MSG_INFO_NOTIF(1, INFO_WEAPON_THINKING_WITH_PORTALS, 2, 1, "s1 s2loc spree_lost", "s1", "notify_selfkill", _("^BG%s^K1 is now thinking with portals%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_TUBA_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weapontuba", _("^BG%s%s^K1 died of ^BG%s^K1's great playing on the @!#%%'n Tuba%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_TUBA_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weapontuba", _("^BG%s^K1 hurt their own ears with the @!#%%'n Tuba%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_UZI_MURDER_SNIPE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was sniped by ^BG%s^K1's Machine Gun%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_UZI_MURDER_SPRAY, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was riddled full of holes by ^BG%s^K1's Machine Gun%s%s"), "")
+ MSG_INFO_NOTIF(1, INFO_WEAPON_MACHINEGUN_MURDER_SNIPE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was sniped by ^BG%s^K1's Machine Gun%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_MACHINEGUN_MURDER_SPRAY, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was riddled full of holes by ^BG%s^K1's Machine Gun%s%s"), "")
#define MULTITEAM_CENTER2(default,prefix,strnum,flnum,args,cpid,durcnt,normal,gentle) \
MSG_CENTER_NOTIF(default, prefix##RED, strnum, flnum, args, cpid, durcnt, TCR(normal, COL_TEAM_1, strtoupper(NAME_TEAM_1)), TCR(gentle, COL_TEAM_1, strtoupper(NAME_TEAM_1))) \
MSG_MULTI_NOTIF(1, WEAPON_THINKING_WITH_PORTALS, NO_MSG, INFO_WEAPON_THINKING_WITH_PORTALS, CENTER_DEATH_SELF_GENERIC) \
MSG_MULTI_NOTIF(1, WEAPON_TUBA_MURDER, NO_MSG, INFO_WEAPON_TUBA_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_TUBA_SUICIDE, NO_MSG, INFO_WEAPON_TUBA_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
- MSG_MULTI_NOTIF(1, WEAPON_UZI_MURDER_SNIPE, NO_MSG, INFO_WEAPON_UZI_MURDER_SNIPE, NO_MSG) \
- MSG_MULTI_NOTIF(1, WEAPON_UZI_MURDER_SPRAY, NO_MSG, INFO_WEAPON_UZI_MURDER_SPRAY, NO_MSG)
+ MSG_MULTI_NOTIF(1, WEAPON_MACHINEGUN_MURDER_SNIPE, NO_MSG, INFO_WEAPON_MACHINEGUN_MURDER_SNIPE, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_MACHINEGUN_MURDER_SPRAY, NO_MSG, INFO_WEAPON_MACHINEGUN_MURDER_SPRAY, NO_MSG)
#define MULTITEAM_CHOICE2(default,challow,prefix,chtype,optiona,optionb) \
MSG_CHOICE_NOTIF(default, challow, prefix##RED, chtype, optiona##RED, optionb##RED) \
#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ UZI,
-/* function */ W_Uzi,
+/* WEP_##id */ MACHINEGUN,
+/* function */ W_MachineGun,
/* ammotype */ ammo_nails,
/* impulse */ 3,
/* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
/* fullname */ _("Machine Gun")
);
-#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, UZI, uzi)
-#define UZI_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+#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_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
-UZI_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_uzi()
+void spawnfunc_weapon_machinegun()
{
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
weapon_defaultspawnfunc(WEP_SHOCKWAVE);
return;
}
- weapon_defaultspawnfunc(WEP_UZI);
+ weapon_defaultspawnfunc(WEP_MACHINEGUN);
}
+void spawnfunc_weapon_uzi() { spawnfunc_weapon_machinegun(); }
-void W_Uzi_MuzzleFlash_Think()
+void W_MachineGun_MuzzleFlash_Think()
{
self.frame = self.frame + 2;
self.scale = self.scale * 0.5;
}
-void W_Uzi_MuzzleFlash()
+void W_MachineGun_MuzzleFlash()
{
if (self.muzzle_flash == world)
self.muzzle_flash = spawn();
setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
self.muzzle_flash.scale = 0.75;
- self.muzzle_flash.think = W_Uzi_MuzzleFlash_Think;
+ self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
self.muzzle_flash.nextthink = time + 0.02;
self.muzzle_flash.frame = 2;
self.muzzle_flash.alpha = 0.75;
self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
-void W_Uzi_Attack(float deathtype)
+void W_MachineGun_Attack(float deathtype)
{
- W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage)));
+ 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)
{
self.punchangle_x = random () - 0.5;
}
// this attack_finished just enforces a cooldown at the end of a burst
- ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
+ ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
if (self.misc_bulletcounter == 1)
- fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, first_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, first_damage), WEP_CVAR(uzi, first_force), deathtype, 0);
+ 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(uzi, sustained_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), deathtype, 0);
+ 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);
- W_Uzi_MuzzleFlash();
+ W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
// 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 (self.misc_bulletcounter == 1)
- W_DecreaseAmmo(WEP_CVAR(uzi, first_ammo));
+ W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
else
- W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
+ W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
}
// weapon frames
-void W_Uzi_Attack_Frame()
+void W_MachineGun_Attack_Frame()
{
if(self.weapon != self.switchweapon) // abort immediately if switching
{
return;
}
self.misc_bulletcounter = self.misc_bulletcounter + 1;
- W_Uzi_Attack(WEP_UZI);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Frame);
+ W_MachineGun_Attack(WEP_MACHINEGUN);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
else
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
}
-void W_Uzi_Attack_Auto()
+void W_MachineGun_Attack_Auto()
{
- float uzi_spread;
+ float machinegun_spread;
if (!self.BUTTON_ATCK)
{
return;
}
- W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
+ W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
- W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
+ W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if (!autocvar_g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
}
- uzi_spread = bound(WEP_CVAR(uzi, spread_min), WEP_CVAR(uzi, spread_min) + (WEP_CVAR(uzi, spread_add) * self.misc_bulletcounter), WEP_CVAR(uzi, spread_max));
- fireBullet(w_shotorg, w_shotdir, uzi_spread, WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
+ 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);
self.misc_bulletcounter = self.misc_bulletcounter + 1;
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- W_Uzi_MuzzleFlash();
+ 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);
- ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Auto);
+ 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_Uzi_Attack_Burst()
+void W_MachineGun_Attack_Burst()
{
- W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
+ W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", 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(uzi, burst_speed), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 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, 0);
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- W_Uzi_MuzzleFlash();
+ W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
if (autocvar_g_casings >= 2) // casing code
self.misc_bulletcounter = self.misc_bulletcounter + 1;
if (self.misc_bulletcounter == 0)
{
- ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, burst_refire2) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_animtime), w_ready);
+ ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
}
else
{
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_refire), W_Uzi_Attack_Burst);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
}
}
-float W_Uzi(float req)
+float W_MachineGun(float req)
{
float ammo_amount;
switch(req)
}
case WR_THINK:
{
- if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo))) // forced reload
+ if(WEP_CVAR(machinegun, reload_ammo) && self.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) // forced reload
WEP_ACTION(self.weapon, WR_RELOAD);
- else if(WEP_CVAR(uzi, mode) == 1)
+ else if(WEP_CVAR(machinegun, mode) == 1)
{
if (self.BUTTON_ATCK)
if (weapon_prepareattack(0, 0))
{
self.misc_bulletcounter = 0;
- W_Uzi_Attack_Auto();
+ W_MachineGun_Attack_Auto();
}
if(self.BUTTON_ATCK2)
return FALSE;
}
- W_DecreaseAmmo(WEP_CVAR(uzi, burst_ammo));
+ W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
- self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1;
- W_Uzi_Attack_Burst();
+ self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+ W_MachineGun_Attack_Burst();
}
}
else
if (weapon_prepareattack(0, 0))
{
self.misc_bulletcounter = 1;
- W_Uzi_Attack(WEP_UZI); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Frame);
+ W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
- if (self.BUTTON_ATCK2 && WEP_CVAR(uzi, first))
+ if (self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
if (weapon_prepareattack(1, 0))
{
self.misc_bulletcounter = 1;
- W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, first_refire), w_ready);
+ W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
}
}
precache_model ("models/weapons/v_uzi.md3");
precache_model ("models/weapons/h_uzi.iqm");
precache_sound ("weapons/uzi_fire.wav");
- UZI_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ MACHINEGUN_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
{
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, sustained_ammo);
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, first_ammo);
+ ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
- if(autocvar_g_balance_uzi_reload_ammo)
+ if(WEP_CVAR(machinegun, reload_ammo))
{
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, sustained_ammo);
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
}
return ammo_amount;
}
case WR_CHECKAMMO2:
{
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, burst_ammo);
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, first_ammo);
+ ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
- if(autocvar_g_balance_uzi_reload_ammo)
+ if(WEP_CVAR(machinegun, reload_ammo))
{
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, burst_ammo);
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
}
return ammo_amount;
}
case WR_CONFIG:
{
- UZI_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_RELOAD:
{
- W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), "weapons/reload.wav");
+ W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE:
case WR_KILLMESSAGE:
{
if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_UZI_MURDER_SNIPE;
+ return WEAPON_MACHINEGUN_MURDER_SNIPE;
else
- return WEAPON_UZI_MURDER_SPRAY;
+ return WEAPON_MACHINEGUN_MURDER_SPRAY;
}
}
return TRUE;
}
#endif
#ifdef CSQC
-float W_Uzi(float req)
+float W_MachineGun(float req)
{
switch(req)
{