]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_machinegun.qc
Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_machinegun.qc
index 841254c218798ab1ad7613eba56f9b26f8d8ff5a..14a59e39892583450992262c11cdff7dd9c92cc0 100644 (file)
@@ -1,52 +1,60 @@
 #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",
-/* 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) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, speed) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, spread_min) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, spread_max) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, spread_add) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, mode) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, bulletconstant) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, first) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, first_damage) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, first_force) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, first_refire) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, first_spread) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, first_ammo) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, sustained_damage) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, sustained_force) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, sustained_refire) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, sustained_spread) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, sustained_ammo) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, burst) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, burst_refire) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, burst_refire2) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, burst_animtime) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, burst_speed) \
-       w_cvar(WEP_UZI, uzi, MO_NONE, burst_ammo) \
-       w_prop(WEP_UZI, uzi, reloading_ammo, reload_ammo) \
-       w_prop(WEP_UZI, uzi, reloading_time, reload_time) \
-       w_prop(WEP_UZI, uzi, switchdelay_raise, switchdelay_raise) \
-       w_prop(WEP_UZI, uzi, 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) \
+       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")
@@ -54,18 +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;
@@ -75,16 +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;
@@ -93,145 +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(ammo_nails, WEP_CVAR(uzi, first_ammo), autocvar_g_balance_uzi_reload_ammo);
+       if(self.misc_bulletcounter == 1)
+               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(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 not(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 not(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(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_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)
@@ -239,120 +243,115 @@ float w_uzi(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:
                {
-                       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 not(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;
+                                               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
                        {
 
-                               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);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                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)
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       self.current_ammo = ammo_nails;
-                       return TRUE;
+                       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_nails >= 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_nails >= 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_nails >= 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_nails >= 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)
-                       return TRUE;
+                       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");
-                       return TRUE;
+                       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 +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)
        {
@@ -386,18 +385,23 @@ float w_uzi(float req)
                                        sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
                                else if(w_random < 0.2)
                                        sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_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;
+                       return true;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return false;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #endif