X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmachinegun.qc;h=80567c2955383932015ee9bb60eb6c5efac9738f;hb=5c9f51cd3a9f0b63733ee7b81649e81872a86765;hp=7344ba9d0da4e220f66b01d2a602029fce4adff9;hpb=f4c77946d2b388b2ef4fae1057d1a636d9850923;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 7344ba9d0..80567c295 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -1,76 +1,15 @@ #include "machinegun.qh" -#ifndef IMPLEMENTATION -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"); -#ifdef GAMEQC -/* 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")); - -#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, machinegun, NEW(MachineGun)); - -#endif -#ifdef IMPLEMENTATION #ifdef SVQC -spawnfunc(weapon_machinegun) +METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e)) { - if(autocvar_sv_q3acompat_machineshotgunswap) - if(this.classname != "droppedweapon") + if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e)) { - weapon_defaultspawnfunc(this, WEP_SHOCKWAVE); - return; + return WEP_SHOCKWAVE; } - weapon_defaultspawnfunc(this, WEP_MACHINEGUN); + return this; } -spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); } void W_MachineGun_MuzzleFlash_Think(entity this) { @@ -316,9 +255,9 @@ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea { float ammo_amount; if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo); else - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo); if(WEP_CVAR(machinegun, reload_ammo)) { @@ -333,9 +272,9 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity wea { float ammo_amount; if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo); else - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo); if(WEP_CVAR(machinegun, reload_ammo)) { @@ -375,4 +314,3 @@ METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif