]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_machinegun.qc
Add a function to control weapon sound paths with hooks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_machinegun.qc
index 949bfea8f872efd0b7163eb9771bc52cb3c08312..ac5bc2cb33d5b7c0506b35cafc443c1f9ea9aafd 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id  */ MACHINEGUN,
 /* function  */ W_MachineGun,
@@ -45,34 +45,36 @@ REGISTER_WEAPON(
        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,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
-#else
+#endif
+#ifdef IMPLEMENTATION
 #ifdef SVQC
 
-void spawnfunc_weapon_machinegun()
+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() { spawnfunc_weapon_machinegun(); }
+void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
 
-void W_MachineGun_MuzzleFlash_Think()
+void W_MachineGun_MuzzleFlash_Think(void)
 {
        self.frame = self.frame + 2;
        self.scale = self.scale * 0.5;
        self.alpha = self.alpha - 0.25;
        self.nextthink = time + 0.05;
 
-       if (self.alpha <= 0)
+       if(self.alpha <= 0)
        {
                self.think = SUB_Remove;
                self.nextthink = time;
@@ -82,9 +84,9 @@ void W_MachineGun_MuzzleFlash_Think()
 
 }
 
-void W_MachineGun_MuzzleFlash()
+void W_MachineGun_MuzzleFlash(void)
 {
-       if (self.muzzle_flash == world)
+       if(self.muzzle_flash == world)
                self.muzzle_flash = spawn();
 
        // muzzle flash for 1st person view
@@ -100,57 +102,57 @@ void W_MachineGun_MuzzleFlash()
        self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
 }
 
-void W_MachineGun_Attack(float deathtype)
+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)));
-       if (!autocvar_g_norecoil)
+       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;
-               self.punchangle_y = random () - 0.5;
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = random() - 0.5;
        }
 
        // this attack_finished just enforces a cooldown at the end of a burst
        ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
 
-       if (self.misc_bulletcounter == 1)
+       if(self.misc_bulletcounter == 1)
                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(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');
 
        // casing code
-       if (autocvar_g_casings >= 2)
-               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(autocvar_g_casings >= 2)
+               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)
+       if(self.misc_bulletcounter == 1)
                W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
        else
                W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
 }
 
 // weapon frames
-void W_MachineGun_Attack_Frame()
+void W_MachineGun_Attack_Frame(void)
 {
        if(self.weapon != self.switchweapon) // abort immediately if switching
        {
                w_ready();
                return;
        }
-       if (self.BUTTON_ATCK)
+       if(self.BUTTON_ATCK)
        {
-               if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-               if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
                        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
@@ -158,18 +160,18 @@ void W_MachineGun_Attack_Frame()
 }
 
 
-void W_MachineGun_Attack_Auto()
+void W_MachineGun_Attack_Auto(void)
 {
        float machinegun_spread;
 
-       if (!self.BUTTON_ATCK)
+       if(!self.BUTTON_ATCK)
        {
                w_ready();
                return;
        }
 
-       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
-       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(self, w_getbestweapon(self));
                w_ready();
@@ -178,51 +180,51 @@ void W_MachineGun_Attack_Auto()
 
        W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
 
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
-       if (!autocvar_g_norecoil)
+       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;
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = 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');
 
-       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);
+       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(machinegun, first_refire) * W_WeaponRateFactor();
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
 }
 
-void W_MachineGun_Attack_Burst()
+void W_MachineGun_Attack_Burst(void)
 {
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
-       if (!autocvar_g_norecoil)
+       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;
+               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 (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);
+       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);
 
        self.misc_bulletcounter = self.misc_bulletcounter + 1;
-       if (self.misc_bulletcounter == 0)
+       if(self.misc_bulletcounter == 0)
        {
                ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
                weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
@@ -234,7 +236,7 @@ void W_MachineGun_Attack_Burst()
 
 }
 
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
 {
        float ammo_amount;
        switch(req)
@@ -242,11 +244,11 @@ float W_MachineGun(float req)
                case WR_AIM:
                {
                        if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
                        else
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
-                       
-                       return TRUE;
+                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
+
+                       return true;
                }
                case WR_THINK:
                {
@@ -254,8 +256,8 @@ float W_MachineGun(float req)
                                WEP_ACTION(self.weapon, WR_RELOAD);
                        else if(WEP_CVAR(machinegun, mode) == 1)
                        {
-                               if (self.BUTTON_ATCK)
-                               if (weapon_prepareattack(0, 0))
+                               if(self.BUTTON_ATCK)
+                               if(weapon_prepareattack(0, 0))
                                {
                                        self.misc_bulletcounter = 0;
                                        W_MachineGun_Attack_Auto();
@@ -264,12 +266,12 @@ float W_MachineGun(float req)
                                if(self.BUTTON_ATCK2)
                                if(weapon_prepareattack(1, 0))
                                {
-                                       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-                                       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+                                       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+                                       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                        {
                                                W_SwitchWeapon_Force(self, w_getbestweapon(self));
                                                w_ready();
-                                               return FALSE;
+                                               return false;
                                        }
 
                                        W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
@@ -281,34 +283,34 @@ float W_MachineGun(float req)
                        else
                        {
 
-                               if (self.BUTTON_ATCK)
-                               if (weapon_prepareattack(0, 0))
+                               if(self.BUTTON_ATCK)
+                               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 (self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
-                               if (weapon_prepareattack(1, 0))
+                               if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
+                               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);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                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");
-                       MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       precache_model("models/uziflash.md3");
+                       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;
                }
                case WR_CHECKAMMO1:
                {
@@ -320,9 +322,9 @@ float W_MachineGun(float req)
                        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;
                }
@@ -336,21 +338,21 @@ float W_MachineGun(float req)
                        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;
                }
                case WR_CONFIG:
                {
-                       MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RELOAD:
                {
                        W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), "weapons/reload.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -364,11 +366,11 @@ float W_MachineGun(float req)
                                return WEAPON_MACHINEGUN_MURDER_SPRAY;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
 {
        switch(req)
        {
@@ -384,23 +386,23 @@ float W_MachineGun(float req)
                                        sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
                                else if(w_random < 0.2)
                                        sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
-                                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/ric1.wav");
                        precache_sound("weapons/ric2.wav");
                        precache_sound("weapons/ric3.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #endif