/* fullname */ _("Rifle")
);
-#define RIFLE_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
- WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, bulletconstant) \
- WEP_ADD_CVAR(weapon, MO_BOTH, bullethail) \
- WEP_ADD_CVAR(weapon, MO_BOTH, burstcost) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
- WEP_ADD_CVAR(weapon, MO_BOTH, force) \
- WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
- WEP_ADD_CVAR(weapon, MO_BOTH, shots) \
- WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
- WEP_ADD_CVAR(weapon, MO_BOTH, spread) \
- WEP_ADD_CVAR(weapon, MO_BOTH, tracer) \
- WEP_ADD_CVAR(weapon, MO_NONE, bursttime) \
- WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
- WEP_ADD_CVAR(weapon, MO_SEC, reload) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#define RIFLE_SETTINGS(w_cvar,w_prop) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, ammo) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, animtime) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, bulletconstant) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, bullethail) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, burstcost) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, damage) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, force) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, lifetime) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, refire) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, shots) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, speed) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, spread) \
+ w_cvar(WEP_RIFLE, rifle, MO_BOTH, tracer) \
+ w_cvar(WEP_RIFLE, rifle, MO_NONE, bursttime) \
+ w_cvar(WEP_RIFLE, rifle, MO_NONE, secondary) \
+ w_cvar(WEP_RIFLE, rifle, MO_SEC, reload) \
+ w_prop(WEP_RIFLE, rifle, reloading_ammo, reload_ammo) \
+ w_prop(WEP_RIFLE, rifle, reloading_time, reload_time) \
+ w_prop(WEP_RIFLE, rifle, switchdelay_raise, switchdelay_raise) \
+ w_prop(WEP_RIFLE, rifle, switchdelay_drop, switchdelay_drop)
#ifdef SVQC
-RIFLE_SETTINGS(rifle)
+RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float rifle_accumulator;
#endif
#else
W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_rifle_reload_ammo);
- W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, pSound, CH_WEAPON_A, pDamage * pShots);
+ W_SetupShot (self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots);
pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
}
for(i = 0; i < pShots; ++i)
- fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
+ fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), pBulletConstant);
endFireBallisticBullet();
if (autocvar_g_casings >= 2)
precache_model ("models/weapons/h_campingrifle.iqm");
precache_sound ("weapons/campingrifle_fire.wav");
precache_sound ("weapons/campingrifle_fire2.wav");
- WEP_SET_PROPS(RIFLE_SETTINGS(rifle), WEP_RIFLE)
+ RIFLE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
}
case WR_CONFIG:
{
- WEP_CONFIG_SETTINGS(RIFLE_SETTINGS(rifle))
+ RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_RESETPLAYER:
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), autocvar_g_balance_rifle_reload_ammo, autocvar_g_balance_rifle_reload_time, "weapons/reload.wav");
+ W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE: