1 #define TUBA_NOTE(n) strcat("weapons/tuba_note", ftos(n), ".wav")
4 float Tuba_GetNote(entity pl, float hittype)
9 if(pl.movement_x < 0) movestate -= 3;
10 if(pl.movement_x > 0) movestate += 3;
11 if(pl.movement_y < 0) movestate -= 1;
12 if(pl.movement_y > 0) movestate += 1;
15 // layout: originally I wanted
19 // but then you only use forward and right key. So to make things more
20 // interesting, I swapped B with e#. Har har har...
24 case 1: note = -6; break; // Gb
25 case 2: note = -5; break; // G
26 case 3: note = -4; break; // G#
27 case 4: note = +5; break; // e#
28 case 5: note = 0; break; // c
29 case 6: note = +2; break; // d
30 case 7: note = +3; break; // eb
31 case 8: note = +4; break; // e
32 case 9: note = -1; break; // B
36 if(hittype & HITTYPE_SECONDARY)
39 // we support two kinds of tubas, those tuned in Eb and those tuned in C
40 // kind of tuba currently is player slot number, or team number if in
42 // that way, holes in the range of notes are "plugged"
45 if(pl.team == COLOR_TEAM2 || pl.team == COLOR_TEAM4)
50 if(mod(num_for_edict(pl), 2) == 0)
54 // total range of notes:
60 // *** ********************* ****
61 // -18.........................+12
62 // *** ********************* ****
63 // -18............................+15
67 void W_Tuba_Attack(float hittype)
69 W_SetupShot(self, FALSE, 2, "");
70 self.tuba_notecount = !self.tuba_notecount;
71 if(self.tuba_notecount)
72 sound(self, CHAN_WEAPON, TUBA_NOTE(Tuba_GetNote(self, hittype)), VOL_BASE, cvar("g_balance_tuba_attenuation"));
74 sound(self, CHAN_WEAPON2, TUBA_NOTE(Tuba_GetNote(self, hittype)), VOL_BASE, cvar("g_balance_tuba_attenuation"));
75 RadiusDamage(self, self, cvar("g_balance_tuba_damage"), cvar("g_balance_tuba_edgedamage"), cvar("g_balance_tuba_radius"), world, cvar("g_balance_tuba_force"), hittype | WEP_TUBA, world);
78 void spawnfunc_weapon_tuba (void)
80 error("The tuba does not work yet. Forget it.");
81 weapon_defaultspawnfunc(WEP_TUBA);
84 float w_tuba(float req)
88 // bots cannot play the Tuba yet
89 // I think they should start with the recorder first
91 else if (req == WR_THINK)
94 if (weapon_prepareattack(0, cvar("g_balance_tuba_refire")))
97 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_tuba_animtime"), w_ready);
99 if (self.BUTTON_ATCK2)
100 if (weapon_prepareattack(1, cvar("g_balance_tuba_refire")))
102 W_Tuba_Attack(HITTYPE_SECONDARY);
103 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_tuba_animtime"), w_ready);
106 else if (req == WR_PRECACHE)
108 precache_model ("models/weapons/g_tuba.md3");
109 precache_model ("models/weapons/v_tuba.md3");
110 precache_model ("models/weapons/h_tuba.dpm");
113 for(i = -18; i <= +15; ++i)
114 precache_sound(TUBA_NOTE(i));
116 else if (req == WR_SETUP)
117 weapon_setup(WEP_TUBA);
118 else if (req == WR_CHECKAMMO1)
119 return TRUE; // TODO use fuel?
120 else if (req == WR_CHECKAMMO2)
121 return TRUE; // TODO use fuel?
122 else if (req == WR_SUICIDEMESSAGE)
124 w_deathtypestring = "hurt his own ears";
126 else if (req == WR_KILLMESSAGE)
128 w_deathtypestring = "died of #'s great playing";