#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ MACHINEGUN,
-/* function */ W_MachineGun,
-/* ammotype */ ammo_nails,
-/* impulse */ 3,
-/* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 1 0',
-/* modelname */ "uzi",
-/* model */ MDL_MACHINEGUN_ITEM,
-/* crosshair */ "gfx/crosshairuzi 0.6",
-/* wepimg */ "weaponuzi",
-/* refname */ "machinegun",
-/* wepname */ _("Machine Gun")
-);
+CLASS(MachineGun, Weapon)
+/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails)
+/* impulse */ ATTRIB(MachineGun, impulse, int, 3)
+/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
+/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
+#ifndef MENUQC
+/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
+/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
+/* wepname */ ATTRIB(MachineGun, message, string, _("MachineGun"));
+ENDCLASS(MachineGun)
+REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun));
#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) \
}
-bool W_MachineGun(entity thiswep, int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(MachineGun, wr_aim, bool(entity thiswep))
{
if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
return true;
}
- case WR_THINK:
+ METHOD(MachineGun, wr_think, bool(entity thiswep))
{
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);
return true;
}
- case WR_INIT:
+ METHOD(MachineGun, wr_init, bool(entity thiswep))
{
MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
- case WR_CHECKAMMO1:
+ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
else
}
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
{
+ float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
else
}
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(MachineGun, wr_config, bool(entity thiswep))
{
MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
return true;
}
- case WR_RELOAD:
+ METHOD(MachineGun, wr_reload, bool(entity thiswep))
{
W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
return true;
}
- case WR_SUICIDEMESSAGE:
+ METHOD(MachineGun, wr_suicidemessage, bool(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(MachineGun, wr_killmessage, bool(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_MACHINEGUN_MURDER_SNIPE;
else
return WEAPON_MACHINEGUN_MURDER_SPRAY;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_MachineGun(entity thiswep, int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(MachineGun, wr_impacteffect, bool(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
return true;
}
- case WR_INIT:
+ METHOD(MachineGun, wr_init, bool(entity thiswep))
{
return true;
}
- case WR_ZOOMRETICLE:
+ METHOD(MachineGun, wr_zoomreticle, bool(entity thiswep))
{
// no weapon specific image for this weapon
return false;
}
- }
- return false;
-}
+
#endif
#endif