/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
-/* wepname */ ATTRIB(MachineGun, message, string, _("MachineGun"));
+/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, burst, float, NONE) \
+ P(class, prefix, burst_ammo, float, NONE) \
+ P(class, prefix, burst_animtime, float, NONE) \
+ P(class, prefix, burst_refire2, float, NONE) \
+ P(class, prefix, burst_refire, float, NONE) \
+ P(class, prefix, burst_speed, float, NONE) \
+ P(class, prefix, first, float, NONE) \
+ P(class, prefix, first_ammo, float, NONE) \
+ P(class, prefix, first_damage, float, NONE) \
+ P(class, prefix, first_force, float, NONE) \
+ P(class, prefix, first_refire, float, NONE) \
+ P(class, prefix, first_spread, float, NONE) \
+ P(class, prefix, mode, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, solidpenetration, float, NONE) \
+ P(class, prefix, spread_add, float, NONE) \
+ P(class, prefix, spread_max, float, NONE) \
+ P(class, prefix, spread_min, float, NONE) \
+ P(class, prefix, sustained_ammo, float, NONE) \
+ P(class, prefix, sustained_damage, float, NONE) \
+ P(class, prefix, sustained_force, float, NONE) \
+ P(class, prefix, sustained_refire, float, NONE) \
+ P(class, prefix, sustained_spread, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, MachineGun, machinegun)
+#undef X
+
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) \
- w_cvar(id, sn, NONE, spread_min) \
- w_cvar(id, sn, NONE, spread_max) \
- w_cvar(id, sn, NONE, spread_add) \
- w_cvar(id, sn, NONE, mode) \
- w_cvar(id, sn, NONE, first) \
- w_cvar(id, sn, NONE, first_damage) \
- w_cvar(id, sn, NONE, first_force) \
- w_cvar(id, sn, NONE, first_refire) \
- w_cvar(id, sn, NONE, first_spread) \
- w_cvar(id, sn, NONE, first_ammo) \
- w_cvar(id, sn, NONE, solidpenetration) \
- w_cvar(id, sn, NONE, sustained_damage) \
- w_cvar(id, sn, NONE, sustained_force) \
- w_cvar(id, sn, NONE, sustained_refire) \
- w_cvar(id, sn, NONE, sustained_spread) \
- w_cvar(id, sn, NONE, sustained_ammo) \
- w_cvar(id, sn, NONE, burst) \
- w_cvar(id, sn, NONE, burst_refire) \
- w_cvar(id, sn, NONE, burst_refire2) \
- w_cvar(id, sn, NONE, burst_animtime) \
- w_cvar(id, sn, NONE, burst_speed) \
- w_cvar(id, sn, NONE, burst_ammo) \
- 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) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
+
-#ifdef SVQC
-MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
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); }
-void W_MachineGun_MuzzleFlash_Think(void)
+void W_MachineGun_MuzzleFlash_Think()
{SELFPARAM();
- self.frame = self.frame + 2;
- self.scale = self.scale * 0.5;
- self.alpha = self.alpha - 0.25;
- self.nextthink = time + 0.05;
+ this.frame += 2;
+ this.scale *= 0.5;
+ this.alpha -= 0.25;
+ this.nextthink = time + 0.05;
- if(self.alpha <= 0)
+ if(this.alpha <= 0)
{
- self.think = SUB_Remove;
- self.nextthink = time;
- self.realowner.muzzle_flash = world;
+ this.think = SUB_Remove_self;
+ this.nextthink = time;
+ this.realowner.muzzle_flash = world;
return;
}
}
-void W_MachineGun_MuzzleFlash(void)
+void W_MachineGun_MuzzleFlash()
{SELFPARAM();
if(self.muzzle_flash == world)
self.muzzle_flash = spawn();
self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
-void W_MachineGun_Attack(Weapon thiswep, int deathtype, int slot)
+void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
{SELFPARAM();
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, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
}
// weapon frames
-void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, int slot, int fire)
+void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(actor.weapon != actor.switchweapon) // abort immediately if switching
+ if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
{
- w_ready(thiswep, actor, slot, fire);
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
if(actor.BUTTON_ATCK)
{
- Weapon w = get_weaponinfo(actor.weapon);
- if(!w.wr_checkammo2(w))
+ if(!thiswep.wr_checkammo2(thiswep))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, slot, fire);
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, slot);
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ 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(actor, slot, 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(Weapon thiswep, entity actor, int slot, int fire)
+void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
float machinegun_spread;
if(!(fire & 1))
{
- w_ready(thiswep, actor, slot, fire);
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
- Weapon w = get_weaponinfo(actor.weapon);
- if(!w.wr_checkammo1(w))
+ if(!thiswep.wr_checkammo1(thiswep))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, slot, fire);
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
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, actor);
+ int slot = weaponslot(weaponentity);
ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
}
-void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, int slot, int fire)
+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)
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
if(actor.misc_bulletcounter == 0)
{
+ int slot = weaponslot(weaponentity);
ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
- weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
}
else
{
- weapon_thinkf(actor, slot, 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);
}
}
METHOD(MachineGun, wr_aim, void(entity thiswep))
{
- if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
+ if(vdist(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);
}
- METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
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);
+ thiswep.wr_reload(thiswep, actor, weaponentity);
} else
if(WEP_CVAR(machinegun, mode) == 1)
{
if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, slot, false, 0))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
{
actor.misc_bulletcounter = 0;
- W_MachineGun_Attack_Auto(thiswep, actor, slot, fire);
+ W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
}
if(fire & 2)
- if(weapon_prepareattack(thiswep, actor, slot, true, 0))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
- Weapon w = get_weaponinfo(actor.weapon);
- if(!w.wr_checkammo2(w))
+ if(!thiswep.wr_checkammo2(thiswep))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, slot, fire);
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
- W_MachineGun_Attack_Burst(thiswep, actor, slot, fire);
+ W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
}
}
else
{
if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, slot, false, 0))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
{
actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, slot); // sets attack_finished
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ 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((fire & 2) && WEP_CVAR(machinegun, first))
- if(weapon_prepareattack(thiswep, actor, slot, true, 0))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, slot); // sets attack_finished
- weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
+ 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);
}
}
}
- METHOD(MachineGun, wr_init, void(entity thiswep))
- {
- MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
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);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
}
return ammo_amount;
}
- METHOD(MachineGun, wr_config, void(entity thiswep))
- {
- MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(MachineGun, wr_reload, void(entity thiswep))
+ METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
}
{
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, SND_RIC1, VOL_BASE, ATTN_NORM);
- else if(w_random < 0.1)
- sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
- else if(w_random < 0.2)
- sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
}
#endif