#include "machinegun.qh"
-#ifndef IMPLEMENTATION
-CLASS(MachineGun, Weapon)
-/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails);
-/* impulse */ ATTRIB(MachineGun, impulse, int, 3);
-/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
-/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
-/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
-/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
-#ifdef GAMEQC
-/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
-#endif
-/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
-/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
-/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
-/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, burst, float, NONE) \
- P(class, prefix, burst_ammo, float, NONE) \
- P(class, prefix, burst_animtime, float, NONE) \
- P(class, prefix, burst_refire2, float, NONE) \
- P(class, prefix, burst_refire, float, NONE) \
- P(class, prefix, burst_speed, float, NONE) \
- P(class, prefix, first, float, NONE) \
- P(class, prefix, first_ammo, float, NONE) \
- P(class, prefix, first_damage, float, NONE) \
- P(class, prefix, first_force, float, NONE) \
- P(class, prefix, first_refire, float, NONE) \
- P(class, prefix, first_spread, float, NONE) \
- P(class, prefix, mode, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, solidpenetration, float, NONE) \
- P(class, prefix, spread_add, float, NONE) \
- P(class, prefix, spread_max, float, NONE) \
- P(class, prefix, spread_min, float, NONE) \
- P(class, prefix, sustained_ammo, float, NONE) \
- P(class, prefix, sustained_damage, float, NONE) \
- P(class, prefix, sustained_force, float, NONE) \
- P(class, prefix, sustained_refire, float, NONE) \
- P(class, prefix, sustained_spread, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, MachineGun, machinegun)
-#undef X
-
-ENDCLASS(MachineGun)
-REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
-
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_machinegun)
METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
else
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
}
METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
}
#endif
-#endif