X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_machinegun.qc;h=cb87ad0725aa97b9f91a8ea6c63464b58c89dc5a;hb=2718fac2d710f2c4e63a6de3cfe0ffc66dc7d6a3;hp=24a0db83f44534a4c7ff3cfbd453851b86796621;hpb=fc2be4c1e7547ae97301f7966333e4dc858baf92;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_machinegun.qc b/qcsrc/common/weapons/w_machinegun.qc index 24a0db83f..cb87ad072 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, @@ -51,7 +51,8 @@ REGISTER_WEAPON( #ifdef SVQC MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif -#else +#endif +#ifdef IMPLEMENTATION #ifdef SVQC void spawnfunc_weapon_machinegun(void) @@ -59,10 +60,10 @@ 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(void) { spawnfunc_weapon_machinegun(); } @@ -103,7 +104,7 @@ void W_MachineGun_MuzzleFlash(void) 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))); + 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; @@ -118,7 +119,7 @@ void W_MachineGun_Attack(int deathtype) 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'); @@ -151,7 +152,7 @@ void W_MachineGun_Attack_Frame(void) 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 @@ -179,7 +180,7 @@ void W_MachineGun_Attack_Auto(void) W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo)); - W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); + 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; @@ -187,11 +188,11 @@ void W_MachineGun_Attack_Auto(void) } 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'); @@ -205,16 +206,16 @@ void W_MachineGun_Attack_Auto(void) void W_MachineGun_Attack_Burst(void) { - W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); + 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; } - 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'); @@ -286,7 +287,7 @@ bool W_MachineGun(int req) 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); } @@ -294,7 +295,7 @@ bool W_MachineGun(int req) 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); } } @@ -304,10 +305,10 @@ bool W_MachineGun(int req) 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"); + 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; } @@ -321,9 +322,9 @@ bool W_MachineGun(int 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; } @@ -337,9 +338,9 @@ bool W_MachineGun(int 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; } @@ -350,7 +351,7 @@ bool W_MachineGun(int req) } 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"); + W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), W_Sound("reload")); return true; } case WR_SUICIDEMESSAGE: @@ -380,19 +381,19 @@ bool W_MachineGun(int req) pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) if(w_random < 0.05) - sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTN_NORM); else if(w_random < 0.1) - sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTN_NORM); else if(w_random < 0.2) - sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTN_NORM); return true; } case WR_INIT: { - precache_sound("weapons/ric1.wav"); - precache_sound("weapons/ric2.wav"); - precache_sound("weapons/ric3.wav"); + precache_sound(W_Sound("ric1")); + precache_sound(W_Sound("ric2")); + precache_sound(W_Sound("ric3")); return true; } case WR_ZOOMRETICLE: