]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Rename uzi to machinegun
authorMario <mario.mario@y7mail.com>
Mon, 30 Dec 2013 11:59:02 +0000 (22:59 +1100)
committerMario <mario.mario@y7mail.com>
Mon, 30 Dec 2013 11:59:02 +0000 (22:59 +1100)
16 files changed:
bal-wep-xonotic.cfg
balance-xonotic.cfg
defaultXonotic.cfg
qcsrc/client/damage.qc
qcsrc/client/hud.qc
qcsrc/common/notifications.qh
qcsrc/common/weapons/w_machinegun.qc
qcsrc/common/weapons/w_shockwave.qc
qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.c
qcsrc/server/mutators/mutator_nades.qc
qcsrc/server/t_quake.qc
qcsrc/server/t_quake3.qc
qcsrc/server/tturrets/units/unit_machinegun.qc
qcsrc/server/vehicles/vehicles.qc
qcsrc/warpzonelib/TODO
vehicles.cfg

index 97d4123db31a5247fb245bf366e0b6c94432a201..0632af8da595799902684af57fbcb8738cbe1554 100644 (file)
@@ -79,35 +79,35 @@ set g_balance_shockwave_weaponstart 1
 set g_balance_shockwave_weaponstartoverride -1
 // }}}
 // {{{ #3: Machine Gun
-set g_balance_uzi_burst 3
-set g_balance_uzi_burst_ammo 3
-set g_balance_uzi_burst_animtime 0.3
-set g_balance_uzi_burst_refire 0.06
-set g_balance_uzi_burst_refire2 0.45
-set g_balance_uzi_burst_speed 0
-set g_balance_uzi_first 1
-set g_balance_uzi_first_ammo 1
-set g_balance_uzi_first_damage 14
-set g_balance_uzi_first_force 5
-set g_balance_uzi_first_refire 0.125
-set g_balance_uzi_first_spread 0.03
-set g_balance_uzi_mode 1
-set g_balance_uzi_reload_ammo 60
-set g_balance_uzi_reload_time 2
-set g_balance_uzi_solidpenetration 13.1
-set g_balance_uzi_spread_add 0.012
-set g_balance_uzi_spread_max 0.05
-set g_balance_uzi_spread_min 0.02
-set g_balance_uzi_sustained_ammo 1
-set g_balance_uzi_sustained_damage 10
-set g_balance_uzi_sustained_force 5
-set g_balance_uzi_sustained_refire 0.1
-set g_balance_uzi_sustained_spread 0.03
-set g_balance_uzi_switchdelay_drop 0.2
-set g_balance_uzi_switchdelay_raise 0.2
-set g_balance_uzi_weaponreplace "arc"
-set g_balance_uzi_weaponstart 0
-set g_balance_uzi_weaponstartoverride -1
+set g_balance_machinegun_burst 3
+set g_balance_machinegun_burst_ammo 3
+set g_balance_machinegun_burst_animtime 0.3
+set g_balance_machinegun_burst_refire 0.06
+set g_balance_machinegun_burst_refire2 0.45
+set g_balance_machinegun_burst_speed 0
+set g_balance_machinegun_first 1
+set g_balance_machinegun_first_ammo 1
+set g_balance_machinegun_first_damage 14
+set g_balance_machinegun_first_force 5
+set g_balance_machinegun_first_refire 0.125
+set g_balance_machinegun_first_spread 0.03
+set g_balance_machinegun_mode 1
+set g_balance_machinegun_reload_ammo 60
+set g_balance_machinegun_reload_time 2
+set g_balance_machinegun_solidpenetration 13.1
+set g_balance_machinegun_spread_add 0.012
+set g_balance_machinegun_spread_max 0.05
+set g_balance_machinegun_spread_min 0.02
+set g_balance_machinegun_sustained_ammo 1
+set g_balance_machinegun_sustained_damage 10
+set g_balance_machinegun_sustained_force 5
+set g_balance_machinegun_sustained_refire 0.1
+set g_balance_machinegun_sustained_spread 0.03
+set g_balance_machinegun_switchdelay_drop 0.2
+set g_balance_machinegun_switchdelay_raise 0.2
+set g_balance_machinegun_weaponreplace "arc"
+set g_balance_machinegun_weaponstart 0
+set g_balance_machinegun_weaponstartoverride -1
 // }}}
 // {{{ #4: Mortar
 set g_balance_mortar_bouncefactor 0.5
index a2aa31f0a6b49a56ad58566601ae8481b9b1cc46..76a7b4f985d2ff8afcdc40e6b93fa71d75145fd3 100644 (file)
@@ -3,7 +3,7 @@ g_mod_balance Xonotic
 // {{{ starting gear
 set g_start_weapon_laser -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
 set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
-set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
+set g_start_weapon_machinegun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
 set g_start_weapon_mortar -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
 set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
 set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
index d5e704180a870f83e41701a221cb71aa8e4e141b..64bf56256e493511df75e19e09d12db55d82dc61 100644 (file)
@@ -356,9 +356,9 @@ set bot_ai_keyboard_threshold 0.57
 set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim"
 set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
 set bot_ai_custom_weapon_priority_distances "300 850"  "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
-set bot_ai_custom_weapon_priority_far   "minstanex vortex rifle electro rocketlauncher grenadelauncher hagar hlac crylink laser uzi fireball seeker shotgun tuba minelayer"    "Desired weapons for far distances ordered by priority"
-set bot_ai_custom_weapon_priority_mid   "minstanex rocketlauncher vortex fireball seeker grenadelauncher electro uzi crylink hlac hagar shotgun laser rifle tuba minelayer"    "Desired weapons for middle distances ordered by priority"
-set bot_ai_custom_weapon_priority_close "minstanex shotgun vortex uzi hlac tuba seeker hagar crylink grenadelauncher electro rocketlauncher laser fireball rifle minelayer"    "Desired weapons for close distances ordered by priority"
+set bot_ai_custom_weapon_priority_far   "vaporizer vortex rifle electro rocketlauncher grenadelauncher hagar hlac crylink laser machinegun fireball seeker shotgun tuba minelayer"     "Desired weapons for far distances ordered by priority"
+set bot_ai_custom_weapon_priority_mid   "vaporizer rocketlauncher vortex fireball seeker grenadelauncher electro machinegun crylink hlac hagar shotgun laser rifle tuba minelayer"     "Desired weapons for middle distances ordered by priority"
+set bot_ai_custom_weapon_priority_close "vaporizer shotgun vortex machinegun hlac tuba seeker hagar crylink grenadelauncher electro rocketlauncher laser fireball rifle minelayer"     "Desired weapons for close distances ordered by priority"
 set bot_ai_weapon_combo 1      "Enable bots to do weapon combos"
 set bot_ai_weapon_combo_threshold 0.4  "Try to make a combo N seconds after the last attack"
 set bot_ai_friends_aware_pickup_radius "500"   "Bots will not pickup items if a team mate is this distance near the item"
@@ -1125,12 +1125,12 @@ sv_allowdownloads 0 // download protocol is evil
 
 set g_jump_grunt 0     "Do you make a grunting noise every time you jump? Is it the same grunting noise every time?"
 
-seta cl_weaponpriority "minstanex vortex fireball grenadelauncher uzi hagar rifle electro rocketlauncher crylink minelayer shotgun hlac tuba laser porto seeker hook" "weapon priority list"
+seta cl_weaponpriority "minstanex vortex fireball grenadelauncher machinegun hagar rifle electro rocketlauncher crylink minelayer shotgun hlac tuba laser porto seeker hook" "weapon priority list"
 seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)"
 seta cl_weaponpriority0 "rocketlauncher grenadelauncher hagar seeker fireball" "use impulse 200 for prev gun from this list, 210 for best gun, 220 for next gun.  Default value: explosives"
 seta cl_weaponpriority1 "minstanex vortex crylink hlac electro laser"             "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun.  Default value: energy"
 seta cl_weaponpriority2 "minstanex vortex rifle"                           "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun.  Default value: hitscan exact"
-seta cl_weaponpriority3 "minstanex vortex rifle uzi shotgun"               "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun.  Default value: hitscan all"
+seta cl_weaponpriority3 "minstanex vortex rifle machinegun shotgun"               "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun.  Default value: hitscan all"
 seta cl_weaponpriority4 "grenadelauncher minelayer hlac hagar crylink seeker shotgun"    "use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun.  Default value: spam weapons"
 seta cl_weaponpriority5 "laser hook porto"                                     "use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun.  Default value: weapons for moving"
 seta cl_weaponpriority6 "" "use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun"
@@ -1364,7 +1364,7 @@ cl_decals_newsystem 1
 // set the cvars to "0" to totally disable a weapon
 set g_weaponreplace_laser ""
 set g_weaponreplace_shotgun ""
-set g_weaponreplace_uzi ""
+set g_weaponreplace_machinegun ""
 set g_weaponreplace_grenadelauncher ""
 set g_weaponreplace_electro ""
 set g_weaponreplace_crylink ""
@@ -1372,11 +1372,11 @@ set g_weaponreplace_vortex ""
 set g_weaponreplace_hagar ""
 set g_weaponreplace_rocketlauncher ""
 set g_weaponreplace_porto ""
-set g_weaponreplace_minstanex ""
+set g_weaponreplace_vaporizer ""
 set g_weaponreplace_hook ""
 set g_weaponreplace_tuba ""
 set g_weaponreplace_fireball ""
-set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping uzi and shotgun (for Q3A map compatibility in mapinfo files)"
+set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping machinegun and shotgun (for Q3A map compatibility in mapinfo files)"
 
 set g_movement_highspeed 1 "movement speed modification factor (only changes movement when above maxspeed)"
 
index 20c7961aceef16a9b9d2b1b16dfd648e2b1a3237..f52b5f82a26c03d906752ee51eba23031adb85d5 100644 (file)
@@ -88,7 +88,7 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum)
 
        // if damage was dealt with a bullet weapon, our effect is blood
        // since blood is species dependent, include the species tag
-       if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE) // WEAPONTODO: when we kill shells and bullets, what happens to this?
+       if(type == WEP_SHOTGUN || type == WEP_MACHINEGUN || type == WEP_RIFLE) // WEAPONTODO: when we kill shells and bullets, what happens to this?
        {
                if(self.isplayermodel)
                {
index ae29a90f0d72b950c8d0b1175ef25cc496f6bc6f..9b778b9897564b0a15e686438ff679493895ef46 100644 (file)
@@ -427,7 +427,7 @@ float GetAmmoTypeForWep(float i) // WEAPONTODO
        {
                case WEP_SHOCKWAVE: return 0;
                case WEP_SHOTGUN: return 0;
-               case WEP_UZI: return 1;
+               case WEP_MACHINEGUN: return 1;
                case WEP_MORTAR: return 2;
                case WEP_MINE_LAYER: return 2;
                case WEP_ELECTRO: return 3;
index f8e63134802e4c7305db7fb294ebaa4789f5169b..617bc88cbed1ceed52f6a5697f4a950c0b075006 100644 (file)
@@ -516,8 +516,8 @@ void Send_Notification_WOCOVA(
        MSG_INFO_NOTIF(1, INFO_WEAPON_THINKING_WITH_PORTALS,         2, 1, "s1 s2loc spree_lost", "s1",                 "notify_selfkill",        _("^BG%s^K1 is now thinking with portals%s%s"), "") \
        MSG_INFO_NOTIF(1, INFO_WEAPON_TUBA_MURDER,                   3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weapontuba",             _("^BG%s%s^K1 died of ^BG%s^K1's great playing on the @!#%%'n Tuba%s%s"), "") \
        MSG_INFO_NOTIF(1, INFO_WEAPON_TUBA_SUICIDE,                  2, 1, "s1 s2loc spree_lost", "s1",                 "weapontuba",             _("^BG%s^K1 hurt their own ears with the @!#%%'n Tuba%s%s"), "") \
-       MSG_INFO_NOTIF(1, INFO_WEAPON_UZI_MURDER_SNIPE,              3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weaponuzi",              _("^BG%s%s^K1 was sniped by ^BG%s^K1's Machine Gun%s%s"), "") \
-       MSG_INFO_NOTIF(1, INFO_WEAPON_UZI_MURDER_SPRAY,              3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weaponuzi",              _("^BG%s%s^K1 was riddled full of holes by ^BG%s^K1's Machine Gun%s%s"), "")
+       MSG_INFO_NOTIF(1, INFO_WEAPON_MACHINEGUN_MURDER_SNIPE,              3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weaponuzi",              _("^BG%s%s^K1 was sniped by ^BG%s^K1's Machine Gun%s%s"), "") \
+       MSG_INFO_NOTIF(1, INFO_WEAPON_MACHINEGUN_MURDER_SPRAY,              3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weaponuzi",              _("^BG%s%s^K1 was riddled full of holes by ^BG%s^K1's Machine Gun%s%s"), "")
 
 #define MULTITEAM_CENTER2(default,prefix,strnum,flnum,args,cpid,durcnt,normal,gentle) \
        MSG_CENTER_NOTIF(default, prefix##RED, strnum, flnum, args, cpid, durcnt, TCR(normal, COL_TEAM_1, strtoupper(NAME_TEAM_1)), TCR(gentle, COL_TEAM_1, strtoupper(NAME_TEAM_1))) \
@@ -801,8 +801,8 @@ void Send_Notification_WOCOVA(
        MSG_MULTI_NOTIF(1, WEAPON_THINKING_WITH_PORTALS,         NO_MSG,        INFO_WEAPON_THINKING_WITH_PORTALS,         CENTER_DEATH_SELF_GENERIC) \
        MSG_MULTI_NOTIF(1, WEAPON_TUBA_MURDER,                   NO_MSG,        INFO_WEAPON_TUBA_MURDER,                   NO_MSG) \
        MSG_MULTI_NOTIF(1, WEAPON_TUBA_SUICIDE,                  NO_MSG,        INFO_WEAPON_TUBA_SUICIDE,                  CENTER_DEATH_SELF_GENERIC) \
-       MSG_MULTI_NOTIF(1, WEAPON_UZI_MURDER_SNIPE,              NO_MSG,        INFO_WEAPON_UZI_MURDER_SNIPE,              NO_MSG) \
-       MSG_MULTI_NOTIF(1, WEAPON_UZI_MURDER_SPRAY,              NO_MSG,        INFO_WEAPON_UZI_MURDER_SPRAY,              NO_MSG)
+       MSG_MULTI_NOTIF(1, WEAPON_MACHINEGUN_MURDER_SNIPE,              NO_MSG,        INFO_WEAPON_MACHINEGUN_MURDER_SNIPE,              NO_MSG) \
+       MSG_MULTI_NOTIF(1, WEAPON_MACHINEGUN_MURDER_SPRAY,              NO_MSG,        INFO_WEAPON_MACHINEGUN_MURDER_SPRAY,              NO_MSG)
 
 #define MULTITEAM_CHOICE2(default,challow,prefix,chtype,optiona,optionb) \
        MSG_CHOICE_NOTIF(default, challow, prefix##RED, chtype, optiona##RED, optionb##RED) \
index 406a5455a85ab4b1ca1477c03dad3ef66ebd0d21..0bb2d812685edbd8cbd658672034220547af3fed 100644 (file)
@@ -1,7 +1,7 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ UZI,
-/* function */ W_Uzi,
+/* WEP_##id */ MACHINEGUN,
+/* function */ W_MachineGun,
 /* ammotype */ ammo_nails,
 /* impulse  */ 3,
 /* flags    */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
@@ -12,8 +12,8 @@ REGISTER_WEAPON(
 /* fullname */ _("Machine Gun")
 );
 
-#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, UZI, uzi)
-#define UZI_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+#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) \
@@ -45,12 +45,12 @@ REGISTER_WEAPON(
        w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
 
 #ifdef SVQC
-UZI_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
 
-void spawnfunc_weapon_uzi()
+void spawnfunc_weapon_machinegun()
 {
        if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
@@ -58,10 +58,11 @@ void spawnfunc_weapon_uzi()
                weapon_defaultspawnfunc(WEP_SHOCKWAVE);
                return;
        }
-       weapon_defaultspawnfunc(WEP_UZI);
+       weapon_defaultspawnfunc(WEP_MACHINEGUN);
 }
+void spawnfunc_weapon_uzi() { spawnfunc_weapon_machinegun(); }
 
-void W_Uzi_MuzzleFlash_Think()
+void W_MachineGun_MuzzleFlash_Think()
 {
        self.frame = self.frame + 2;
        self.scale = self.scale * 0.5;
@@ -78,7 +79,7 @@ void W_Uzi_MuzzleFlash_Think()
 
 }
 
-void W_Uzi_MuzzleFlash()
+void W_MachineGun_MuzzleFlash()
 {
        if (self.muzzle_flash == world)
                self.muzzle_flash = spawn();
@@ -87,7 +88,7 @@ void W_Uzi_MuzzleFlash()
        setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
 
        self.muzzle_flash.scale = 0.75;
-       self.muzzle_flash.think = W_Uzi_MuzzleFlash_Think;
+       self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
        self.muzzle_flash.nextthink = time + 0.02;
        self.muzzle_flash.frame = 2;
        self.muzzle_flash.alpha = 0.75;
@@ -96,9 +97,9 @@ void W_Uzi_MuzzleFlash()
        self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
 }
 
-void W_Uzi_Attack(float deathtype)
+void W_MachineGun_Attack(float deathtype)
 {
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage)));
+       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", 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;
@@ -106,16 +107,16 @@ void W_Uzi_Attack(float deathtype)
        }
 
        // this attack_finished just enforces a cooldown at the end of a burst
-       ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
+       ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
 
        if (self.misc_bulletcounter == 1)
-               fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, first_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, first_damage), WEP_CVAR(uzi, first_force), deathtype, 0);
+               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);
        else
-               fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, sustained_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), deathtype, 0);
+               fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0);
 
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       W_Uzi_MuzzleFlash();
+       W_MachineGun_MuzzleFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
 
        // casing code
@@ -123,13 +124,13 @@ void W_Uzi_Attack(float deathtype)
                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(uzi, first_ammo));
+               W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
        else
-               W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
+               W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
 }
 
 // weapon frames
-void W_Uzi_Attack_Frame()
+void W_MachineGun_Attack_Frame()
 {
        if(self.weapon != self.switchweapon) // abort immediately if switching
        {
@@ -146,17 +147,17 @@ void W_Uzi_Attack_Frame()
                        return;
                }
                self.misc_bulletcounter = self.misc_bulletcounter + 1;
-               W_Uzi_Attack(WEP_UZI);
-               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Frame);
+               W_MachineGun_Attack(WEP_MACHINEGUN);
+               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
        }
        else
-               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready);
+               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
 }
 
 
-void W_Uzi_Attack_Auto()
+void W_MachineGun_Attack_Auto()
 {
-       float uzi_spread;
+       float machinegun_spread;
 
        if (!self.BUTTON_ATCK)
        {
@@ -172,46 +173,46 @@ void W_Uzi_Attack_Auto()
                return;
        }
 
-       W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
+       W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
 
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
+       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if (!autocvar_g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
                self.punchangle_y = random () - 0.5;
        }
 
-       uzi_spread = bound(WEP_CVAR(uzi, spread_min), WEP_CVAR(uzi, spread_min) + (WEP_CVAR(uzi, spread_add) * self.misc_bulletcounter), WEP_CVAR(uzi, spread_max));
-       fireBullet(w_shotorg, w_shotdir, uzi_spread, WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
+       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));
+       fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
 
        self.misc_bulletcounter = self.misc_bulletcounter + 1;
 
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       W_Uzi_MuzzleFlash();
+       W_MachineGun_MuzzleFlash();
        W_AttachToShotorg(self.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);
 
-       ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Auto);
+       ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
 }
 
-void W_Uzi_Attack_Burst()
+void W_MachineGun_Attack_Burst()
 {
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
+       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if (!autocvar_g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
                self.punchangle_y = random () - 0.5;
        }
 
-       fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, burst_speed), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
+       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, 0);
 
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       W_Uzi_MuzzleFlash();
+       W_MachineGun_MuzzleFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
 
        if (autocvar_g_casings >= 2) // casing code
@@ -220,17 +221,17 @@ void W_Uzi_Attack_Burst()
        self.misc_bulletcounter = self.misc_bulletcounter + 1;
        if (self.misc_bulletcounter == 0)
        {
-               ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, burst_refire2) * W_WeaponRateFactor();
-               weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_animtime), w_ready);
+               ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
+               weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
        }
        else
        {
-               weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_refire), W_Uzi_Attack_Burst);
+               weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
        }
 
 }
 
-float W_Uzi(float req)
+float W_MachineGun(float req)
 {
        float ammo_amount;
        switch(req)
@@ -246,15 +247,15 @@ float W_Uzi(float req)
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo))) // forced reload
+                       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(uzi, mode) == 1)
+                       else if(WEP_CVAR(machinegun, mode) == 1)
                        {
                                if (self.BUTTON_ATCK)
                                if (weapon_prepareattack(0, 0))
                                {
                                        self.misc_bulletcounter = 0;
-                                       W_Uzi_Attack_Auto();
+                                       W_MachineGun_Attack_Auto();
                                }
 
                                if(self.BUTTON_ATCK2)
@@ -268,10 +269,10 @@ float W_Uzi(float req)
                                                return FALSE;
                                        }
 
-                                       W_DecreaseAmmo(WEP_CVAR(uzi, burst_ammo));
+                                       W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
 
-                                       self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1;
-                                       W_Uzi_Attack_Burst();
+                                       self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+                                       W_MachineGun_Attack_Burst();
                                }
                        }
                        else
@@ -281,16 +282,16 @@ float W_Uzi(float req)
                                if (weapon_prepareattack(0, 0))
                                {
                                        self.misc_bulletcounter = 1;
-                                       W_Uzi_Attack(WEP_UZI); // sets attack_finished
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Frame);
+                                       W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
                                }
 
-                               if (self.BUTTON_ATCK2 && WEP_CVAR(uzi, first))
+                               if (self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
                                if (weapon_prepareattack(1, 0))
                                {
                                        self.misc_bulletcounter = 1;
-                                       W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, first_refire), w_ready);
+                                       W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
                                }
                        }
                        
@@ -303,49 +304,49 @@ float W_Uzi(float req)
                        precache_model ("models/weapons/v_uzi.md3");
                        precache_model ("models/weapons/h_uzi.iqm");
                        precache_sound ("weapons/uzi_fire.wav");
-                       UZI_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+                       MACHINEGUN_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
-                       if(WEP_CVAR(uzi, mode) == 1)
-                               ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, sustained_ammo);
+                       if(WEP_CVAR(machinegun, mode) == 1)
+                               ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
                        else
-                               ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, first_ammo);
+                               ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
 
-                       if(autocvar_g_balance_uzi_reload_ammo)
+                       if(WEP_CVAR(machinegun, reload_ammo))
                        {
-                               if(WEP_CVAR(uzi, mode) == 1)
-                                       ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, sustained_ammo);
+                               if(WEP_CVAR(machinegun, mode) == 1)
+                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, sustained_ammo);
                                else
-                                       ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
+                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
                        }
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
-                       if(WEP_CVAR(uzi, mode) == 1)
-                               ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, burst_ammo);
+                       if(WEP_CVAR(machinegun, mode) == 1)
+                               ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
                        else
-                               ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, first_ammo);
+                               ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
 
-                       if(autocvar_g_balance_uzi_reload_ammo)
+                       if(WEP_CVAR(machinegun, reload_ammo))
                        {
-                               if(WEP_CVAR(uzi, mode) == 1)
-                                       ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, burst_ammo);
+                               if(WEP_CVAR(machinegun, mode) == 1)
+                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, burst_ammo);
                                else
-                                       ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
+                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
                        }
                        return ammo_amount;
                }
                case WR_CONFIG:
                {
-                       UZI_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
                        return TRUE;
                }
                case WR_RELOAD:
                {
-                       W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), "weapons/reload.wav");
+                       W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -355,16 +356,16 @@ float W_Uzi(float req)
                case WR_KILLMESSAGE:
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_UZI_MURDER_SNIPE;
+                               return WEAPON_MACHINEGUN_MURDER_SNIPE;
                        else
-                               return WEAPON_UZI_MURDER_SPRAY;
+                               return WEAPON_MACHINEGUN_MURDER_SPRAY;
                }
        }
        return TRUE;
 }
 #endif
 #ifdef CSQC
-float W_Uzi(float req)
+float W_MachineGun(float req)
 {
        switch(req)
        {
index 01c434267ffb356be97b74ffebcf1632798c7caf..0f80b982bb57169b4ca1edcc7d5875a03ea6f035 100644 (file)
@@ -74,7 +74,7 @@ void spawnfunc_weapon_shockwave()
        if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
-               weapon_defaultspawnfunc(WEP_UZI);
+               weapon_defaultspawnfunc(WEP_MACHINEGUN);
                return;
        }
        weapon_defaultspawnfunc(WEP_SHOCKWAVE);
index 18c376b503dda2463b9b3f776de54e66048ad2ed..6031a65a73a23ed235e8097237233e9c93cebfd9 100644 (file)
@@ -265,7 +265,7 @@ void XonoticMutatorsDialog_fill(entity me)
                me.TDempty(me, 0.2);
                me.TD(me, 1, 1.8, e = makeXonoticRadioButton(1, "g_start_weapon_laser", "0", _("No start weapons")));
                        e.cvarOffValue = "-1";
-                       makeMulti(e, "g_start_weapon_shotgun g_start_weapon_uzi g_start_weapon_grenadelauncher g_start_weapon_minelayer g_start_weapon_electro g_start_weapon_crylink g_start_weapon_nex g_start_weapon_hagar g_start_weapon_rocketlauncher g_start_weapon_porto g_start_weapon_minstanex g_start_weapon_hook g_start_weapon_hlac g_start_weapon_rifle g_start_weapon_fireball g_start_weapon_seeker g_start_weapon_tuba");
+                       makeMulti(e, "g_start_weapon_shotgun g_start_weapon_machinegun g_start_weapon_grenadelauncher g_start_weapon_minelayer g_start_weapon_electro g_start_weapon_crylink g_start_weapon_nex g_start_weapon_hagar g_start_weapon_rocketlauncher g_start_weapon_porto g_start_weapon_minstanex g_start_weapon_hook g_start_weapon_hlac g_start_weapon_rifle g_start_weapon_fireball g_start_weapon_seeker g_start_weapon_tuba");
 
        me.gotoRC(me, me.rows - 1, 0);
                me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
index 6fc91049a6f384adbfbbad6f6484eda619461e4d..32a3c906c60586bc16b7ebed35a866c0f8550e77 100644 (file)
@@ -110,7 +110,7 @@ void nade_damage(entity inflictor, entity attacker, float damage, float deathtyp
                damage = self.max_health * 0.55;
        }
 
-       if(DEATH_ISWEAPON(deathtype, WEP_UZI))
+       if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
                damage = self.max_health * 0.1;
 
        if((DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) && !(deathtype & HITTYPE_SECONDARY)) // WEAPONTODO
index ab49c6db5d0d31d113b74fc62d17d34614b6ed98..219a6ae231162ed9b467ade90f7aa294c78e5f77 100644 (file)
@@ -3,7 +3,7 @@
 //***********************
 void spawnfunc_weapon_nailgun (void) {spawnfunc_weapon_electro();}
 void spawnfunc_weapon_supernailgun (void) {spawnfunc_weapon_hagar();}
-void spawnfunc_weapon_supershotgun (void) {spawnfunc_weapon_uzi();}
+void spawnfunc_weapon_supershotgun (void) {spawnfunc_weapon_machinegun();}
 
 void spawnfunc_item_spikes (void) {spawnfunc_item_bullets();}
 //void spawnfunc_item_armor1 (void) {spawnfunc_item_armor_medium;}  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
index d85faaf10bbef20c158a31b5e0183b8dba0e22ca..f919299c207677518d876916b63d7e8e53934f0c 100644 (file)
@@ -8,7 +8,6 @@
 void spawnfunc_ammo_shells()         { spawnfunc_item_shells();         }
 
 // MG -> MG
-void spawnfunc_weapon_machinegun()   { spawnfunc_weapon_uzi();          }
 void spawnfunc_ammo_bullets()        { spawnfunc_item_bullets();        }
 
 // GL -> Mortar
index 677263bf64722ae26adf92566b21607642c32483..d235dfb32787124cdaf946b6bd59ff5178549db4 100644 (file)
@@ -7,7 +7,7 @@ void turret_machinegun_attack()
 {
     fireBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0);
 
-    W_Uzi_MuzzleFlash(); // WEAPONTODO
+    W_MachineGun_MuzzleFlash(); // WEAPONTODO
     setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
 }
 
index 9a868dec28956936e0e4b9e3753940bec87114be..646473296938e1b608091f218f35b3b674ae1db7 100644 (file)
@@ -4,7 +4,7 @@ float autocvar_g_vehicles_delayspawn;
 float autocvar_g_vehicles_delayspawn_jitter;
 
 var float autocvar_g_vehicles_vortex_damagerate = 0.5;
-var float autocvar_g_vehicles_uzi_damagerate = 0.5;
+var float autocvar_g_vehicles_machinegun_damagerate = 0.5;
 var float autocvar_g_vehicles_rifle_damagerate = 0.75;
 var float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
 var float autocvar_g_vehicles_tag_damagerate = 5;
@@ -885,8 +885,8 @@ void vehicles_damage(entity inflictor, entity attacker, float damage, float deat
     if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
         damage *= autocvar_g_vehicles_vortex_damagerate;
 
-    if(DEATH_ISWEAPON(deathtype, WEP_UZI))
-        damage *= autocvar_g_vehicles_uzi_damagerate;
+    if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
+        damage *= autocvar_g_vehicles_machinegun_damagerate;
 
     if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
         damage *= autocvar_g_vehicles_rifle_damagerate;
index a6baa622db80eb2feb7eeb6ffe7721486f3d5067..89f52779042e2f31cf19df6109df7880b5437d5d 100644 (file)
@@ -6,7 +6,7 @@ Weapon support:
 
 - laser: YES
 - shotgun: YES
-- uzi: YES
+- machinegun: YES
 - grenadelauncher: YES
 - electro: YES
 - crylink: YES
index 6e196ad24a0867bd9480e2607bcbf69fab7eb108..ea296146dbecbdaccbe2972f393961d3f14b6ec3 100644 (file)
@@ -19,7 +19,7 @@ set g_vehicles_delayspawn 1
 set g_vehicles_delayspawn_jitter 10
 
 set g_vehicles_vortex_damagerate 0.5
-set g_vehicles_uzi_damagerate 0.65
+set g_vehicles_machinegun_damagerate 0.65
 set g_vehicles_rifle_damagerate 1
 set g_vehicles_vaporizer_damagerate 0.007
 set g_vehicles_tag_damagerate 2