#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
+spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(WEP_HMG.m_id); }
-void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, bool fire1, bool fire2)
-{SELFPARAM();
- if (!self.BUTTON_ATCK)
+void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fire2)
+{
+ if (!actor.BUTTON_ATCK)
{
- w_ready(thiswep, fire1, fire2);
+ w_ready(thiswep, actor, fire1, fire2);
return;
}
- if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ Weapon w = get_weaponinfo(actor.weapon);
+ if(!w.wr_checkammo1(w))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready(thiswep, fire1, fire2);
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, fire1, fire2);
return;
}
- W_DecreaseAmmo(WEP_HMG, WEP_CVAR(hmg, ammo));
+ W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
- W_SetupShot (self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
+ W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
if(!autocvar_g_norecoil)
{
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
+ actor.punchangle_x = random () - 0.5;
+ actor.punchangle_y = random () - 0.5;
}
- 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));
+ float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.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.m_id, 0);
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
+ actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
- W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+ W_AttachToShotorg(actor, actor.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);
+ 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, actor);
- ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
+ ATTACK_FINISHED(actor) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
}
- METHOD(HeavyMachineGun, wr_aim, bool(entity thiswep))
+ METHOD(HeavyMachineGun, wr_aim, void(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);
else
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
-
- return true;
}
- METHOD(HeavyMachineGun, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+ METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, 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);
- else
+ if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
{
if (fire1)
- if (weapon_prepareattack(0, 0))
+ if (weapon_prepareattack(actor, false, 0))
{
- self.misc_bulletcounter = 0;
- W_HeavyMachineGun_Attack_Auto(thiswep, fire1, fire2);
+ actor.misc_bulletcounter = 0;
+ W_HeavyMachineGun_Attack_Auto(thiswep, actor, fire1, fire2);
}
}
-
- return true;
}
- METHOD(HeavyMachineGun, wr_init, bool(entity thiswep))
+ METHOD(HeavyMachineGun, wr_init, void(entity thiswep))
{
HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
{
return ammo_amount;
}
- METHOD(HeavyMachineGun, wr_config, bool(entity thiswep))
+ METHOD(HeavyMachineGun, wr_config, void(entity thiswep))
{
HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- METHOD(HeavyMachineGun, wr_reload, bool(entity thiswep))
+ METHOD(HeavyMachineGun, wr_reload, void(entity thiswep))
{
- W_Reload(WEP_CVAR(hmg, ammo), SND(RELOAD));
- return true;
+ W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
}
- METHOD(HeavyMachineGun, wr_suicidemessage, bool(entity thiswep))
+ METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- METHOD(HeavyMachineGun, wr_killmessage, bool(entity thiswep))
+ METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_HMG_MURDER_SNIPE;
#endif
#ifdef CSQC
- METHOD(HeavyMachineGun, wr_impacteffect, bool(entity thiswep))
+ METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
else if(w_random < 0.2)
sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
-
- return true;
- }
- METHOD(HeavyMachineGun, wr_init, bool(entity thiswep))
- {
- return true;
- }
- METHOD(HeavyMachineGun, wr_zoomreticle, bool(entity thiswep))
- {
- // no weapon specific image for this weapon
- return false;
}
#endif