]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Weapons: pass weaponentity field instead of slot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index 61f9210d902cfa56ddfa576292d8f11211d6e4ca..71f7ac3a85742fd31908d828221de7bda863aa99 100644 (file)
@@ -1,19 +1,21 @@
 #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, m_name, 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) \
@@ -60,10 +62,10 @@ spawnfunc(weapon_machinegun)
        if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
-               weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
+               weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
                return;
        }
-       weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
+       weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
 }
 spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
 
@@ -102,17 +104,17 @@ void W_MachineGun_MuzzleFlash(void)
        self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
 }
 
-void W_MachineGun_Attack(int deathtype)
+void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
 {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;
                self.punchangle_y = random() - 0.5;
        }
-
+       int slot = weaponslot(weaponentity);
        // this attack_finished just enforces a cooldown at the end of a burst
-       ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+       ATTACK_FINISHED(self, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
 
        if(self.misc_bulletcounter == 1)
                fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0);
@@ -122,95 +124,98 @@ void W_MachineGun_Attack(int deathtype)
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        W_MachineGun_MuzzleFlash();
-       W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+       W_AttachToShotorg(self, self.muzzle_flash, '5 0 0');
 
        // casing code
        if(autocvar_g_casings >= 2)
                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, self, WEP_CVAR(machinegun, first_ammo));
        else
-               W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
+               W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, sustained_ammo));
 }
 
 // weapon frames
-void W_MachineGun_Attack_Frame(void)
-{SELFPARAM();
-       if(self.weapon != self.switchweapon) // abort immediately if switching
+void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       if(actor.weapon != actor.switchweapon) // abort immediately if switching
        {
-               w_ready();
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
-       if(self.BUTTON_ATCK)
+       if(actor.BUTTON_ATCK)
        {
-               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+               Weapon w = get_weaponinfo(actor.weapon);
+               if(!w.wr_checkammo2(w))
+               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
-                       W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                       w_ready();
+                       W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                       w_ready(thiswep, actor, weaponentity, fire);
                        return;
                }
-               self.misc_bulletcounter = self.misc_bulletcounter + 1;
-               W_MachineGun_Attack(WEP_MACHINEGUN.m_id);
-               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+               actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+               W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
        }
        else
-               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
 }
 
 
-void W_MachineGun_Attack_Auto(void)
-{SELFPARAM();
+void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
        float machinegun_spread;
 
-       if(!self.BUTTON_ATCK)
+       if(!(fire & 1))
        {
-               w_ready();
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
-       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+       Weapon w = get_weaponinfo(actor.weapon);
+       if(!w.wr_checkammo1(w))
+       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
-               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-               w_ready();
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
+       W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
 
-       W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+       W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random() - 0.5;
-               self.punchangle_y = random() - 0.5;
+               actor.punchangle_x = random() - 0.5;
+               actor.punchangle_y = random() - 0.5;
        }
 
-       machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * self.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
+       machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
        fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
 
-       self.misc_bulletcounter = self.misc_bulletcounter + 1;
+       actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        W_MachineGun_MuzzleFlash();
-       W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+       W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
 
        if(autocvar_g_casings >= 2) // casing code
-               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);
+               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, actor);
 
-       ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
+       int slot = weaponslot(weaponentity);
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
 }
 
-void W_MachineGun_Attack_Burst(void)
-{SELFPARAM();
-       W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random() - 0.5;
-               self.punchangle_y = random() - 0.5;
+               actor.punchangle_x = random() - 0.5;
+               actor.punchangle_y = random() - 0.5;
        }
 
        fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
@@ -218,98 +223,92 @@ void W_MachineGun_Attack_Burst(void)
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        W_MachineGun_MuzzleFlash();
-       W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+       W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
 
        if(autocvar_g_casings >= 2) // casing code
-               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);
+               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, actor);
 
-       self.misc_bulletcounter = self.misc_bulletcounter + 1;
-       if(self.misc_bulletcounter == 0)
+       actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+       if(actor.misc_bulletcounter == 0)
        {
-               ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
-               weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
+               int slot = weaponslot(weaponentity);
+               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
        }
        else
        {
-               weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
        }
 
 }
 
-bool W_MachineGun(int req)
-{SELFPARAM();
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(MachineGun, wr_aim, void(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);
                        else
                                self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
-
-                       return true;
                }
-               case WR_THINK:
+               METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
-                       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)
+                       if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
+                               Weapon w = get_weaponinfo(actor.weapon);
+                               w.wr_reload(w);
+                       } else
+                       if(WEP_CVAR(machinegun, mode) == 1)
                        {
-                               if(self.BUTTON_ATCK)
-                               if(weapon_prepareattack(0, 0))
+                               if(fire & 1)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
                                {
-                                       self.misc_bulletcounter = 0;
-                                       W_MachineGun_Attack_Auto();
+                                       actor.misc_bulletcounter = 0;
+                                       W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
                                }
 
-                               if(self.BUTTON_ATCK2)
-                               if(weapon_prepareattack(1, 0))
+                               if(fire & 2)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
                                {
-                                       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-                                       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+                                       Weapon w = get_weaponinfo(actor.weapon);
+                                       if(!w.wr_checkammo2(w))
+                                       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                                        {
-                                               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                                               w_ready();
-                                               return false;
+                                               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                                               w_ready(thiswep, actor, weaponentity, fire);
+                                               return;
                                        }
 
-                                       W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
+                                       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
 
-                                       self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
-                                       W_MachineGun_Attack_Burst();
+                                       actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+                                       W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
                                }
                        }
                        else
                        {
 
-                               if(self.BUTTON_ATCK)
-                               if(weapon_prepareattack(0, 0))
+                               if(fire & 1)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
                                {
-                                       self.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN.m_id); // sets attack_finished
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+                                       actor.misc_bulletcounter = 1;
+                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
                                }
 
-                               if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
-                               if(weapon_prepareattack(1, 0))
+                               if((fire & 2) && WEP_CVAR(machinegun, first))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
                                {
-                                       self.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
+                                       actor.misc_bulletcounter = 1;
+                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
                                }
                        }
-
-                       return true;
                }
-               case WR_INIT:
+               METHOD(MachineGun, wr_init, void(entity thiswep))
                {
-                       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
@@ -324,8 +323,9 @@ bool W_MachineGun(int req)
                        }
                        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
@@ -340,65 +340,42 @@ bool W_MachineGun(int req)
                        }
                        return ammo_amount;
                }
-               case WR_CONFIG:
+               METHOD(MachineGun, wr_config, void(entity thiswep))
                {
                        MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               case WR_RELOAD:
+               METHOD(MachineGun, wr_reload, void(entity thiswep))
                {
-                       W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), W_Sound("reload"));
-                       return true;
+                       W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
                }
-               case WR_SUICIDEMESSAGE:
+               METHOD(MachineGun, wr_suicidemessage, int(entity thiswep))
                {
                        return WEAPON_THINKING_WITH_PORTALS;
                }
-               case WR_KILLMESSAGE:
+               METHOD(MachineGun, wr_killmessage, int(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, void(entity thiswep))
                {
                        vector org2;
                        org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
+                       pointparticles(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);
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       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;
+                                       sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
                }
-       }
-       return false;
-}
+
 #endif
 #endif