X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_machinegun.qc;h=0bb2d812685edbd8cbd658672034220547af3fed;hb=3eef5671b855ba69c8a4eba4fb4325d76393c42c;hp=2b92a8da99033e6033c3679ec38f153c72ebce97;hpb=2199d29af6463a7c1e8f1bd3cb5832d6afb48eeb;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_machinegun.qc b/qcsrc/common/weapons/w_machinegun.qc index 2b92a8da9..0bb2d8126 100644 --- a/qcsrc/common/weapons/w_machinegun.qc +++ b/qcsrc/common/weapons/w_machinegun.qc @@ -1,64 +1,68 @@ #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 */ 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', +/* model */ "uzi", +/* netname */ "uzi", +/* fullname */ _("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) #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() { 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() { spawnfunc_weapon_machinegun(); } -// leilei's fancy muzzleflash stuff -void UZI_Flash_Go() +void W_MachineGun_MuzzleFlash_Think() { self.frame = self.frame + 2; self.scale = self.scale * 0.5; @@ -75,7 +79,7 @@ void UZI_Flash_Go() } -void UziFlash() +void W_MachineGun_MuzzleFlash() { if (self.muzzle_flash == world) self.muzzle_flash = spawn(); @@ -84,7 +88,7 @@ void UziFlash() 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; @@ -93,27 +97,26 @@ void UziFlash() 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; } // 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)); + 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 @@ -121,13 +124,13 @@ 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, WEP_CVAR(uzi, first_ammo), autocvar_g_balance_uzi_reload_ammo); + 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() { if(self.weapon != self.switchweapon) // abort immediately if switching { @@ -137,24 +140,24 @@ 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(); 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() { - float uzi_spread; + float machinegun_spread; if (!self.BUTTON_ATCK) { @@ -163,56 +166,53 @@ 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, 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; } - 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); - 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() { - 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; } - 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 @@ -221,17 +221,17 @@ void uzi_mode1_fire_burst() self.misc_bulletcounter = self.misc_bulletcounter + 1; 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) @@ -247,32 +247,32 @@ float w_uzi(float 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)) { 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 (!(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 @@ -282,76 +282,71 @@ float w_uzi(float req) 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 (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: + 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"); - #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/ - #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_UZI,weapon,prop,name) - UZI_SETTINGS(uzi) - #undef WEP_ADD_CVAR - #undef WEP_ADD_PROP - return TRUE; - } - case WR_SETUP: - { - weapon_setup(WEP_UZI); - self.current_ammo = ammo_nails; + MACHINEGUN_SETTINGS(WEP_SKIPCVAR, 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.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo); else - ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo); + ammo_amount = self.AMMO_VAL(WEP_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.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo); else - ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo); + ammo_amount = self.AMMO_VAL(WEP_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: @@ -361,16 +356,16 @@ float w_uzi(float req) 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; } #endif #ifdef CSQC -float w_uzi(float req) +float W_MachineGun(float req) { switch(req) { @@ -389,7 +384,7 @@ float w_uzi(float req) return TRUE; } - case WR_PRECACHE: + case WR_INIT: { precache_sound("weapons/ric1.wav"); precache_sound("weapons/ric2.wav");