#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ SHOTGUN,
-/* function */ W_Shotgun,
-/* ammotype */ ammo_shells,
-/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_LOW,
-/* color */ '0.5 0.25 0',
-/* modelname */ "shotgun",
-/* model */ MDL_SHOTGUN_ITEM,
-/* crosshair */ "gfx/crosshairshotgun 0.65",
-/* wepimg */ "weaponshotgun",
-/* refname */ "shotgun",
-/* wepname */ _("Shotgun")
-);
+CLASS(Shotgun, Weapon)
+/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells)
+/* impulse */ ATTRIB(Shotgun, impulse, int, 2)
+/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
+/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
+#ifndef MENUQC
+/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
+/* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
+/* wepname */ ATTRIB(Shotgun, message, string, _("Shotgun"));
+ENDCLASS(Shotgun)
+REGISTER_WEAPON(SHOTGUN, NEW(Shotgun));
#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
#define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
.float shotgun_primarytime;
-float W_Shotgun(entity thiswep, float req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(Shotgun, wr_aim, bool(entity thiswep))
{
if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
return true;
}
- case WR_THINK:
+ METHOD(Shotgun, wr_think, bool(entity thiswep))
{
if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
{
return true;
}
- case WR_INIT:
+ METHOD(Shotgun, wr_init, bool(entity thiswep))
{
SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
- case WR_SETUP:
+ METHOD(Shotgun, wr_setup, bool(entity thiswep))
{
self.ammo_field = ammo_none;
return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+ float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
{
if(IS_BOT_CLIENT(self))
if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
case 1: return true; // melee does not use ammo
case 2: // secondary triple shot
{
- ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+ float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
default: return false; // secondary unavailable
}
}
- case WR_CONFIG:
+ METHOD(Shotgun, wr_config, bool(entity thiswep))
{
SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
return true;
}
- case WR_RELOAD:
+ METHOD(Shotgun, wr_reload, bool(entity thiswep))
{
W_Reload(WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
return true;
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Shotgun, wr_suicidemessage, bool(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(Shotgun, wr_killmessage, bool(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_SHOTGUN_MURDER_SLAP;
else
return WEAPON_SHOTGUN_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
.float prevric;
-float W_Shotgun(entity thiswep, float req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Shotgun, wr_impacteffect, bool(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
return true;
}
- case WR_INIT:
+ METHOD(Shotgun, wr_init, bool(entity thiswep))
{
return true;
}
- case WR_ZOOMRETICLE:
+ METHOD(Shotgun, wr_zoomreticle, bool(entity thiswep))
{
// no weapon specific image for this weapon
return false;
}
- }
- return false;
-}
+
#endif
#endif