From: Mario Date: Mon, 30 Dec 2013 11:59:02 +0000 (+1100) Subject: Rename uzi to machinegun X-Git-Tag: xonotic-v0.8.0~152^2~200 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9c195bccce27ac4fa3d52052dd8707ea57eaef02;p=xonotic%2Fxonotic-data.pk3dir.git Rename uzi to machinegun --- diff --git a/bal-wep-xonotic.cfg b/bal-wep-xonotic.cfg index 97d4123db..0632af8da 100644 --- a/bal-wep-xonotic.cfg +++ b/bal-wep-xonotic.cfg @@ -79,35 +79,35 @@ set g_balance_shockwave_weaponstart 1 set g_balance_shockwave_weaponstartoverride -1 // }}} // {{{ #3: Machine Gun -set g_balance_uzi_burst 3 -set g_balance_uzi_burst_ammo 3 -set g_balance_uzi_burst_animtime 0.3 -set g_balance_uzi_burst_refire 0.06 -set g_balance_uzi_burst_refire2 0.45 -set g_balance_uzi_burst_speed 0 -set g_balance_uzi_first 1 -set g_balance_uzi_first_ammo 1 -set g_balance_uzi_first_damage 14 -set g_balance_uzi_first_force 5 -set g_balance_uzi_first_refire 0.125 -set g_balance_uzi_first_spread 0.03 -set g_balance_uzi_mode 1 -set g_balance_uzi_reload_ammo 60 -set g_balance_uzi_reload_time 2 -set g_balance_uzi_solidpenetration 13.1 -set g_balance_uzi_spread_add 0.012 -set g_balance_uzi_spread_max 0.05 -set g_balance_uzi_spread_min 0.02 -set g_balance_uzi_sustained_ammo 1 -set g_balance_uzi_sustained_damage 10 -set g_balance_uzi_sustained_force 5 -set g_balance_uzi_sustained_refire 0.1 -set g_balance_uzi_sustained_spread 0.03 -set g_balance_uzi_switchdelay_drop 0.2 -set g_balance_uzi_switchdelay_raise 0.2 -set g_balance_uzi_weaponreplace "arc" -set g_balance_uzi_weaponstart 0 -set g_balance_uzi_weaponstartoverride -1 +set g_balance_machinegun_burst 3 +set g_balance_machinegun_burst_ammo 3 +set g_balance_machinegun_burst_animtime 0.3 +set g_balance_machinegun_burst_refire 0.06 +set g_balance_machinegun_burst_refire2 0.45 +set g_balance_machinegun_burst_speed 0 +set g_balance_machinegun_first 1 +set g_balance_machinegun_first_ammo 1 +set g_balance_machinegun_first_damage 14 +set g_balance_machinegun_first_force 5 +set g_balance_machinegun_first_refire 0.125 +set g_balance_machinegun_first_spread 0.03 +set g_balance_machinegun_mode 1 +set g_balance_machinegun_reload_ammo 60 +set g_balance_machinegun_reload_time 2 +set g_balance_machinegun_solidpenetration 13.1 +set g_balance_machinegun_spread_add 0.012 +set g_balance_machinegun_spread_max 0.05 +set g_balance_machinegun_spread_min 0.02 +set g_balance_machinegun_sustained_ammo 1 +set g_balance_machinegun_sustained_damage 10 +set g_balance_machinegun_sustained_force 5 +set g_balance_machinegun_sustained_refire 0.1 +set g_balance_machinegun_sustained_spread 0.03 +set g_balance_machinegun_switchdelay_drop 0.2 +set g_balance_machinegun_switchdelay_raise 0.2 +set g_balance_machinegun_weaponreplace "arc" +set g_balance_machinegun_weaponstart 0 +set g_balance_machinegun_weaponstartoverride -1 // }}} // {{{ #4: Mortar set g_balance_mortar_bouncefactor 0.5 diff --git a/balance-xonotic.cfg b/balance-xonotic.cfg index a2aa31f0a..76a7b4f98 100644 --- a/balance-xonotic.cfg +++ b/balance-xonotic.cfg @@ -3,7 +3,7 @@ g_mod_balance Xonotic // {{{ starting gear set g_start_weapon_laser -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default" set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default" -set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default" +set g_start_weapon_machinegun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default" set g_start_weapon_mortar -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default" set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default" set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default" diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index d5e704180..64bf56256 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -356,9 +356,9 @@ set bot_ai_keyboard_threshold 0.57 set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim" set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming" set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons" -set bot_ai_custom_weapon_priority_far "minstanex vortex rifle electro rocketlauncher grenadelauncher hagar hlac crylink laser uzi fireball seeker shotgun tuba minelayer" "Desired weapons for far distances ordered by priority" -set bot_ai_custom_weapon_priority_mid "minstanex rocketlauncher vortex fireball seeker grenadelauncher electro uzi crylink hlac hagar shotgun laser rifle tuba minelayer" "Desired weapons for middle distances ordered by priority" -set bot_ai_custom_weapon_priority_close "minstanex shotgun vortex uzi hlac tuba seeker hagar crylink grenadelauncher electro rocketlauncher laser fireball rifle minelayer" "Desired weapons for close distances ordered by priority" +set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro rocketlauncher grenadelauncher hagar hlac crylink laser machinegun fireball seeker shotgun tuba minelayer" "Desired weapons for far distances ordered by priority" +set bot_ai_custom_weapon_priority_mid "vaporizer rocketlauncher vortex fireball seeker grenadelauncher electro machinegun crylink hlac hagar shotgun laser rifle tuba minelayer" "Desired weapons for middle distances ordered by priority" +set bot_ai_custom_weapon_priority_close "vaporizer shotgun vortex machinegun hlac tuba seeker hagar crylink grenadelauncher electro rocketlauncher laser fireball rifle minelayer" "Desired weapons for close distances ordered by priority" set bot_ai_weapon_combo 1 "Enable bots to do weapon combos" set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack" set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item" @@ -1125,12 +1125,12 @@ sv_allowdownloads 0 // download protocol is evil set g_jump_grunt 0 "Do you make a grunting noise every time you jump? Is it the same grunting noise every time?" -seta cl_weaponpriority "minstanex vortex fireball grenadelauncher uzi hagar rifle electro rocketlauncher crylink minelayer shotgun hlac tuba laser porto seeker hook" "weapon priority list" +seta cl_weaponpriority "minstanex vortex fireball grenadelauncher machinegun hagar rifle electro rocketlauncher crylink minelayer shotgun hlac tuba laser porto seeker hook" "weapon priority list" seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)" seta cl_weaponpriority0 "rocketlauncher grenadelauncher hagar seeker fireball" "use impulse 200 for prev gun from this list, 210 for best gun, 220 for next gun. Default value: explosives" seta cl_weaponpriority1 "minstanex vortex crylink hlac electro laser" "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy" seta cl_weaponpriority2 "minstanex vortex rifle" "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact" -seta cl_weaponpriority3 "minstanex vortex rifle uzi shotgun" "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all" +seta cl_weaponpriority3 "minstanex vortex rifle machinegun shotgun" "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all" seta cl_weaponpriority4 "grenadelauncher minelayer hlac hagar crylink seeker shotgun" "use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun. Default value: spam weapons" seta cl_weaponpriority5 "laser hook porto" "use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun. Default value: weapons for moving" seta cl_weaponpriority6 "" "use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun" @@ -1364,7 +1364,7 @@ cl_decals_newsystem 1 // set the cvars to "0" to totally disable a weapon set g_weaponreplace_laser "" set g_weaponreplace_shotgun "" -set g_weaponreplace_uzi "" +set g_weaponreplace_machinegun "" set g_weaponreplace_grenadelauncher "" set g_weaponreplace_electro "" set g_weaponreplace_crylink "" @@ -1372,11 +1372,11 @@ set g_weaponreplace_vortex "" set g_weaponreplace_hagar "" set g_weaponreplace_rocketlauncher "" set g_weaponreplace_porto "" -set g_weaponreplace_minstanex "" +set g_weaponreplace_vaporizer "" set g_weaponreplace_hook "" set g_weaponreplace_tuba "" set g_weaponreplace_fireball "" -set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping uzi and shotgun (for Q3A map compatibility in mapinfo files)" +set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping machinegun and shotgun (for Q3A map compatibility in mapinfo files)" set g_movement_highspeed 1 "movement speed modification factor (only changes movement when above maxspeed)" diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index 20c7961ac..f52b5f82a 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -88,7 +88,7 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum) // if damage was dealt with a bullet weapon, our effect is blood // since blood is species dependent, include the species tag - if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE) // WEAPONTODO: when we kill shells and bullets, what happens to this? + if(type == WEP_SHOTGUN || type == WEP_MACHINEGUN || type == WEP_RIFLE) // WEAPONTODO: when we kill shells and bullets, what happens to this? { if(self.isplayermodel) { diff --git a/qcsrc/client/hud.qc b/qcsrc/client/hud.qc index ae29a90f0..9b778b989 100644 --- a/qcsrc/client/hud.qc +++ b/qcsrc/client/hud.qc @@ -427,7 +427,7 @@ float GetAmmoTypeForWep(float i) // WEAPONTODO { case WEP_SHOCKWAVE: return 0; case WEP_SHOTGUN: return 0; - case WEP_UZI: return 1; + case WEP_MACHINEGUN: return 1; case WEP_MORTAR: return 2; case WEP_MINE_LAYER: return 2; case WEP_ELECTRO: return 3; diff --git a/qcsrc/common/notifications.qh b/qcsrc/common/notifications.qh index f8e631348..617bc88cb 100644 --- a/qcsrc/common/notifications.qh +++ b/qcsrc/common/notifications.qh @@ -516,8 +516,8 @@ void Send_Notification_WOCOVA( 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))) \ @@ -801,8 +801,8 @@ void Send_Notification_WOCOVA( 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) \ diff --git a/qcsrc/common/weapons/w_machinegun.qc b/qcsrc/common/weapons/w_machinegun.qc index 406a5455a..0bb2d8126 100644 --- a/qcsrc/common/weapons/w_machinegun.qc +++ b/qcsrc/common/weapons/w_machinegun.qc @@ -1,7 +1,7 @@ #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, @@ -12,8 +12,8 @@ REGISTER_WEAPON( /* 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) \ @@ -45,12 +45,12 @@ REGISTER_WEAPON( 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") @@ -58,10 +58,11 @@ void spawnfunc_weapon_uzi() 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; @@ -78,7 +79,7 @@ void W_Uzi_MuzzleFlash_Think() } -void W_Uzi_MuzzleFlash() +void W_MachineGun_MuzzleFlash() { if (self.muzzle_flash == world) self.muzzle_flash = spawn(); @@ -87,7 +88,7 @@ void W_Uzi_MuzzleFlash() 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; @@ -96,9 +97,9 @@ void W_Uzi_MuzzleFlash() 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; @@ -106,16 +107,16 @@ void W_Uzi_Attack(float deathtype) } // 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 @@ -123,13 +124,13 @@ void W_Uzi_Attack(float deathtype) 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 { @@ -146,17 +147,17 @@ void W_Uzi_Attack_Frame() 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) { @@ -172,46 +173,46 @@ void W_Uzi_Attack_Auto() 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 @@ -220,17 +221,17 @@ void W_Uzi_Attack_Burst() 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) @@ -246,15 +247,15 @@ float W_Uzi(float 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) @@ -268,10 +269,10 @@ float W_Uzi(float req) 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 @@ -281,16 +282,16 @@ float W_Uzi(float req) 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); } } @@ -303,49 +304,49 @@ float W_Uzi(float req) 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: @@ -355,16 +356,16 @@ float W_Uzi(float req) 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) { diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index 01c434267..0f80b982b 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -74,7 +74,7 @@ void spawnfunc_weapon_shockwave() if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { - weapon_defaultspawnfunc(WEP_UZI); + weapon_defaultspawnfunc(WEP_MACHINEGUN); return; } weapon_defaultspawnfunc(WEP_SHOCKWAVE); diff --git a/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.c b/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.c index 18c376b50..6031a65a7 100644 --- a/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.c +++ b/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.c @@ -265,7 +265,7 @@ void XonoticMutatorsDialog_fill(entity me) me.TDempty(me, 0.2); me.TD(me, 1, 1.8, e = makeXonoticRadioButton(1, "g_start_weapon_laser", "0", _("No start weapons"))); e.cvarOffValue = "-1"; - makeMulti(e, "g_start_weapon_shotgun g_start_weapon_uzi g_start_weapon_grenadelauncher g_start_weapon_minelayer g_start_weapon_electro g_start_weapon_crylink g_start_weapon_nex g_start_weapon_hagar g_start_weapon_rocketlauncher g_start_weapon_porto g_start_weapon_minstanex g_start_weapon_hook g_start_weapon_hlac g_start_weapon_rifle g_start_weapon_fireball g_start_weapon_seeker g_start_weapon_tuba"); + makeMulti(e, "g_start_weapon_shotgun g_start_weapon_machinegun g_start_weapon_grenadelauncher g_start_weapon_minelayer g_start_weapon_electro g_start_weapon_crylink g_start_weapon_nex g_start_weapon_hagar g_start_weapon_rocketlauncher g_start_weapon_porto g_start_weapon_minstanex g_start_weapon_hook g_start_weapon_hlac g_start_weapon_rifle g_start_weapon_fireball g_start_weapon_seeker g_start_weapon_tuba"); me.gotoRC(me, me.rows - 1, 0); me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0')); diff --git a/qcsrc/server/mutators/mutator_nades.qc b/qcsrc/server/mutators/mutator_nades.qc index 6fc91049a..32a3c906c 100644 --- a/qcsrc/server/mutators/mutator_nades.qc +++ b/qcsrc/server/mutators/mutator_nades.qc @@ -110,7 +110,7 @@ void nade_damage(entity inflictor, entity attacker, float damage, float deathtyp damage = self.max_health * 0.55; } - if(DEATH_ISWEAPON(deathtype, WEP_UZI)) + if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN)) damage = self.max_health * 0.1; if((DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) && !(deathtype & HITTYPE_SECONDARY)) // WEAPONTODO diff --git a/qcsrc/server/t_quake.qc b/qcsrc/server/t_quake.qc index ab49c6db5..219a6ae23 100644 --- a/qcsrc/server/t_quake.qc +++ b/qcsrc/server/t_quake.qc @@ -3,7 +3,7 @@ //*********************** void spawnfunc_weapon_nailgun (void) {spawnfunc_weapon_electro();} void spawnfunc_weapon_supernailgun (void) {spawnfunc_weapon_hagar();} -void spawnfunc_weapon_supershotgun (void) {spawnfunc_weapon_uzi();} +void spawnfunc_weapon_supershotgun (void) {spawnfunc_weapon_machinegun();} void spawnfunc_item_spikes (void) {spawnfunc_item_bullets();} //void spawnfunc_item_armor1 (void) {spawnfunc_item_armor_medium;} // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard diff --git a/qcsrc/server/t_quake3.qc b/qcsrc/server/t_quake3.qc index d85faaf10..f919299c2 100644 --- a/qcsrc/server/t_quake3.qc +++ b/qcsrc/server/t_quake3.qc @@ -8,7 +8,6 @@ void spawnfunc_ammo_shells() { spawnfunc_item_shells(); } // MG -> MG -void spawnfunc_weapon_machinegun() { spawnfunc_weapon_uzi(); } void spawnfunc_ammo_bullets() { spawnfunc_item_bullets(); } // GL -> Mortar diff --git a/qcsrc/server/tturrets/units/unit_machinegun.qc b/qcsrc/server/tturrets/units/unit_machinegun.qc index 677263bf6..d235dfb32 100644 --- a/qcsrc/server/tturrets/units/unit_machinegun.qc +++ b/qcsrc/server/tturrets/units/unit_machinegun.qc @@ -7,7 +7,7 @@ void turret_machinegun_attack() { fireBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0); - W_Uzi_MuzzleFlash(); // WEAPONTODO + W_MachineGun_MuzzleFlash(); // WEAPONTODO setattachment(self.muzzle_flash, self.tur_head, "tag_fire"); } diff --git a/qcsrc/server/vehicles/vehicles.qc b/qcsrc/server/vehicles/vehicles.qc index 9a868dec2..646473296 100644 --- a/qcsrc/server/vehicles/vehicles.qc +++ b/qcsrc/server/vehicles/vehicles.qc @@ -4,7 +4,7 @@ float autocvar_g_vehicles_delayspawn; float autocvar_g_vehicles_delayspawn_jitter; var float autocvar_g_vehicles_vortex_damagerate = 0.5; -var float autocvar_g_vehicles_uzi_damagerate = 0.5; +var float autocvar_g_vehicles_machinegun_damagerate = 0.5; var float autocvar_g_vehicles_rifle_damagerate = 0.75; var float autocvar_g_vehicles_vaporizer_damagerate = 0.001; var float autocvar_g_vehicles_tag_damagerate = 5; @@ -885,8 +885,8 @@ void vehicles_damage(entity inflictor, entity attacker, float damage, float deat if(DEATH_ISWEAPON(deathtype, WEP_VORTEX)) damage *= autocvar_g_vehicles_vortex_damagerate; - if(DEATH_ISWEAPON(deathtype, WEP_UZI)) - damage *= autocvar_g_vehicles_uzi_damagerate; + if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN)) + damage *= autocvar_g_vehicles_machinegun_damagerate; if(DEATH_ISWEAPON(deathtype, WEP_RIFLE)) damage *= autocvar_g_vehicles_rifle_damagerate; diff --git a/qcsrc/warpzonelib/TODO b/qcsrc/warpzonelib/TODO index a6baa622d..89f527790 100644 --- a/qcsrc/warpzonelib/TODO +++ b/qcsrc/warpzonelib/TODO @@ -6,7 +6,7 @@ Weapon support: - laser: YES - shotgun: YES -- uzi: YES +- machinegun: YES - grenadelauncher: YES - electro: YES - crylink: YES diff --git a/vehicles.cfg b/vehicles.cfg index 6e196ad24..ea296146d 100644 --- a/vehicles.cfg +++ b/vehicles.cfg @@ -19,7 +19,7 @@ set g_vehicles_delayspawn 1 set g_vehicles_delayspawn_jitter 10 set g_vehicles_vortex_damagerate 0.5 -set g_vehicles_uzi_damagerate 0.65 +set g_vehicles_machinegun_damagerate 0.65 set g_vehicles_rifle_damagerate 1 set g_vehicles_vaporizer_damagerate 0.007 set g_vehicles_tag_damagerate 2