]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
tuba: fix #1621
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index 71f7ac3a85742fd31908d828221de7bda863aa99..c17d07d65f99dc912e0d7004a0d3214869e6924a 100644 (file)
@@ -14,45 +14,47 @@ CLASS(MachineGun, Weapon)
 /* 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
@@ -69,24 +71,24 @@ spawnfunc(weapon_machinegun)
 }
 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();
@@ -139,15 +141,14 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
 // 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));
@@ -173,8 +174,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
                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));
@@ -252,8 +252,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
                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)
                        {
@@ -267,8 +266,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
                                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));
@@ -302,17 +300,13 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
                                }
                        }
                }
-               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))
                        {
@@ -327,9 +321,9 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
                {
                        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))
                        {
@@ -340,11 +334,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
                        }
                        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));
                }
@@ -369,12 +359,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
                        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