#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) \
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;
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;
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
}
-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;
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;
}
-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);
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
}
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
}
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