#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ HMG,
-/* function */ W_HeavyMachineGun,
-/* ammotype */ ammo_nails,
-/* impulse */ 3,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.5 0.5 0',
-/* modelname */ "ok_hmg",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairuzi 0.6",
-/* wepimg */ "weaponhmg",
-/* refname */ "hmg",
-/* wepname */ _("Heavy Machine Gun")
-);
+CLASS(HeavyMachineGun, Weapon)
+/* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails)
+/* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3)
+/* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
+/* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
+/* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
+#ifndef MENUQC
+/* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
+#endif
+/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
+/* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
+/* wepname */ ATTRIB(HeavyMachineGun, message, string, _("Heavy Machine Gun"));
+ENDCLASS(HeavyMachineGun)
+REGISTER_WEAPON(HMG, NEW(HeavyMachineGun));
#define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
#define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
-void W_HeavyMachineGun_Attack_Auto()
+void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, bool fire1, bool fire2)
{SELFPARAM();
if (!self.BUTTON_ATCK)
{
- w_ready();
+ w_ready(thiswep, fire1, fire2);
return;
}
- if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+ if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
+ w_ready(thiswep, fire1, fire2);
return;
}
- W_DecreaseAmmo(WEP_CVAR(hmg, ammo));
+ W_DecreaseAmmo(WEP_HMG, WEP_CVAR(hmg, ammo));
- W_SetupShot (self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(hmg, damage));
+ W_SetupShot (self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
if(!autocvar_g_norecoil)
{
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
}
-bool W_HeavyMachineGun(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(HeavyMachineGun, wr_aim, bool(entity thiswep))
{
if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
return true;
}
- case WR_THINK:
+ METHOD(HeavyMachineGun, wr_think, bool(entity thiswep, bool fire1, bool fire2))
{
if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else
{
- if (self.BUTTON_ATCK)
+ if (fire1)
if (weapon_prepareattack(0, 0))
{
self.misc_bulletcounter = 0;
- W_HeavyMachineGun_Attack_Auto();
+ W_HeavyMachineGun_Attack_Auto(thiswep, fire1, fire2);
}
}
return true;
}
- case WR_INIT:
+ METHOD(HeavyMachineGun, wr_init, bool(entity thiswep))
{
HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
- case WR_CHECKAMMO1:
+ METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
+ float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
if(autocvar_g_balance_hmg_reload_ammo)
ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
{
- ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
+ float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
if(autocvar_g_balance_hmg_reload_ammo)
ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(HeavyMachineGun, wr_config, bool(entity thiswep))
{
HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
return true;
}
- case WR_RELOAD:
+ METHOD(HeavyMachineGun, wr_reload, bool(entity thiswep))
{
- W_Reload(WEP_CVAR(hmg, ammo), W_Sound("reload"));
+ W_Reload(WEP_CVAR(hmg, ammo), SND(RELOAD));
return true;
}
- case WR_SUICIDEMESSAGE:
+ METHOD(HeavyMachineGun, wr_suicidemessage, bool(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(HeavyMachineGun, wr_killmessage, bool(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_HMG_MURDER_SNIPE;
else
return WEAPON_HMG_MURDER_SPRAY;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_HeavyMachineGun(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(HeavyMachineGun, wr_impacteffect, bool(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
if(!w_issilent)
if(w_random < 0.05)
- sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM);
else if(w_random < 0.1)
- sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
else if(w_random < 0.2)
- sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
return true;
}
- case WR_INIT:
+ METHOD(HeavyMachineGun, wr_init, bool(entity thiswep))
{
return true;
}
- case WR_ZOOMRETICLE:
+ METHOD(HeavyMachineGun, wr_zoomreticle, bool(entity thiswep))
{
// no weapon specific image for this weapon
return false;
}
- }
- return false;
-}
+
#endif
#endif