#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ TUBA,
-/* function */ W_Tuba,
-/* ammotype */ ammo_none,
-/* impulse */ 1,
-/* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0 1 0',
-/* modelname */ "tuba",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairtuba",
-/* wepimg */ "weapontuba",
-/* refname */ "tuba",
+CLASS(Tuba, Weapon)
+/* ammotype */ //ATTRIB(Tuba, ammo_field, .int, ammo_none)
+/* impulse */ ATTRIB(Tuba, impulse, int, 1)
+/* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0');
+/* modelname */ ATTRIB(Tuba, mdl, string, "tuba");
+#ifndef MENUQC
+/* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM);
+#endif
+/* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba");
+/* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba");
+/* refname */ ATTRIB(Tuba, netname, string, "tuba");
/* xgettext:no-c-format */
-/* wepname */ _("@!#%'n Tuba")
-);
+/* wepname */ ATTRIB(Tuba, message, string, _("@!#%'n Tuba"));
+ENDCLASS(Tuba)
+REGISTER_WEAPON(TUBA, NEW(Tuba));
#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
#define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
}
}
-bool W_Tuba(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_AIM:
+ METHOD(Tuba, wr_aim, void(entity thiswep))
{
// bots cannot play the Tuba well yet
// I think they should start with the recorder first
else
self.BUTTON_ATCK2 = 1;
}
-
- return true;
}
- case WR_THINK:
+ METHOD(Tuba, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(self.BUTTON_ATCK)
- if(weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
+ if(fire1)
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(0);
- //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ //weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(actor, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
+ if(fire2)
+ if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(HITTYPE_SECONDARY);
- //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(actor, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
- if(self.tuba_note)
+ if(actor.tuba_note)
{
- if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
+ if(!fire1 && !fire2)
{
- WITH(entity, self, self.tuba_note, W_Tuba_NoteOff());
+ WITH(entity, self, actor.tuba_note, W_Tuba_NoteOff());
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Tuba, wr_init, void(entity thiswep))
{
TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Tuba, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
self.tuba_instrument = 0;
- return true;
}
- case WR_RELOAD:
+ METHOD(Tuba, wr_reload, void(entity thiswep))
{
// switch to alternate instruments :)
if(self.weaponentity.state == WS_READY)
W_SetupShot(self, false, 0, "", 0, 0);
Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
self.weaponentity.state = WS_INUSE;
- weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
+ weapon_thinkf(self, WFRAME_RELOAD, 0.5, w_ready);
}
-
- return true;
}
- case WR_CHECKAMMO1:
- case WR_CHECKAMMO2:
+ METHOD(Tuba, wr_checkammo1, bool(entity thiswep))
+ {
+ return true; // infinite ammo
+ }
+ METHOD(Tuba, wr_checkammo2, bool(entity thiswep))
{
return true; // tuba has infinite ammo
}
- case WR_CONFIG:
+ METHOD(Tuba, wr_config, void(entity thiswep))
{
TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Tuba, wr_suicidemessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_BOUNCE)
return WEAPON_KLEINBOTTLE_SUICIDE;
else
return WEAPON_TUBA_SUICIDE;
}
- case WR_KILLMESSAGE:
+ METHOD(Tuba, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_BOUNCE)
return WEAPON_KLEINBOTTLE_MURDER;
else
return WEAPON_TUBA_MURDER;
}
- }
- return false;
-}
-#endif
-#ifdef CSQC
-bool W_Tuba(int req)
-{SELFPARAM();
- // nothing to do here; particles of tuba are handled differently
- // WEAPONTODO
- switch(req)
- {
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
-
- return false;
-}
#endif
#endif