X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_machinegun.qc;h=9c69c8d824b3d03c7db8ed18b32d7db39d7782b2;hb=945e6b7cee9fa95c13a80805b2f5d60256216793;hp=d1dacd5b9048a5ba9e5acf910aa4a5798a516946;hpb=7a56b00333110c513e3801482f331b34109b061d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_machinegun.qc b/qcsrc/common/weapons/w_machinegun.qc index d1dacd5b9..9c69c8d82 100644 --- a/qcsrc/common/weapons/w_machinegun.qc +++ b/qcsrc/common/weapons/w_machinegun.qc @@ -1,30 +1,33 @@ #ifdef REGISTER_WEAPON REGISTER_WEAPON( -/* WEP_##id */ UZI, -/* function */ w_uzi, -/* ammotype */ ammo_nails, -/* impulse */ 3, -/* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, -/* rating */ BOT_PICKUP_RATING_MID, -/* model */ "uzi", -/* netname */ "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', +/* modelname */ "uzi", +/* simplemdl */ "foobar", +/* crosshair */ "gfx/crosshairuzi 0.6", +/* wepimg */ "weaponuzi", +/* refname */ "machinegun", +/* wepname */ _("Machine Gun") ); -#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, UZI, uzi) -#define UZI_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, speed) \ +#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, bulletconstant) \ 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) \ @@ -42,15 +45,16 @@ REGISTER_WEAPON( 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, weaponstartoverride, weaponstartoverride) \ + w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC -UZI_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) +MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_uzi() +void spawnfunc_weapon_machinegun(void) { if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") @@ -58,18 +62,18 @@ void spawnfunc_weapon_uzi() weapon_defaultspawnfunc(WEP_SHOCKWAVE); return; } - weapon_defaultspawnfunc(WEP_UZI); + weapon_defaultspawnfunc(WEP_MACHINEGUN); } +void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); } -// leilei's fancy muzzleflash stuff -void UZI_Flash_Go() +void W_MachineGun_MuzzleFlash_Think(void) { self.frame = self.frame + 2; self.scale = self.scale * 0.5; self.alpha = self.alpha - 0.25; self.nextthink = time + 0.05; - if (self.alpha <= 0) + if(self.alpha <= 0) { self.think = SUB_Remove; self.nextthink = time; @@ -79,16 +83,16 @@ void UZI_Flash_Go() } -void UziFlash() +void W_MachineGun_MuzzleFlash(void) { - if (self.muzzle_flash == world) + if(self.muzzle_flash == world) self.muzzle_flash = spawn(); // muzzle flash for 1st person view 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; @@ -97,145 +101,141 @@ 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, 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) + 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; + 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, WEP_CVAR(uzi, bulletconstant)); + if(self.misc_bulletcounter == 1) + 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, 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 - 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(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(uzi, first_ammo)); + if(self.misc_bulletcounter == 1) + W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo)); else - W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo)); + W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo)); } // weapon frames -void uzi_fire1_02() +void W_MachineGun_Attack_Frame(void) { if(self.weapon != self.switchweapon) // abort immediately if switching { w_ready(); return; } - if (self.BUTTON_ATCK) + if(self.BUTTON_ATCK) { - if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) - if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) + 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(void) { - float uzi_spread; + float machinegun_spread; - if (!self.BUTTON_ATCK) + if(!self.BUTTON_ATCK) { w_ready(); return; } - if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) - if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return; } - W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo)); + W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo)); - W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage)); - if (!autocvar_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; + 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, 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); + 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(void) { - W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage)); - if (!autocvar_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; + 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, 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 - 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(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); self.misc_bulletcounter = self.misc_bulletcounter + 1; - if (self.misc_bulletcounter == 0) + 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) @@ -251,51 +251,51 @@ 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)) + 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 (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return FALSE; } - W_DecreaseAmmo(WEP_CVAR(uzi, burst_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 { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, 0)) + if(self.BUTTON_ATCK) + 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 (weapon_prepareattack(1, 0)) + 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); } } @@ -303,54 +303,54 @@ float w_uzi(float req) } 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) + 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"); + MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_CHECKAMMO1: { - if(WEP_CVAR(uzi, mode) == 1) - ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, sustained_ammo); + if(WEP_CVAR(machinegun, mode) == 1) + ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo); else - ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, first_ammo); + ammo_amount = self.WEP_AMMO(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_VAL(WEP_UZI) >= WEP_CVAR(uzi, burst_ammo); + if(WEP_CVAR(machinegun, mode) == 1) + ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo); else - ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, first_ammo); + ammo_amount = self.WEP_AMMO(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: { - UZI_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) + 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)), "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: @@ -360,16 +360,16 @@ 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; + return FALSE; } #endif #ifdef CSQC -float w_uzi(float req) +float W_MachineGun(float req) { switch(req) { @@ -395,8 +395,13 @@ float w_uzi(float req) precache_sound("weapons/ric3.wav"); return TRUE; } + case WR_ZOOMRETICLE: + { + // no weapon specific image for this weapon + return FALSE; + } } - return TRUE; + return FALSE; } #endif #endif