X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_machinegun.qc;h=ac5bc2cb33d5b7c0506b35cafc443c1f9ea9aafd;hb=d8825c487a0be97a0f132bb878bf3c1a13736b00;hp=949bfea8f872efd0b7163eb9771bc52cb3c08312;hpb=9e9ae52d6c468d5bbd43df53e54fc8d6c7276175;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_machinegun.qc b/qcsrc/common/weapons/w_machinegun.qc index 949bfea8f..ac5bc2cb3 100644 --- a/qcsrc/common/weapons/w_machinegun.qc +++ b/qcsrc/common/weapons/w_machinegun.qc @@ -1,4 +1,4 @@ -#ifdef REGISTER_WEAPON +#ifndef IMPLEMENTATION REGISTER_WEAPON( /* WEP_##id */ MACHINEGUN, /* function */ W_MachineGun, @@ -45,34 +45,36 @@ REGISTER_WEAPON( 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, weaponstartoverride, weaponstartoverride) \ + w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif -#else +#endif +#ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_machinegun() +void spawnfunc_weapon_machinegun(void) { if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { - weapon_defaultspawnfunc(WEP_SHOCKWAVE); + weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id); return; } - weapon_defaultspawnfunc(WEP_MACHINEGUN); + weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id); } -void spawnfunc_weapon_uzi() { spawnfunc_weapon_machinegun(); } +void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); } -void W_MachineGun_MuzzleFlash_Think() +void W_MachineGun_MuzzleFlash_Think(void) { self.frame = self.frame + 2; self.scale = self.scale * 0.5; self.alpha = self.alpha - 0.25; self.nextthink = time + 0.05; - if (self.alpha <= 0) + if(self.alpha <= 0) { self.think = SUB_Remove; self.nextthink = time; @@ -82,9 +84,9 @@ void W_MachineGun_MuzzleFlash_Think() } -void W_MachineGun_MuzzleFlash() +void W_MachineGun_MuzzleFlash(void) { - if (self.muzzle_flash == world) + if(self.muzzle_flash == world) self.muzzle_flash = spawn(); // muzzle flash for 1st person view @@ -100,57 +102,57 @@ void W_MachineGun_MuzzleFlash() self.muzzle_flash.owner = self.muzzle_flash.realowner = self; } -void W_MachineGun_Attack(float deathtype) +void W_MachineGun_Attack(int deathtype) { - W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage))); - if (!autocvar_g_norecoil) + W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage))); + if(!autocvar_g_norecoil) { - self.punchangle_x = random () - 0.5; - self.punchangle_y = random () - 0.5; + self.punchangle_x = random() - 0.5; + self.punchangle_y = random() - 0.5; } // this attack_finished just enforces a cooldown at the end of a burst ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(); - if (self.misc_bulletcounter == 1) + if(self.misc_bulletcounter == 1) fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0); else fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0); - pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); // casing code - if (autocvar_g_casings >= 2) - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); + if(autocvar_g_casings >= 2) + SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); - if (self.misc_bulletcounter == 1) + if(self.misc_bulletcounter == 1) W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo)); else W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo)); } // weapon frames -void W_MachineGun_Attack_Frame() +void W_MachineGun_Attack_Frame(void) { if(self.weapon != self.switchweapon) // abort immediately if switching { w_ready(); return; } - if (self.BUTTON_ATCK) + if(self.BUTTON_ATCK) { - if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) - if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return; } self.misc_bulletcounter = self.misc_bulletcounter + 1; - W_MachineGun_Attack(WEP_MACHINEGUN); + W_MachineGun_Attack(WEP_MACHINEGUN.m_id); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); } else @@ -158,18 +160,18 @@ void W_MachineGun_Attack_Frame() } -void W_MachineGun_Attack_Auto() +void W_MachineGun_Attack_Auto(void) { float machinegun_spread; - if (!self.BUTTON_ATCK) + if(!self.BUTTON_ATCK) { w_ready(); return; } - if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) - if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -178,51 +180,51 @@ void W_MachineGun_Attack_Auto() W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo)); - W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); - if (!autocvar_g_norecoil) + W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); + if(!autocvar_g_norecoil) { - self.punchangle_x = random () - 0.5; - self.punchangle_y = random () - 0.5; + self.punchangle_x = random() - 0.5; + self.punchangle_y = random() - 0.5; } machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * self.misc_bulletcounter), WEP_CVAR(machinegun, spread_max)); - fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0); + fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0); self.misc_bulletcounter = self.misc_bulletcounter + 1; - pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); - if (autocvar_g_casings >= 2) // casing code - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); + if(autocvar_g_casings >= 2) // casing code + SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto); } -void W_MachineGun_Attack_Burst() +void W_MachineGun_Attack_Burst(void) { - W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); - if (!autocvar_g_norecoil) + W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); + if(!autocvar_g_norecoil) { - self.punchangle_x = random () - 0.5; - self.punchangle_y = random () - 0.5; + self.punchangle_x = random() - 0.5; + self.punchangle_y = random() - 0.5; } - fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0); + fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0); - pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); - if (autocvar_g_casings >= 2) // casing code - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); + if(autocvar_g_casings >= 2) // casing code + SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); self.misc_bulletcounter = self.misc_bulletcounter + 1; - if (self.misc_bulletcounter == 0) + if(self.misc_bulletcounter == 0) { ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready); @@ -234,7 +236,7 @@ void W_MachineGun_Attack_Burst() } -float W_MachineGun(float req) +bool W_MachineGun(int req) { float ammo_amount; switch(req) @@ -242,11 +244,11 @@ float W_MachineGun(float req) case WR_AIM: { if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200) - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); + self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); else - self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); - - return TRUE; + self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); + + return true; } case WR_THINK: { @@ -254,8 +256,8 @@ float W_MachineGun(float req) WEP_ACTION(self.weapon, WR_RELOAD); else if(WEP_CVAR(machinegun, mode) == 1) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, 0)) + if(self.BUTTON_ATCK) + if(weapon_prepareattack(0, 0)) { self.misc_bulletcounter = 0; W_MachineGun_Attack_Auto(); @@ -264,12 +266,12 @@ float W_MachineGun(float req) if(self.BUTTON_ATCK2) if(weapon_prepareattack(1, 0)) { - if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) - if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); - return FALSE; + return false; } W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo)); @@ -281,34 +283,34 @@ float W_MachineGun(float req) else { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, 0)) + if(self.BUTTON_ATCK) + if(weapon_prepareattack(0, 0)) { self.misc_bulletcounter = 1; - W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished + W_MachineGun_Attack(WEP_MACHINEGUN.m_id); // sets attack_finished weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); } - if (self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first)) - if (weapon_prepareattack(1, 0)) + if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first)) + if(weapon_prepareattack(1, 0)) { self.misc_bulletcounter = 1; - W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished + W_MachineGun_Attack(WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready); } } - - return TRUE; + + return true; } case WR_INIT: { - precache_model ("models/uziflash.md3"); - precache_model ("models/weapons/g_uzi.md3"); - precache_model ("models/weapons/v_uzi.md3"); - precache_model ("models/weapons/h_uzi.iqm"); - precache_sound ("weapons/uzi_fire.wav"); - MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) - return TRUE; + precache_model("models/uziflash.md3"); + precache_model(W_Model("g_uzi.md3")); + precache_model(W_Model("v_uzi.md3")); + precache_model(W_Model("h_uzi.iqm")); + precache_sound(W_Sound("uzi_fire")); + MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); + return true; } case WR_CHECKAMMO1: { @@ -320,9 +322,9 @@ float W_MachineGun(float req) if(WEP_CVAR(machinegun, reload_ammo)) { if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, sustained_ammo); + ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo); else - ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo); + ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); } return ammo_amount; } @@ -336,21 +338,21 @@ float W_MachineGun(float req) if(WEP_CVAR(machinegun, reload_ammo)) { if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, burst_ammo); + ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo); else - ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo); + ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); } return ammo_amount; } case WR_CONFIG: { - MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) - return TRUE; + MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); + return true; } case WR_RELOAD: { W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), "weapons/reload.wav"); - return TRUE; + return true; } case WR_SUICIDEMESSAGE: { @@ -364,11 +366,11 @@ float W_MachineGun(float req) return WEAPON_MACHINEGUN_MURDER_SPRAY; } } - return TRUE; + return false; } #endif #ifdef CSQC -float W_MachineGun(float req) +bool W_MachineGun(int req) { switch(req) { @@ -384,23 +386,23 @@ float W_MachineGun(float req) sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.2) sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); - - return TRUE; + + return true; } case WR_INIT: { precache_sound("weapons/ric1.wav"); precache_sound("weapons/ric2.wav"); precache_sound("weapons/ric3.wav"); - return TRUE; + return true; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon - return FALSE; + return false; } } - return TRUE; + return false; } #endif #endif