]> 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 9c69c8d824b3d03c7db8ed18b32d7db39d7782b2..ac5bc2cb33d5b7c0506b35cafc443c1f9ea9aafd 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id  */ MACHINEGUN,
 /* function  */ W_MachineGun,
@@ -51,7 +51,8 @@ REGISTER_WEAPON(
 #ifdef SVQC
 MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
-#else
+#endif
+#ifdef IMPLEMENTATION
 #ifdef SVQC
 
 void spawnfunc_weapon_machinegun(void)
@@ -59,10 +60,10 @@ 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(); }
 
@@ -101,9 +102,9 @@ void W_MachineGun_MuzzleFlash(void)
        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)));
+       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;
@@ -118,7 +119,7 @@ void W_MachineGun_Attack(float deathtype)
        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');
@@ -151,7 +152,7 @@ void W_MachineGun_Attack_Frame(void)
                        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
@@ -179,7 +180,7 @@ void W_MachineGun_Attack_Auto(void)
 
        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;
@@ -187,11 +188,11 @@ void W_MachineGun_Attack_Auto(void)
        }
 
        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');
@@ -205,16 +206,16 @@ void W_MachineGun_Attack_Auto(void)
 
 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');
@@ -235,7 +236,7 @@ void W_MachineGun_Attack_Burst(void)
 
 }
 
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
 {
        float ammo_amount;
        switch(req)
@@ -243,11 +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:
                {
@@ -270,7 +271,7 @@ float W_MachineGun(float req)
                                        {
                                                W_SwitchWeapon_Force(self, w_getbestweapon(self));
                                                w_ready();
-                                               return FALSE;
+                                               return false;
                                        }
 
                                        W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
@@ -286,7 +287,7 @@ float W_MachineGun(float req)
                                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);
                                }
 
@@ -294,22 +295,22 @@ float W_MachineGun(float req)
                                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(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:
                {
@@ -321,9 +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;
                }
@@ -337,21 +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:
                {
@@ -365,11 +366,11 @@ float W_MachineGun(float req)
                                return WEAPON_MACHINEGUN_MURDER_SPRAY;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
 {
        switch(req)
        {
@@ -385,23 +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 FALSE;
+       return false;
 }
 #endif
 #endif