CVAR(machinegun, mode) == 1)
{
- if(self.BUTTON_ATCK)
- if(weapon_prepareattack(0, 0))
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, false, 0))
{
- self.misc_bulletcounter = 0;
- W_MachineGun_Attack_Auto();
+ actor.misc_bulletcounter = 0;
+ W_MachineGun_Attack_Auto(thiswep, actor, slot, fire);
}
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, 0))
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, true, 0))
{
- if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ Weapon w = get_weaponinfo(actor.weapon);
+ if(!w.wr_checkammo2(w))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
- return false;
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, slot, fire);
+ return;
}
- W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
- self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
- W_MachineGun_Attack_Burst();
+ actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+ W_MachineGun_Attack_Burst(thiswep, actor, slot, fire);
}
}
else
{
- if(self.BUTTON_ATCK)
- if(weapon_prepareattack(0, 0))
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, false, 0))
{
- self.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN.m_id); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ actor.misc_bulletcounter = 1;
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id); // sets attack_finished
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
- if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
- if(weapon_prepareattack(1, 0))
+ if((fire & 2) && WEP_CVAR(machinegun, first))
+ if(weapon_prepareattack(thiswep, actor, true, 0))
{
- self.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
+ actor.misc_bulletcounter = 1;
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(MachineGun, wr_init, void(entity thiswep))
{
MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
else
}
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
else
}
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(MachineGun, wr_config, void(entity thiswep))
{
MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RELOAD:
+ METHOD(MachineGun, wr_reload, void(entity thiswep))
{
- W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
- return true;
+ W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(MachineGun, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(MachineGun, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_MACHINEGUN_MURDER_SNIPE;
else
return WEAPON_MACHINEGUN_MURDER_SPRAY;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_MachineGun(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
else if(w_random < 0.2)
sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
-
- return true;
}
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif