/* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
/* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
/* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, alt_animtime, float, SEC) \
+ P(class, prefix, alt_refire, float, SEC) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bullets, float, PRI) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, melee_delay, float, SEC) \
+ P(class, prefix, melee_multihit, float, SEC) \
+ P(class, prefix, melee_nonplayerdamage, float, SEC) \
+ P(class, prefix, melee_no_doubleslap, float, SEC) \
+ P(class, prefix, melee_range, float, SEC) \
+ P(class, prefix, melee_swing_side, float, SEC) \
+ P(class, prefix, melee_swing_up, float, SEC) \
+ P(class, prefix, melee_time, float, SEC) \
+ P(class, prefix, melee_traces, float, SEC) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, solidpenetration, float, PRI) \
+ P(class, prefix, spread, float, PRI) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Shotgun, shotgun)
+#undef X
+
ENDCLASS(Shotgun)
-REGISTER_WEAPON(SHOTGUN, NEW(Shotgun));
-
-#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
-#define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, PRI, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, PRI, bullets) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, PRI, solidpenetration) \
- w_cvar(id, sn, PRI, spread) \
- w_cvar(id, sn, NONE, secondary) \
- w_cvar(id, sn, SEC, melee_time) \
- w_cvar(id, sn, SEC, melee_no_doubleslap) \
- w_cvar(id, sn, SEC, melee_traces) \
- w_cvar(id, sn, SEC, melee_swing_up) \
- w_cvar(id, sn, SEC, melee_swing_side) \
- w_cvar(id, sn, SEC, melee_nonplayerdamage) \
- w_cvar(id, sn, SEC, melee_multihit) \
- w_cvar(id, sn, SEC, melee_delay) \
- w_cvar(id, sn, SEC, melee_range) \
- w_cvar(id, sn, SEC, alt_animtime) \
- w_cvar(id, sn, SEC, alt_refire) \
- 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)
+REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
+
-#ifdef SVQC
-SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
// check to see if we can still continue, otherwise give up now
- if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
+ if(IS_DEAD(self.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
{
remove(self);
return;
if (!thiswep.wr_checkammo2(thiswep))
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, Weapons_from(w_getbestweapon(actor)));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
w_ready(thiswep, actor, weaponentity, fire);
return;
}
if (!thiswep.wr_checkammo2(thiswep))
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, Weapons_from(w_getbestweapon(actor)));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
w_ready(thiswep, actor, weaponentity, fire);
return;
}
METHOD(Shotgun, wr_aim, void(entity thiswep))
{
- if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
+ if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
else
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
{
// don't force reload an empty shotgun if its melee attack is active
if(WEP_CVAR(shotgun, secondary) < 2) {
- thiswep.wr_reload(thiswep);
+ thiswep.wr_reload(thiswep, actor, weaponentity);
}
}
else
if(actor.clip_load >= 0) // we are not currently reloading
if(!actor.crouch) // no crouchmelee please
if(WEP_CVAR(shotgun, secondary) == 1)
- if(((fire & 1) && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+ if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
}
- METHOD(Shotgun, wr_init, void(entity thiswep))
- {
- SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(Shotgun, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
}
METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
{
- float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
{
if(IS_BOT_CLIENT(self))
- if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
+ if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
switch(WEP_CVAR(shotgun, secondary))
{
case 1: return true; // melee does not use ammo
case 2: // secondary triple shot
{
- float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
default: return false; // secondary unavailable
}
}
- METHOD(Shotgun, wr_config, void(entity thiswep))
- {
- SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(Shotgun, wr_reload, void(entity thiswep))
+ METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
}