]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_tuba.qc
On second thought, undo all that shit... this system is WAYYY too hacky to
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_tuba.qc
index 606d6b25d7fec2004f449f18de4521eec509e610..bb57ce9b68c9f649f309327b894dd15fa5f19130 100644 (file)
@@ -1,26 +1,29 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ TUBA,
-/* function */ W_Tuba,
-/* ammotype */ ammo_none,
-/* impulse  */ 1,
-/* flags    */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
-/* rating   */ BOT_PICKUP_RATING_MID,
-/* model    */ "tuba",
-/* netname  */ "tuba",
+/* WEP_##id  */ TUBA,
+/* function  */ W_Tuba,
+/* ammotype  */ ammo_none,
+/* impulse   */ 1,
+/* flags     */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_MID,
+/* color     */ '0 1 0',
+/* modelname */ "tuba",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairtuba",
+/* refname   */ "tuba",
 /* xgettext:no-c-format */
-/* fullname  */ _("@!#%'n Tuba")
+/* wepname   */ _("@!#%'n Tuba")
 );
 
 #define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
 #define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, MO_NONE, animtime) \
-       w_cvar(id, sn, MO_NONE, attenuation) \
-       w_cvar(id, sn, MO_NONE, damage) \
-       w_cvar(id, sn, MO_NONE, edgedamage) \
-       w_cvar(id, sn, MO_NONE, force) \
-       w_cvar(id, sn, MO_NONE, radius) \
-       w_cvar(id, sn, MO_NONE, refire) \
+       w_cvar(id, sn, NONE, animtime) \
+       w_cvar(id, sn, NONE, attenuation) \
+       w_cvar(id, sn, NONE, damage) \
+       w_cvar(id, sn, NONE, edgedamage) \
+       w_cvar(id, sn, NONE, force) \
+       w_cvar(id, sn, NONE, radius) \
+       w_cvar(id, sn, NONE, refire) \
        w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
        w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
        w_prop(id, sn, string, weaponreplace, weaponreplace) \
@@ -91,7 +94,7 @@ float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorep
                        mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
                else
                        mmax = 240; // you won't try THAT hard... (tempo 1)
-               //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax));
+               //printf("initial tempo rules: %f %f\n", mmin, mmax);
 
                for(i = 0; i < n; ++i)
                {
@@ -115,10 +118,10 @@ float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorep
 
                                // vi_x <= vi_y <= vj_x <= vj_y
                                // ti <= tj
-                               //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti));
-                               //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj));
-                               //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj)));
-                               //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj)));
+                               //printf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti);
+                               //printf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj);
+                               //printf("m1 = %f\n", (vi_x - vj_y) / (ti - tj));
+                               //printf("m2 = %f\n", (vi_y - vj_x) / (ti - tj));
                                mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
                                mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
                        }
@@ -413,12 +416,12 @@ float W_Tuba(float req)
                        precache_model ("models/weapons/h_akordeon.iqm");
                        precache_model ("models/weapons/v_kleinbottle.md3");
                        precache_model ("models/weapons/h_kleinbottle.iqm");
-                       TUBA_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+                       TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_SETUP:
                {
-                       self.current_ammo = ammo_none;
+                       self.ammo_field = ammo_none;
                        self.tuba_instrument = 0;
                        return TRUE;
                }
@@ -486,6 +489,16 @@ float W_Tuba(float req)
 float W_Tuba(float req)
 {
        // nothing to do here; particles of tuba are handled differently
+       // WEAPONTODO
+
+       switch(req)
+       {
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
+       }
 
        return TRUE;
 }