/* 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, NEW(MachineGun));
-
-#define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
-#define MACHINEGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, spread_min) \
- w_cvar(id, sn, NONE, spread_max) \
- w_cvar(id, sn, NONE, spread_add) \
- w_cvar(id, sn, NONE, mode) \
- w_cvar(id, sn, NONE, first) \
- w_cvar(id, sn, NONE, first_damage) \
- w_cvar(id, sn, NONE, first_force) \
- w_cvar(id, sn, NONE, first_refire) \
- w_cvar(id, sn, NONE, first_spread) \
- w_cvar(id, sn, NONE, first_ammo) \
- w_cvar(id, sn, NONE, solidpenetration) \
- w_cvar(id, sn, NONE, sustained_damage) \
- w_cvar(id, sn, NONE, sustained_force) \
- w_cvar(id, sn, NONE, sustained_refire) \
- w_cvar(id, sn, NONE, sustained_spread) \
- w_cvar(id, sn, NONE, sustained_ammo) \
- w_cvar(id, sn, NONE, burst) \
- w_cvar(id, sn, NONE, burst_refire) \
- w_cvar(id, sn, NONE, burst_refire2) \
- w_cvar(id, sn, NONE, burst_animtime) \
- w_cvar(id, sn, NONE, burst_speed) \
- w_cvar(id, sn, NONE, burst_ammo) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- 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)
+REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
+
-#ifdef SVQC
-MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
}
spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
-void W_MachineGun_MuzzleFlash_Think(void)
+void W_MachineGun_MuzzleFlash_Think()
{SELFPARAM();
- self.frame = self.frame + 2;
- self.scale = self.scale * 0.5;
- self.alpha = self.alpha - 0.25;
- self.nextthink = time + 0.05;
+ this.frame += 2;
+ this.scale *= 0.5;
+ this.alpha -= 0.25;
+ this.nextthink = time + 0.05;
- if(self.alpha <= 0)
+ if(this.alpha <= 0)
{
- self.think = SUB_Remove;
- self.nextthink = time;
- self.realowner.muzzle_flash = world;
+ this.think = SUB_Remove_self;
+ this.nextthink = time;
+ this.realowner.muzzle_flash = world;
return;
}
}
-void W_MachineGun_MuzzleFlash(void)
+void W_MachineGun_MuzzleFlash()
{SELFPARAM();
if(self.muzzle_flash == world)
self.muzzle_flash = spawn();
// weapon frames
void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(actor.weapon != actor.switchweapon) // abort immediately if switching
+ if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
{
w_ready(thiswep, actor, weaponentity, fire);
return;
}
if(actor.BUTTON_ATCK)
{
- Weapon w = get_weaponinfo(actor.weapon);
- if(!w.wr_checkammo2(w))
+ if(!thiswep.wr_checkammo2(thiswep))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
return;
}
- Weapon w = get_weaponinfo(actor.weapon);
- if(!w.wr_checkammo1(w))
+ if(!thiswep.wr_checkammo1(thiswep))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
+ thiswep.wr_reload(thiswep, actor, weaponentity);
} else
if(WEP_CVAR(machinegun, mode) == 1)
{
if(fire & 2)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
- Weapon w = get_weaponinfo(actor.weapon);
- if(!w.wr_checkammo2(w))
+ if(!thiswep.wr_checkammo2(thiswep))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
}
}
}
- METHOD(MachineGun, wr_init, void(entity thiswep))
- {
- MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
}
return ammo_amount;
}
- METHOD(MachineGun, wr_config, void(entity thiswep))
- {
- MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(MachineGun, wr_reload, void(entity thiswep))
+ METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
}
org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
- if(w_random < 0.05)
- sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
- else if(w_random < 0.1)
- sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
- else if(w_random < 0.2)
- sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
}
#endif