]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Offhand: fix machinegun (still needs .clip_load > 0)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index a0bad57faa3abc7e5cf7a77a71b98be98c2f6ec3..7eb09b22bab792a1a3abf41ed93354e643fdca4e 100644 (file)
@@ -1,19 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* 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")
-);
+CLASS(MachineGun, Weapon)
+/* ammotype  */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails)
+/* impulse   */ ATTRIB(MachineGun, impulse, int, 3)
+/* flags     */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating    */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color     */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
+/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
+#ifndef MENUQC
+/* model     */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
+/* wepimg    */ ATTRIB(MachineGun, model2, string, "weaponuzi");
+/* refname   */ ATTRIB(MachineGun, netname, string, "machinegun");
+/* wepname   */ ATTRIB(MachineGun, message, string, _("MachineGun"));
+ENDCLASS(MachineGun)
+REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun));
 
 #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) \
@@ -90,7 +92,7 @@ void W_MachineGun_MuzzleFlash(void)
                self.muzzle_flash = spawn();
 
        // muzzle flash for 1st person view
-       setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
+       setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
 
        self.muzzle_flash.scale = 0.75;
        self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
@@ -102,9 +104,9 @@ void W_MachineGun_MuzzleFlash(void)
        self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
 }
 
-void W_MachineGun_Attack(int deathtype)
+void W_MachineGun_Attack(Weapon thiswep, int deathtype)
 {SELFPARAM();
-       W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
+       W_SetupShot(self, true, 0, SND(UZI_FIRE), 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;
@@ -129,30 +131,30 @@ void W_MachineGun_Attack(int deathtype)
                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(WEP_CVAR(machinegun, first_ammo));
+               W_DecreaseAmmo(thiswep, WEP_CVAR(machinegun, first_ammo));
        else
-               W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
+               W_DecreaseAmmo(thiswep, WEP_CVAR(machinegun, sustained_ammo));
 }
 
 // weapon frames
-void W_MachineGun_Attack_Frame(void)
+void W_MachineGun_Attack_Frame(Weapon thiswep, bool fire1, bool fire2)
 {SELFPARAM();
        if(self.weapon != self.switchweapon) // abort immediately if switching
        {
-               w_ready();
+               w_ready(thiswep, fire1, fire2);
                return;
        }
        if(self.BUTTON_ATCK)
        {
-               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+               if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                       w_ready();
+                       w_ready(thiswep, fire1, fire2);
                        return;
                }
                self.misc_bulletcounter = self.misc_bulletcounter + 1;
-               W_MachineGun_Attack(WEP_MACHINEGUN.m_id);
+               W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id);
                weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
        }
        else
@@ -160,27 +162,27 @@ void W_MachineGun_Attack_Frame(void)
 }
 
 
-void W_MachineGun_Attack_Auto(void)
+void W_MachineGun_Attack_Auto(Weapon thiswep, bool fire1, bool fire2)
 {SELFPARAM();
        float machinegun_spread;
 
-       if(!self.BUTTON_ATCK)
+       if(!fire1)
        {
-               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(machinegun, sustained_ammo));
+       W_DecreaseAmmo(WEP_MACHINEGUN, WEP_CVAR(machinegun, sustained_ammo));
 
-       W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+       W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if(!autocvar_g_norecoil)
        {
                self.punchangle_x = random() - 0.5;
@@ -204,9 +206,9 @@ void W_MachineGun_Attack_Auto(void)
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
 }
 
-void W_MachineGun_Attack_Burst(void)
+void W_MachineGun_Attack_Burst(Weapon thiswep, bool fire1, bool fire2)
 {SELFPARAM();
-       W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+       W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if(!autocvar_g_norecoil)
        {
                self.punchangle_x = random() - 0.5;
@@ -236,12 +238,7 @@ void W_MachineGun_Attack_Burst(void)
 
 }
 
-bool W_MachineGun(int req)
-{SELFPARAM();
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(MachineGun, 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);
@@ -250,70 +247,67 @@ bool W_MachineGun(int req)
 
                        return true;
                }
-               case WR_THINK:
+               METHOD(MachineGun, wr_think, bool(entity thiswep, bool fire1, bool fire2))
                {
                        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(machinegun, mode) == 1)
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
+                       else
+                       if(WEP_CVAR(machinegun, mode) == 1)
                        {
-                               if(self.BUTTON_ATCK)
+                               if(fire1)
                                if(weapon_prepareattack(0, 0))
                                {
                                        self.misc_bulletcounter = 0;
-                                       W_MachineGun_Attack_Auto();
+                                       W_MachineGun_Attack_Auto(thiswep, fire1, fire2);
                                }
 
-                               if(self.BUTTON_ATCK2)
+                               if(fire2)
                                if(weapon_prepareattack(1, 0))
                                {
-                                       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+                                       if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
                                        if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                        {
                                                W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                                               w_ready();
+                                               w_ready(thiswep, fire1, fire2);
                                                return false;
                                        }
 
-                                       W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
+                                       W_DecreaseAmmo(thiswep, WEP_CVAR(machinegun, burst_ammo));
 
                                        self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
-                                       W_MachineGun_Attack_Burst();
+                                       W_MachineGun_Attack_Burst(thiswep, fire1, fire2);
                                }
                        }
                        else
                        {
 
-                               if(self.BUTTON_ATCK)
+                               if(fire1)
                                if(weapon_prepareattack(0, 0))
                                {
                                        self.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN.m_id); // sets attack_finished
+                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id); // sets attack_finished
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
                                }
 
-                               if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
+                               if(fire2 && WEP_CVAR(machinegun, first))
                                if(weapon_prepareattack(1, 0))
                                {
                                        self.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
+                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
                                }
                        }
 
                        return true;
                }
-               case WR_INIT:
+               METHOD(MachineGun, wr_init, bool(entity thiswep))
                {
-                       precache_model("models/uziflash.md3");
-                       precache_model(W_Model("g_uzi.md3"));
-                       precache_model(W_Model("v_uzi.md3"));
-                       precache_model(W_Model("h_uzi.iqm"));
-                       precache_sound(W_Sound("uzi_fire"));
                        MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
                        return true;
                }
-               case WR_CHECKAMMO1:
+               METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
                {
+                       float ammo_amount;
                        if(WEP_CVAR(machinegun, mode) == 1)
                                ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
                        else
@@ -328,8 +322,9 @@ bool W_MachineGun(int req)
                        }
                        return ammo_amount;
                }
-               case WR_CHECKAMMO2:
+               METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
                {
+                       float ammo_amount;
                        if(WEP_CVAR(machinegun, mode) == 1)
                                ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
                        else
@@ -344,65 +339,55 @@ bool W_MachineGun(int req)
                        }
                        return ammo_amount;
                }
-               case WR_CONFIG:
+               METHOD(MachineGun, wr_config, bool(entity thiswep))
                {
                        MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
                        return true;
                }
-               case WR_RELOAD:
+               METHOD(MachineGun, wr_reload, bool(entity thiswep))
                {
-                       W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), W_Sound("reload"));
+                       W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
                        return true;
                }
-               case WR_SUICIDEMESSAGE:
+               METHOD(MachineGun, wr_suicidemessage, bool(entity thiswep))
                {
                        return WEAPON_THINKING_WITH_PORTALS;
                }
-               case WR_KILLMESSAGE:
+               METHOD(MachineGun, wr_killmessage, bool(entity thiswep))
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
                                return WEAPON_MACHINEGUN_MURDER_SNIPE;
                        else
                                return WEAPON_MACHINEGUN_MURDER_SPRAY;
                }
-       }
-       return false;
-}
+
 #endif
 #ifdef CSQC
-bool W_MachineGun(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
+
+               METHOD(MachineGun, 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, ATTN_NORM);
+                                       sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
                                else if(w_random < 0.1)
-                                       sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTN_NORM);
+                                       sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
                                else if(w_random < 0.2)
-                                       sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTN_NORM);
+                                       sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
 
                        return true;
                }
-               case WR_INIT:
+               METHOD(MachineGun, wr_init, bool(entity thiswep))
                {
-                       precache_sound(W_Sound("ric1"));
-                       precache_sound(W_Sound("ric2"));
-                       precache_sound(W_Sound("ric3"));
                        return true;
                }
-               case WR_ZOOMRETICLE:
+               METHOD(MachineGun, wr_zoomreticle, bool(entity thiswep))
                {
                        // no weapon specific image for this weapon
                        return false;
                }
-       }
-       return false;
-}
+
 #endif
 #endif