/* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba");
/* refname */ ATTRIB(Tuba, netname, string, "tuba");
/* xgettext:no-c-format */
-/* wepname */ ATTRIB(Tuba, message, string, _("@!#%'n Tuba"));
+/* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, animtime, float, NONE) \
+ P(class, prefix, attenuation, float, NONE) \
+ P(class, prefix, damage, float, NONE) \
+ P(class, prefix, edgedamage, float, NONE) \
+ P(class, prefix, fadetime, float, NONE) \
+ P(class, prefix, force, float, NONE) \
+ P(class, prefix, pitchstep, float, NONE) \
+ P(class, prefix, radius, float, NONE) \
+ P(class, prefix, refire, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, volume, 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, Tuba, tuba)
+#undef X
+
ENDCLASS(Tuba)
-REGISTER_WEAPON(TUBA, NEW(Tuba));
-
-#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
-#define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, animtime) \
- w_cvar(id, sn, NONE, attenuation) \
- w_cvar(id, sn, NONE, damage) \
- w_cvar(id, sn, NONE, edgedamage) \
- w_cvar(id, sn, NONE, fadetime) \
- w_cvar(id, sn, NONE, force) \
- w_cvar(id, sn, NONE, pitchstep) \
- w_cvar(id, sn, NONE, radius) \
- w_cvar(id, sn, NONE, refire) \
- w_cvar(id, sn, NONE, volume) \
- 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(TUBA, tuba, NEW(Tuba));
+
#ifdef SVQC
-TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-float W_Tuba_MarkClientOnlyFieldsAsUsed() {
- // These variables are only used by client/tuba.qc. TODO: move client/tuba.qc code here.
- return WEP_CVAR(tuba, fadetime) + WEP_CVAR(tuba, pitchstep) + WEP_CVAR(tuba, volume);
-}
.entity tuba_note;
.float tuba_smoketime;
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_tuba) { weapon_defaultspawnfunc(WEP_TUBA.m_id); }
+spawnfunc(weapon_tuba) { weapon_defaultspawnfunc(this, WEP_TUBA); }
bool W_Tuba_HasPlayed(entity pl, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
{
return true;
}
-void W_Tuba_NoteOff(void)
+void W_Tuba_NoteOff()
{SELFPARAM();
// we have a note:
// on: self.spawnshieldtime
if(!sound_allowed(MSG_ONE, self.realowner))
return false;
- WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
WriteByte(MSG_ENTITY, sf);
if(sf & 1)
{
return true;
}
-void W_Tuba_NoteThink(void)
+void W_Tuba_NoteThink()
{SELFPARAM();
float dist_mult;
float vol0, vol1;
self.BUTTON_ATCK2 = 1;
}
}
- METHOD(Tuba, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(Tuba, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(fire1)
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(tuba, refire)))
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(0);
//weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(actor, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
- if(fire2)
- if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR(tuba, refire)))
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(HITTYPE_SECONDARY);
//weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(actor, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
if(actor.tuba_note)
{
- if(!fire1 && !fire2)
+ if(!(fire & 1) && !(fire & 2))
{
WITH(entity, self, actor.tuba_note, W_Tuba_NoteOff());
}
}
}
- METHOD(Tuba, wr_init, void(entity thiswep))
- {
- TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(Tuba, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
}
METHOD(Tuba, wr_reload, void(entity thiswep))
{
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
// switch to alternate instruments :)
- if(self.weaponentity.state == WS_READY)
+ if(self.(weaponentity).state == WS_READY)
{
switch(self.tuba_instrument)
{
}
W_SetupShot(self, false, 0, "", 0, 0);
Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
- self.weaponentity.state = WS_INUSE;
- weapon_thinkf(self, WFRAME_RELOAD, 0.5, w_ready);
+ self.(weaponentity).state = WS_INUSE;
+ weapon_thinkf(self, weaponentity, WFRAME_RELOAD, 0.5, w_ready);
}
}
METHOD(Tuba, wr_checkammo1, bool(entity thiswep))
{
return true; // tuba has infinite ammo
}
- METHOD(Tuba, wr_config, void(entity thiswep))
- {
- TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
METHOD(Tuba, wr_suicidemessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_BOUNCE)