]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hmg.qc
Nasty fix for drag cheat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hmg.qc
index 69777c4c2ccafcef98d0860e244ccfba854a447e..52b60e83bbf2549b5771f482efe3d64baa25de9c 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id     */ HMG,
 /* function     */ W_HeavyMachineGun,
@@ -37,10 +37,11 @@ REGISTER_WEAPON(
 #ifdef SVQC
 HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
-#else
+#endif
+#ifdef IMPLEMENTATION
 #ifdef SVQC
 
-void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG); }
+void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
 
 void W_HeavyMachineGun_Attack_Auto()
 {
@@ -60,7 +61,7 @@ void W_HeavyMachineGun_Attack_Auto()
 
        W_DecreaseAmmo(WEP_CVAR(hmg, ammo));
 
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(hmg, damage));
+       W_SetupShot (self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(hmg, damage));
 
        if(!autocvar_g_norecoil)
        {
@@ -69,11 +70,11 @@ void W_HeavyMachineGun_Attack_Auto()
        }
 
        float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * self.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
-       fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG, 0);
+       fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
 
        self.misc_bulletcounter = self.misc_bulletcounter + 1;
 
-       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        W_MachineGun_MuzzleFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
@@ -85,7 +86,7 @@ void W_HeavyMachineGun_Attack_Auto()
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
 }
 
-float W_HeavyMachineGun(float req)
+bool W_HeavyMachineGun(int req)
 {
        float ammo_amount;
        switch(req)
@@ -93,11 +94,11 @@ float W_HeavyMachineGun(float req)
                case WR_AIM:
                {
                        if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
                        else
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
-                       
-                       return TRUE;
+                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
+
+                       return true;
                }
                case WR_THINK:
                {
@@ -113,24 +114,24 @@ float W_HeavyMachineGun(float req)
                                }
                        }
 
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
                        precache_model ("models/uziflash.md3");
-                       precache_model ("models/weapons/g_ok_hmg.md3");
-                       precache_model ("models/weapons/v_ok_hmg.md3");
-                       precache_model ("models/weapons/h_ok_hmg.iqm");
-                       precache_sound ("weapons/uzi_fire.wav");
-                       HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       precache_model(W_Model("g_ok_hmg.md3"));
+                       precache_model(W_Model("v_ok_hmg.md3"));
+                       precache_model(W_Model("h_ok_hmg.iqm"));
+                       precache_sound (W_Sound("uzi_fire"));
+                       HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
                        ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
 
                        if(autocvar_g_balance_hmg_reload_ammo)
-                               ammo_amount += self.(weapon_load[WEP_HMG]) >= WEP_CVAR(hmg, ammo);
+                               ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
 
                        return ammo_amount;
                }
@@ -139,19 +140,19 @@ float W_HeavyMachineGun(float req)
                        ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
 
                        if(autocvar_g_balance_hmg_reload_ammo)
-                               ammo_amount += self.(weapon_load[WEP_HMG]) >= WEP_CVAR(hmg, ammo);
+                               ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
 
                        return ammo_amount;
                }
                case WR_CONFIG:
                {
-                       HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RELOAD:
                {
-                       W_Reload(WEP_CVAR(hmg, ammo), "weapons/reload.wav");
-                       return TRUE;
+                       W_Reload(WEP_CVAR(hmg, ammo), W_Sound("reload"));
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -165,11 +166,11 @@ float W_HeavyMachineGun(float req)
                                return WEAPON_HMG_MURDER_SPRAY;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float W_HeavyMachineGun(float req)
+bool W_HeavyMachineGun(int req)
 {
        switch(req)
        {
@@ -177,31 +178,31 @@ float W_HeavyMachineGun(float req)
                {
                        vector org2;
                        org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
+                       pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
                        if(!w_issilent)
                                if(w_random < 0.05)
-                                       sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
+                                       sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTEN_NORM);
                                else if(w_random < 0.1)
-                                       sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
+                                       sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTEN_NORM);
                                else if(w_random < 0.2)
-                                       sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
+                                       sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM);
 
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
-                       precache_sound("weapons/ric1.wav");
-                       precache_sound("weapons/ric2.wav");
-                       precache_sound("weapons/ric3.wav");
-                       return TRUE;
+                       precache_sound(W_Sound("ric1"));
+                       precache_sound(W_Sound("ric2"));
+                       precache_sound(W_Sound("ric3"));
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #endif