-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ SHOTGUN,
/* function */ W_Shotgun,
#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)
{
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)
+ (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)
//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');
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;
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
}
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()
return;
}
- W_Shotgun_Attack(FALSE);
+ W_Shotgun_Attack(false);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
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:
{
{
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);
}
{
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);
}
// 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:
{
return WEAPON_SHOTGUN_MURDER;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
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