2 CLASS(HeavyMachineGun, Weapon)
3 /* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails)
4 /* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3)
5 /* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
6 /* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
8 /* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
10 /* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
12 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
13 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
15 /* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
16 /* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, NONE) \
21 P(class, prefix, damage, float, NONE) \
22 P(class, prefix, force, float, NONE) \
23 P(class, prefix, refire, float, NONE) \
24 P(class, prefix, reload_ammo, float, NONE) \
25 P(class, prefix, reload_time, float, NONE) \
26 P(class, prefix, solidpenetration, float, NONE) \
27 P(class, prefix, spread_add, float, NONE) \
28 P(class, prefix, spread_max, float, NONE) \
29 P(class, prefix, spread_min, float, NONE) \
30 P(class, prefix, switchdelay_drop, float, NONE) \
31 P(class, prefix, switchdelay_raise, float, NONE) \
32 P(class, prefix, weaponreplace, string, NONE) \
33 P(class, prefix, weaponstartoverride, float, NONE) \
34 P(class, prefix, weaponstart, float, NONE) \
35 P(class, prefix, weaponthrowable, float, NONE) \
37 W_PROPS(X, HeavyMachineGun, hmg)
40 ENDCLASS(HeavyMachineGun)
41 REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun));
47 REGISTER_MUTATOR(hmg_nadesupport, true);
48 MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage)
50 if (MUTATOR_ARGV(0, entity) != WEP_HMG) return;
52 MUTATOR_ARGV(0, float) /* damage */ = self.max_health * 0.1;
55 spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
57 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
59 if (!actor.BUTTON_ATCK)
61 w_ready(thiswep, actor, weaponentity, fire);
65 if(!thiswep.wr_checkammo1(thiswep))
66 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
68 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
69 w_ready(thiswep, actor, weaponentity, fire);
73 W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
75 W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
77 if(!autocvar_g_norecoil)
79 actor.punchangle_x = random () - 0.5;
80 actor.punchangle_y = random () - 0.5;
83 float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
84 fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
86 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
88 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
90 W_MachineGun_MuzzleFlash();
91 W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
93 if (autocvar_g_casings >= 2) // casing code
94 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, actor);
96 int slot = weaponslot(weaponentity);
97 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
98 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
101 METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
103 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
104 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
106 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
108 METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
110 if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
111 thiswep.wr_reload(thiswep, actor, weaponentity);
115 if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
117 actor.misc_bulletcounter = 0;
118 W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
122 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
124 float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
126 if(autocvar_g_balance_hmg_reload_ammo)
127 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
131 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
133 float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
135 if(autocvar_g_balance_hmg_reload_ammo)
136 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
140 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
142 W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
144 METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
146 return WEAPON_THINKING_WITH_PORTALS;
148 METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
150 if(w_deathtype & HITTYPE_SECONDARY)
151 return WEAPON_HMG_MURDER_SNIPE;
153 return WEAPON_HMG_MURDER_SPRAY;
159 METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
162 org2 = w_org + w_backoff * 2;
163 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
165 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);