REGISTER_WEAPON(
/* WEP_##id */ NEX,
/* function */ w_nex,
-/* ammotype */ IT_CELLS,
+/* ammotype */ ammo_cells,
/* impulse */ 7,
/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
/* rating */ BOT_PICKUP_RATING_HIGH,
/* model */ "nex",
/* netname */ "nex",
-/* fullname */ _("Nex")
+/* fullname */ _("Vortex")
);
-#define NEX_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
- WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
- WEP_ADD_CVAR(weapon, MO_BOTH, force) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_mindist) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_maxdist) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_halflife) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_forcehalflife) \
- WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_mindmg) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_shot_multiplier) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_animlimit) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_limit) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_rate) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_rate) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_pause) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_start) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_minspeed) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_maxspeed) \
- WEP_ADD_CVAR(weapon, MO_NONE, charge_velocity_rate) \
- WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
- WEP_ADD_CVAR(weapon, MO_SEC, chargepool) \
- WEP_ADD_CVAR(weapon, MO_SEC, chargepool_regen) \
- WEP_ADD_CVAR(weapon, MO_SEC, chargepool_pause_regen) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#define NEX_SETTINGS(w_cvar,w_prop) NEX_SETTINGS_LIST(w_cvar, w_prop, NEX, nex)
+#define NEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, ammo) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_BOTH, damage) \
+ w_cvar(id, sn, MO_BOTH, force) \
+ w_cvar(id, sn, MO_BOTH, damagefalloff_mindist) \
+ w_cvar(id, sn, MO_BOTH, damagefalloff_maxdist) \
+ w_cvar(id, sn, MO_BOTH, damagefalloff_halflife) \
+ w_cvar(id, sn, MO_BOTH, damagefalloff_forcehalflife) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_NONE, charge) \
+ w_cvar(id, sn, MO_NONE, charge_mindmg) \
+ w_cvar(id, sn, MO_NONE, charge_shot_multiplier) \
+ w_cvar(id, sn, MO_NONE, charge_animlimit) \
+ w_cvar(id, sn, MO_NONE, charge_limit) \
+ w_cvar(id, sn, MO_NONE, charge_rate) \
+ w_cvar(id, sn, MO_NONE, charge_rot_rate) \
+ w_cvar(id, sn, MO_NONE, charge_rot_pause) \
+ w_cvar(id, sn, MO_NONE, charge_start) \
+ w_cvar(id, sn, MO_NONE, charge_minspeed) \
+ w_cvar(id, sn, MO_NONE, charge_maxspeed) \
+ w_cvar(id, sn, MO_NONE, charge_velocity_rate) \
+ w_cvar(id, sn, MO_NONE, secondary) \
+ w_cvar(id, sn, MO_SEC, chargepool) \
+ w_cvar(id, sn, MO_SEC, chargepool_regen) \
+ w_cvar(id, sn, MO_SEC, chargepool_pause_regen) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
-NEX_SETTINGS(nex)
+NEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
{
dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if(autocvar_g_balance_nex_reload_ammo)
precache_sound ("weapons/nexwhoosh1.wav");
precache_sound ("weapons/nexwhoosh2.wav");
precache_sound ("weapons/nexwhoosh3.wav");
- WEP_SET_PROPS(NEX_SETTINGS(nex), WEP_NEX)
+ NEX_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
}
case WR_CONFIG:
{
- WEP_CONFIG_SETTINGS(NEX_SETTINGS(nex))
+ NEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo)), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
+ W_Reload(min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo)), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE: