-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ MACHINEGUN,
/* function */ W_MachineGun,
#ifdef SVQC
MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
void spawnfunc_weapon_machinegun(void)
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
- weapon_defaultspawnfunc(WEP_SHOCKWAVE);
+ weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
return;
}
- weapon_defaultspawnfunc(WEP_MACHINEGUN);
+ weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
}
void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
void W_MachineGun_Attack(int deathtype)
{
- 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)));
+ 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)));
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
else
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);
+ Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
return;
}
self.misc_bulletcounter = self.misc_bulletcounter + 1;
- W_MachineGun_Attack(WEP_MACHINEGUN);
+ W_MachineGun_Attack(WEP_MACHINEGUN.m_id);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
else
W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
- W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
self.punchangle_x = 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));
- fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
+ 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;
- pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
void W_MachineGun_Attack_Burst(void)
{
- W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(self, true, 0, W_Sound("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;
}
- 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);
+ 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);
- pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
if(weapon_prepareattack(0, 0))
{
self.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished
+ W_MachineGun_Attack(WEP_MACHINEGUN.m_id); // sets attack_finished
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
if(weapon_prepareattack(1, 0))
{
self.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished
+ W_MachineGun_Attack(WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
}
}
case WR_INIT:
{
precache_model("models/uziflash.md3");
- precache_model("models/weapons/g_uzi.md3");
- precache_model("models/weapons/v_uzi.md3");
- precache_model("models/weapons/h_uzi.iqm");
- precache_sound("weapons/uzi_fire.wav");
+ precache_model(W_Model("g_uzi.md3"));
+ precache_model(W_Model("v_uzi.md3"));
+ precache_model(W_Model("h_uzi.iqm"));
+ precache_sound(W_Sound("uzi_fire"));
MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
if(WEP_CVAR(machinegun, reload_ammo))
{
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, sustained_ammo);
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
}
return ammo_amount;
}
if(WEP_CVAR(machinegun, reload_ammo))
{
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
}
return ammo_amount;
}