-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ HMG,
/* function */ W_HeavyMachineGun,
#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()
{
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)
{
}
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');
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)
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:
{
}
}
- 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;
}
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:
{
return WEAPON_HMG_MURDER_SPRAY;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
-float W_HeavyMachineGun(float req)
+bool W_HeavyMachineGun(int req)
{
switch(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