]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shotgun.qc
Merge branch 'master' into terencehill/quickmenu
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shotgun.qc
index 9227cdab4ee15b1e2c9257e7e167aa319645709e..1c20423df3b4871551e57995599dbe36e785d363 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id  */ SHOTGUN,
 /* function  */ W_Shotgun,
@@ -49,9 +49,10 @@ REGISTER_WEAPON(
 #ifdef SVQC
 SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
-#else
+#endif
+#ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
+void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN.m_id); }
 
 void W_Shotgun_Attack(float isprimary)
 {
@@ -60,11 +61,11 @@ void W_Shotgun_Attack(float isprimary)
 
        W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
 
-       W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+       W_SetupShot(self, true, 5, W_Sound("shotgun_fire"), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
        for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
-               fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0);
+               fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
 
-       pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
+       Send_Effect("shotgun_muzzleflash", w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
 
        // casing code
        if(autocvar_g_casings >= 1)
@@ -119,13 +120,13 @@ void W_Shotgun_Melee_Think(void)
                        + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
                        + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
 
-               WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
+               WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner));
 
                // draw lightning beams for debugging
                //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
                //te_customflash(targpos, 40,  2, '1 1 1');
 
-               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
+               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self
                        && (trace_ent.takedamage == DAMAGE_AIM)
@@ -142,11 +143,11 @@ void W_Shotgun_Melee_Think(void)
                        //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
 
                        Damage(target_victim, self.realowner, self.realowner,
-                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
+                               swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
                                self.realowner.origin + self.realowner.view_ofs,
                                v_forward * WEP_CVAR_SEC(shotgun, force));
 
-                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
+                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
 
                        // draw large red flash for debugging
                        //te_customflash(targpos, 200, 2, '15 0 0');
@@ -180,7 +181,7 @@ void W_Shotgun_Melee_Think(void)
 
 void W_Shotgun_Attack2(void)
 {
-       sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
+       sound(self, CH_WEAPON_A, W_Sound("shotgun_melee"), VOL_BASE, ATTEN_NORM);
        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
 
        entity meleetemp;
@@ -188,7 +189,7 @@ void W_Shotgun_Attack2(void)
        meleetemp.realowner = self;
        meleetemp.think = W_Shotgun_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+       W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
 }
 
 // alternate secondary weapon frames
@@ -203,7 +204,7 @@ void W_Shotgun_Attack3_Frame2()
        }
 
        sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
-       W_Shotgun_Attack(TRUE); // actually is secondary, but we trick the last shot into playing full reload sound
+       W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
 void W_Shotgun_Attack3_Frame1()
@@ -216,7 +217,7 @@ void W_Shotgun_Attack3_Frame1()
                return;
        }
 
-       W_Shotgun_Attack(FALSE);
+       W_Shotgun_Attack(false);
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
@@ -230,11 +231,11 @@ float W_Shotgun(float req)
                case WR_AIM:
                {
                        if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
                        else
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
 
-                       return TRUE;
+                       return true;
                }
                case WR_THINK:
                {
@@ -252,7 +253,7 @@ float W_Shotgun(float req)
                                        {
                                                if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
                                                {
-                                                       W_Shotgun_Attack(TRUE);
+                                                       W_Shotgun_Attack(true);
                                                        self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
                                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                                                }
@@ -264,7 +265,7 @@ float W_Shotgun(float req)
                                        {
                                                if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
                                                {
-                                                       W_Shotgun_Attack(FALSE);
+                                                       W_Shotgun_Attack(false);
                                                        self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
                                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                                                }
@@ -280,58 +281,58 @@ float W_Shotgun(float req)
                                // attempt forcing playback of the anim by switching to another anim (that we never play) here...
                                weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_model("models/uziflash.md3");
-                       precache_model("models/weapons/g_shotgun.md3");
-                       precache_model("models/weapons/v_shotgun.md3");
-                       precache_model("models/weapons/h_shotgun.iqm");
+                       precache_model(W_Model("g_shotgun.md3"));
+                       precache_model(W_Model("v_shotgun.md3"));
+                       precache_model(W_Model("h_shotgun.iqm"));
                        precache_sound("misc/itempickup.wav");
-                       precache_sound("weapons/shotgun_fire.wav");
-                       precache_sound("weapons/shotgun_melee.wav");
-                       SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       precache_sound(W_Sound("shotgun_fire"));
+                       precache_sound(W_Sound("shotgun_melee"));
+                       SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_SETUP:
                {
                        self.ammo_field = ammo_none;
-                       return TRUE;
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
                        ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
-                       ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
+                       ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
                        if(IS_BOT_CLIENT(self))
                        if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
-                               return FALSE; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+                               return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
                        switch(WEP_CVAR(shotgun, secondary))
                        {
-                               case 1: return TRUE; // melee does not use ammo
+                               case 1: return true; // melee does not use ammo
                                case 2: // secondary triple shot
                                {
                                        ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
-                                       ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
+                                       ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
                                        return ammo_amount;
                                }
-                               default: return FALSE; // secondary unavailable
+                               default: return false; // secondary unavailable
                        }
                }
                case WR_CONFIG:
                {
-                       SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RELOAD:
                {
-                       W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO
-                       return TRUE;
+                       W_Reload(WEP_CVAR_PRI(shotgun, ammo), W_Sound("reload")); // WEAPONTODO
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -345,7 +346,7 @@ float W_Shotgun(float req)
                                return WEAPON_SHOTGUN_MURDER;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -362,30 +363,30 @@ float W_Shotgun(float req)
                        if(!w_issilent && time - self.prevric > 0.25)
                        {
                                if(w_random < 0.0165)
-                                       sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
+                                       sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTEN_NORM);
                                else if(w_random < 0.033)
-                                       sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
+                                       sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTEN_NORM);
                                else if(w_random < 0.05)
-                                       sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
+                                       sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM);
                                self.prevric = time;
                        }
 
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
-                       precache_sound("weapons/ric1.wav");
-                       precache_sound("weapons/ric2.wav");
-                       precache_sound("weapons/ric3.wav");
-                       return TRUE;
+                       precache_sound(W_Sound("ric1"));
+                       precache_sound(W_Sound("ric2"));
+                       precache_sound(W_Sound("ric3"));
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #endif