]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Move hagar to the new cvar system
authorMario <mario.mario@y7mail.com>
Sat, 29 Jun 2013 05:13:19 +0000 (15:13 +1000)
committerMario <mario.mario@y7mail.com>
Sat, 29 Jun 2013 05:13:19 +0000 (15:13 +1000)
qcsrc/common/weapons/w_hagar.qc
qcsrc/common/weapons/w_nex.qc
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/t_quake3.qc

index 36ea83f3eeb303f909fa1d173fe5f70c711084c8..7d8f3d58cf5b665523f05176e2bf0c8fc45c984e 100644 (file)
@@ -10,15 +10,51 @@ REGISTER_WEAPON(
 /* shortname */ "hagar",
 /* fullname  */ _("Hagar")
 );
-#else
+
+#define HAGAR_SETTINGS(weapon) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, edgedamage) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, force) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, radius) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, health) \
+       WEP_ADD_CVAR(weapon, MO_PRI,  lifetime) \
+       WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  spread) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  load) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  load_max) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  load_abort) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  load_animtime) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  load_hold) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  load_speed) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  load_releasedeath) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  load_spread) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  load_spread_bias) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  load_linkexplode) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  lifetime_min) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  lifetime_rand) \
+       WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+       WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+       WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+       WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
 #ifdef SVQC
+HAGAR_SETTINGS(hagar)
 void spawnfunc_weapon_hagar() { weapon_defaultspawnfunc(WEP_HAGAR); }
+#endif
+#else
+#ifdef SVQC
+
 // NO bounce protection, as bounces are limited!
 
 void W_Hagar_Explode (void)
 {
        self.event_damage = func_null;
-       RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
+       RadiusDamage (self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
 
        remove (self);
 }
@@ -26,7 +62,7 @@ void W_Hagar_Explode (void)
 void W_Hagar_Explode2 (void)
 {
        self.event_damage = func_null;
-       RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
+       RadiusDamage (self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
 
        remove (self);
 }
@@ -41,7 +77,7 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat
                && (self.projectiledeathtype & HITTYPE_SECONDARY));
        
        if(is_linkexplode)
-               is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode);
+               is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
        else
                is_linkexplode = -1; // not secondary load, so continue as normal without exception.
 
@@ -80,9 +116,9 @@ void W_Hagar_Attack (void)
 {
        entity missile;
 
-       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
+       W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(hagar, ammo), autocvar_g_balance_hagar_reload_ammo);
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
+       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -90,18 +126,18 @@ void W_Hagar_Attack (void)
        missile.owner = missile.realowner = self;
        missile.classname = "missile";
        missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
+       missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
        
        missile.takedamage = DAMAGE_YES;
-       missile.health = autocvar_g_balance_hagar_primary_health;
-       missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
+       missile.health = WEP_CVAR_PRI(hagar, health);
+       missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = TRUE;
        
        missile.touch = W_Hagar_Touch;
        missile.use = W_Hagar_Explode;
        missile.think = adaptor_think2use_hittype_splash;
-       missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
+       missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR;
        setorigin (missile, w_shotorg);
@@ -123,9 +159,9 @@ void W_Hagar_Attack2 (void)
 {
        entity missile;
 
-       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
+       W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo), autocvar_g_balance_hagar_reload_ammo);
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
+       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -133,11 +169,11 @@ void W_Hagar_Attack2 (void)
        missile.owner = missile.realowner = self;
        missile.classname = "missile";
        missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+       missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
        
        missile.takedamage = DAMAGE_YES;
-       missile.health = autocvar_g_balance_hagar_secondary_health;
-       missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
+       missile.health = WEP_CVAR_SEC(hagar, health);
+       missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = TRUE;
 
@@ -145,7 +181,7 @@ void W_Hagar_Attack2 (void)
        missile.cnt = 0;
        missile.use = W_Hagar_Explode2;
        missile.think = adaptor_think2use_hittype_splash;
-       missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
+       missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
        setorigin (missile, w_shotorg);
@@ -176,9 +212,9 @@ void W_Hagar_Attack2_Load_Release (void)
        if(!self.hagar_load)
                return;
 
-       weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
+       weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
+       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -193,18 +229,18 @@ void W_Hagar_Attack2_Load_Release (void)
                missile.owner = missile.realowner = self;
                missile.classname = "missile";
                missile.bot_dodge = TRUE;
-               missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+               missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
                
                missile.takedamage = DAMAGE_YES;
-               missile.health = autocvar_g_balance_hagar_secondary_health;
-               missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
+               missile.health = WEP_CVAR_SEC(hagar, health);
+               missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
                missile.event_damage = W_Hagar_Damage;
                missile.damagedbycontents = TRUE;
 
                missile.touch = W_Hagar_Touch; // not bouncy
                missile.use = W_Hagar_Explode2;
                missile.think = adaptor_think2use_hittype_splash;
-               missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
+               missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
                PROJECTILE_MAKETRIGGER(missile);
                missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
                setorigin (missile, w_shotorg);
@@ -213,9 +249,9 @@ void W_Hagar_Attack2_Load_Release (void)
                missile.missile_flags = MIF_SPLASH; 
                
                // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
-               spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); 
-               spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
-               spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
+               spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1)); 
+               spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
+               spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
                
                // pattern spread calculation
                s = '0 0 0';
@@ -227,9 +263,9 @@ void W_Hagar_Attack2_Load_Release (void)
                        s_y = v_forward_x;
                        s_z = v_forward_y;
                }
-               s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
+               s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
                
-               W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
+               W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, FALSE);
 
                missile.angles = vectoangles (missile.velocity);
                missile.flags = FL_PROJECTILE;
@@ -239,8 +275,8 @@ void W_Hagar_Attack2_Load_Release (void)
                other = missile; MUTATOR_CALLHOOK(EditProjectile);
        }
 
-       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
-       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
+       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
+       self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
        self.hagar_load = 0;
 }
 
@@ -252,28 +288,28 @@ void W_Hagar_Attack2_Load (void)
                return;
 
        float loaded, enough_ammo;
-       loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
+       loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
 
        // this is different than WR_CHECKAMMO when it comes to reloading
        if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
+               enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
        else
-               enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+               enough_ammo = self.ammo_rockets >= WEP_CVAR_SEC(hagar, ammo);
 
        if(self.BUTTON_ATCK2)
        {
-               if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
+               if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
                {
                        if(self.hagar_load)
                        {
                                // if we pressed primary fire while loading, unload all rockets and abort
                                self.weaponentity.state = WS_READY;
-                               W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
+                               W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
                                self.hagar_load = 0;
                                sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
-                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
+                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
 
                                // require letting go of the alt fire button before we can load again
                                self.hagar_loadblock = TRUE;
@@ -286,15 +322,15 @@ void W_Hagar_Attack2_Load (void)
                        {
                                if(!self.hagar_loadblock && self.hagar_loadstep < time)
                                {
-                                       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
+                                       W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo), autocvar_g_balance_hagar_reload_ammo);
                                        self.weaponentity.state = WS_INUSE;
                                        self.hagar_load += 1;
                                        sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
 
-                                       if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
-                                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
+                                       if (self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
+                                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
                                        else
-                                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
+                                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
                                }
                        }
                        else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
@@ -314,7 +350,7 @@ void W_Hagar_Attack2_Load (void)
        if(self.hagar_load)
        {
                // play warning sound if we're about to release
-               if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
+               if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
                {
                        if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
                        {
@@ -325,7 +361,7 @@ void W_Hagar_Attack2_Load (void)
                }
                
                // release if player let go of button or if they've held it in too long
-               if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
+               if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
                        self.weaponentity.state = WS_READY;
                        W_Hagar_Attack2_Load_Release();
@@ -354,35 +390,35 @@ float w_hagar(float req)
                case WR_AIM:
                {
                        if (random()>0.15)
-                               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
+                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
                        else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
-                               self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
+                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
                                
                        return TRUE;
                }
                case WR_THINK:
                {
                        float loadable_secondary;
-                       loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary);
+                       loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
 
                        if (loadable_secondary)
                                W_Hagar_Attack2_Load(); // must always run each frame
-                       if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
+                       if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
                        else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
                        {
-                               if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+                               if (weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
                                {
                                        W_Hagar_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
                                }
                        }
-                       else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
+                       else if (self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
                        {
-                               if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+                               if (weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
                                {
                                        W_Hagar_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
                                }
                        }
                        
@@ -407,6 +443,11 @@ float w_hagar(float req)
                        precache_sound ("weapons/hagar_fire.wav");
                        precache_sound ("weapons/hagar_load.wav");
                        precache_sound ("weapons/hagar_beep.wav");
+                       #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
+                       #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_HAGAR).##prop = autocvar_g_balance_##weapon##_##name;
+                       HAGAR_SETTINGS(hagar)
+                       #undef WEP_ADD_CVAR
+                       #undef WEP_ADD_PROP
                        return TRUE;
                }
                case WR_SETUP:
@@ -417,7 +458,7 @@ float w_hagar(float req)
 
                        if(self.hagar_load)
                        {
-                               W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
+                               W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
                                self.hagar_load = 0;
                        }
                        
@@ -425,14 +466,14 @@ float w_hagar(float req)
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
+                       ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(hagar, ammo);
+                       ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_PRI(hagar, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
-                       ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
+                       ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(hagar, ammo);
+                       ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
                        return ammo_amount;
                }
                case WR_RESETPLAYER:
@@ -443,7 +484,7 @@ float w_hagar(float req)
                case WR_PLAYERDEATH:
                {
                        // if we have any rockets loaded when we die, release them
-                       if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
+                       if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
                                W_Hagar_Attack2_Load_Release();
                                
                        return TRUE;
@@ -451,7 +492,7 @@ float w_hagar(float req)
                case WR_RELOAD:
                {
                        if not(self.hagar_load) // require releasing loaded rockets first
-                               W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");
+                               W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");
                                
                        return TRUE;
                }
index c085b1c6d8063f3e947e6c4610274fecb6fd53ac..53b7a1c04aa8f37b66f7fce1abf41896f305916a 100644 (file)
@@ -44,10 +44,7 @@ REGISTER_WEAPON(
 
 #ifdef SVQC
 NEX_SETTINGS(nex)
-void spawnfunc_weapon_nex (void)
-{
-       weapon_defaultspawnfunc(WEP_NEX);
-}
+void spawnfunc_weapon_nex (void) { weapon_defaultspawnfunc(WEP_NEX); }
 #endif
 #else
 #ifdef SVQC
index 42bb5f2551ea3150bb126f7c4399702c6556c4dc..49fbbcd5b1067922b8fe48ce6cee3e2c0a8923a3 100644 (file)
@@ -222,39 +222,6 @@ float autocvar_g_balance_grapplehook_speed_fly;
 float autocvar_g_balance_grapplehook_speed_pull;
 float autocvar_g_balance_grapplehook_stretch;
 float autocvar_g_balance_grapplehook_damagedbycontents;
-float autocvar_g_balance_hagar_primary_ammo;
-float autocvar_g_balance_hagar_primary_damage;
-float autocvar_g_balance_hagar_primary_edgedamage;
-float autocvar_g_balance_hagar_primary_force;
-float autocvar_g_balance_hagar_primary_health;
-float autocvar_g_balance_hagar_primary_damageforcescale;
-float autocvar_g_balance_hagar_primary_lifetime;
-float autocvar_g_balance_hagar_primary_radius;
-float autocvar_g_balance_hagar_primary_refire;
-float autocvar_g_balance_hagar_primary_speed;
-float autocvar_g_balance_hagar_secondary;
-float autocvar_g_balance_hagar_secondary_load;
-float autocvar_g_balance_hagar_secondary_load_speed;
-float autocvar_g_balance_hagar_secondary_load_spread;
-float autocvar_g_balance_hagar_secondary_load_spread_bias;
-float autocvar_g_balance_hagar_secondary_load_max;
-float autocvar_g_balance_hagar_secondary_load_hold;
-float autocvar_g_balance_hagar_secondary_load_releasedeath;
-float autocvar_g_balance_hagar_secondary_load_abort;
-float autocvar_g_balance_hagar_secondary_load_linkexplode;
-float autocvar_g_balance_hagar_secondary_load_animtime;
-float autocvar_g_balance_hagar_secondary_ammo;
-float autocvar_g_balance_hagar_secondary_damage;
-float autocvar_g_balance_hagar_secondary_edgedamage;
-float autocvar_g_balance_hagar_secondary_force;
-float autocvar_g_balance_hagar_secondary_health;
-float autocvar_g_balance_hagar_secondary_damageforcescale;
-float autocvar_g_balance_hagar_secondary_lifetime_min;
-float autocvar_g_balance_hagar_secondary_lifetime_rand;
-float autocvar_g_balance_hagar_secondary_radius;
-float autocvar_g_balance_hagar_secondary_refire;
-float autocvar_g_balance_hagar_secondary_speed;
-float autocvar_g_balance_hagar_secondary_spread;
 float autocvar_g_balance_hagar_reload_ammo;
 float autocvar_g_balance_hagar_reload_time;
 float autocvar_g_balance_health_limit;
index ff3236dd753604c73f2c40bc23a080075c5e008c..c21bc53e9183c7c451c5714dc3165c707a1ce696 100644 (file)
@@ -638,7 +638,7 @@ float ClientInit_SendEntity(entity to, float sf)
        WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
        WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
        WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
-       WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
+       WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
        WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
        WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
        return TRUE;
index 181478acd51e131e2b7e86a76031f1dc64108224..aeb07a560e66bd88d11b55276fc25530aaf4e161 100644 (file)
@@ -76,7 +76,7 @@ void target_give_init()
                        self.netname = "rocketlauncher";
                }
                else if (targ.classname == "weapon_plasmagun") {
-                       self.ammo_rockets += targ.count * autocvar_g_balance_hagar_primary_ammo;
+                       self.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
                        if(self.netname == "")
                                self.netname = "hagar";
                        else