#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ TUBA,
-/* function */ w_tuba,
-/* ammotype */ 0,
-/* impulse */ 1,
-/* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "tuba",
-/* netname */ "tuba",
-/* fullname */ _("@!#%'n 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",
+/* wepimg */ "weapontuba",
+/* refname */ "tuba",
+/* xgettext:no-c-format */
+/* wepname */ _("@!#%'n Tuba")
);
-#else
+
+#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, 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) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+
#ifdef SVQC
-//#define TUBA_NOTE(n) strcat("weapons/tuba_note", ftos(n), ".wav")
+TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity tuba_note;
.float tuba_smoketime;
.float tuba_instrument;
.float tuba_lastnotes_last;
.float tuba_lastnotes_cnt; // over
.vector tuba_lastnotes[MAX_TUBANOTES];
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); }
float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
{
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)
{
// 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
}
remove(self);
}
-float Tuba_GetNote(entity pl, float hittype)
+float W_Tuba_GetNote(entity pl, float hittype)
{
float note;
float movestate;
note += 12;
if(hittype & HITTYPE_SECONDARY)
note += 7;
-
+
// we support two kinds of tubas, those tuned in Eb and those tuned in C
// kind of tuba currently is player slot number, or team number if in
// teamplay
if(pl.clientcolors & 1)
note += 3;
}
-
+
// total range of notes:
// 0
// *** ** ****
return;
}
self.nextthink = time;
- dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
+ dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
FOR_EACH_REALCLIENT(e)
if(e != self.realowner)
{
vector o;
float n;
- W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
+ W_SetupShot(self, FALSE, 2, "", 0, WEP_CVAR(tuba, damage));
- n = Tuba_GetNote(self, hittype);
+ n = W_Tuba_GetNote(self, hittype);
hittype = 0;
if(self.tuba_instrument & 1)
}
}
- if not(self.tuba_note)
+ if (!self.tuba_note)
{
self.tuba_note = spawn();
self.tuba_note.owner = self.tuba_note.realowner = self;
Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
}
- self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
+ 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, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, world, autocvar_g_balance_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, world);
o = gettaginfo(self.exteriorweaponentity, 0);
if(time > self.tuba_smoketime)
}
}
-void spawnfunc_weapon_tuba (void)
-{
- weapon_defaultspawnfunc(WEP_TUBA);
-}
-
-float w_tuba(float req)
+float W_Tuba(float req)
{
switch(req)
{
{
// bots cannot play the Tuba well yet
// I think they should start with the recorder first
- if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
+ if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius))
{
if(random() > 0.5)
self.BUTTON_ATCK = 1;
case WR_THINK:
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
+ if (weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(0);
//weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
+ if (weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(HITTYPE_SECONDARY);
//weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
if(self.tuba_note)
{
precache_model ("models/weapons/h_akordeon.iqm");
precache_model ("models/weapons/v_kleinbottle.md3");
precache_model ("models/weapons/h_kleinbottle.iqm");
-
+ TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- weapon_setup(WEP_TUBA);
- self.current_ammo = ammo_none;
+ self.ammo_field = ammo_none;
self.tuba_instrument = 0;
return TRUE;
}
{
return TRUE; // tuba has infinite ammo
}
+ case WR_CONFIG:
+ {
+ TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
case WR_SUICIDEMESSAGE:
{
if(w_deathtype & HITTYPE_BOUNCE)
return WEAPON_TUBA_MURDER;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
-float w_tuba(float req)
+float W_Tuba(float req)
{
// nothing to do here; particles of tuba are handled differently
+ // WEAPONTODO
- return TRUE;
+ switch(req)
+ {
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
+ }
+
+ return FALSE;
}
#endif
#endif