-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ TUBA,
/* function */ W_Tuba,
.float tuba_lastnotes_cnt; // over
.vector tuba_lastnotes[MAX_TUBANOTES];
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA); }
+void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA.m_id); }
-float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
+bool W_Tuba_HasPlayed(entity pl, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
{
float i, j, mmin, mmax, nolength;
float n = tokenize_console(melody);
remove(self);
}
-float W_Tuba_GetNote(entity pl, float hittype)
+int W_Tuba_GetNote(entity pl, int hittype)
{
float movestate = 5;
if (pl.movement.x < 0) movestate -= 3;
if (pl.movement.y < 0) movestate -= 1;
else if (pl.movement.y > 0) movestate += 1;
- float note = 0;
+ int note = 0;
switch(movestate)
{
// layout: originally I wanted
return note;
}
-float W_Tuba_NoteSendEntity(entity to, float sf)
+bool W_Tuba_NoteSendEntity(entity to, int sf)
{
- float f;
+ int f;
msg_entity = to;
if(!sound_allowed(MSG_ONE, self.realowner))
self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
//sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
- RadiusDamage(self, self, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), world, world, WEP_CVAR(tuba, force), hittype | WEP_TUBA, world);
+ RadiusDamage(self, self, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), world, world, WEP_CVAR(tuba, force), hittype | WEP_TUBA.m_id, world);
o = gettaginfo(self.exteriorweaponentity, 0);
if(time > self.tuba_smoketime)
{
- pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
+ Send_Effect(EFFECT_SMOKE_RING, o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
self.tuba_smoketime = time + 0.25;
}
}
-float W_Tuba(float req)
+bool W_Tuba(int req)
{
switch(req)
{
}
case WR_INIT:
{
- precache_model("models/weapons/g_tuba.md3");
- precache_model("models/weapons/v_tuba.md3");
- precache_model("models/weapons/h_tuba.iqm");
- precache_model("models/weapons/v_akordeon.md3");
- precache_model("models/weapons/h_akordeon.iqm");
- precache_model("models/weapons/v_kleinbottle.md3");
- precache_model("models/weapons/h_kleinbottle.iqm");
+ precache_model(W_Model("g_tuba.md3"));
+ precache_model(W_Model("v_tuba.md3"));
+ precache_model(W_Model("h_tuba.iqm"));
+ precache_model(W_Model("v_akordeon.md3"));
+ precache_model(W_Model("h_akordeon.iqm"));
+ precache_model(W_Model("v_kleinbottle.md3"));
+ precache_model(W_Model("h_kleinbottle.iqm"));
TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
break;
}
W_SetupShot(self, false, 0, "", 0, 0);
- pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
+ Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
self.weaponentity.state = WS_INUSE;
weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
}
}
#endif
#ifdef CSQC
-float W_Tuba(float req)
+bool W_Tuba(int req)
{
// nothing to do here; particles of tuba are handled differently
// WEAPONTODO