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 (M_ARGV(1, entity) != WEP_HMG) return;
52 M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).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 (!PHYS_INPUT_BUTTON_ATCK(actor))
61 w_ready(thiswep, actor, weaponentity, fire);
65 if((!thiswep.wr_checkammo1(thiswep, actor) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
67 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
68 w_ready(thiswep, actor, weaponentity, fire);
72 W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo));
74 W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage));
76 if(!autocvar_g_norecoil)
78 actor.punchangle_x = random () - 0.5;
79 actor.punchangle_y = random () - 0.5;
82 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));
83 fireBullet(actor, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
85 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
87 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
89 W_MachineGun_MuzzleFlash(actor, weaponentity);
90 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
92 if (autocvar_g_casings >= 2) // casing code
94 makevectors(actor.v_angle); // for some reason, this is lost
95 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, weaponentity);
98 int slot = weaponslot(weaponentity);
99 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor);
100 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
103 METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor))
105 if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
106 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
108 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
111 METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
113 if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
114 thiswep.wr_reload(thiswep, actor, weaponentity);
118 if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
120 actor.misc_bulletcounter = 0;
121 W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
126 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
128 float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
130 if(autocvar_g_balance_hmg_reload_ammo)
131 ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
136 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
138 float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
140 if(autocvar_g_balance_hmg_reload_ammo)
141 ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
146 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
148 W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD);
151 METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
153 return WEAPON_THINKING_WITH_PORTALS;
156 METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
158 if(w_deathtype & HITTYPE_SECONDARY)
159 return WEAPON_HMG_MURDER_SNIPE;
161 return WEAPON_HMG_MURDER_SPRAY;
167 METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
170 org2 = w_org + w_backoff * 2;
171 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
173 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);