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)
51 if (M_ARGV(0, entity) != WEP_HMG) return;
53 M_ARGV(2, float) /* damage */ = self.max_health * 0.1;
56 spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
58 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
61 if (!PHYS_INPUT_BUTTON_ATCK(actor))
63 w_ready(thiswep, actor, weaponentity, fire);
67 if(!thiswep.wr_checkammo1(thiswep, actor))
68 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
70 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
71 w_ready(thiswep, actor, weaponentity, fire);
75 W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
77 W_SetupShot (actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage));
79 if(!autocvar_g_norecoil)
81 actor.punchangle_x = random () - 0.5;
82 actor.punchangle_y = random () - 0.5;
85 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));
86 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);
88 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
90 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
92 W_MachineGun_MuzzleFlash(actor);
93 W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
95 if (autocvar_g_casings >= 2) // casing code
96 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);
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))
106 if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
107 PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false);
109 PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false);
112 METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
114 if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
115 thiswep.wr_reload(thiswep, actor, weaponentity);
119 if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
121 actor.misc_bulletcounter = 0;
122 W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
127 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
129 float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
131 if(autocvar_g_balance_hmg_reload_ammo)
132 ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
137 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
139 float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
141 if(autocvar_g_balance_hmg_reload_ammo)
142 ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
147 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
150 W_Reload(self, WEP_CVAR(hmg, ammo), SND_RELOAD);
153 METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
155 return WEAPON_THINKING_WITH_PORTALS;
158 METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
160 if(w_deathtype & HITTYPE_SECONDARY)
161 return WEAPON_HMG_MURDER_SNIPE;
163 return WEAPON_HMG_MURDER_SPRAY;
169 METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
173 org2 = w_org + w_backoff * 2;
174 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
176 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);