4 /* function */ W_HeavyMachineGun,
5 /* ammotype */ ammo_nails,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* color */ '0.5 0.5 0',
10 /* modelname */ "ok_hmg",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairuzi 0.6",
13 /* wepimg */ "weaponhmg",
15 /* wepname */ _("Heavy Machine Gun")
18 #define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
19 #define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, NONE, spread_min) \
21 w_cvar(id, sn, NONE, spread_max) \
22 w_cvar(id, sn, NONE, spread_add) \
23 w_cvar(id, sn, NONE, solidpenetration) \
24 w_cvar(id, sn, NONE, damage) \
25 w_cvar(id, sn, NONE, force) \
26 w_cvar(id, sn, NONE, refire) \
27 w_cvar(id, sn, NONE, ammo) \
28 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
29 w_prop(id, sn, float, reloading_time, reload_time) \
30 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
31 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
32 w_prop(id, sn, string, weaponreplace, weaponreplace) \
33 w_prop(id, sn, float, weaponstart, weaponstart) \
34 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
35 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
38 HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
43 void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG); }
45 void W_HeavyMachineGun_Attack_Auto()
47 if (!self.BUTTON_ATCK)
53 if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
54 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
56 W_SwitchWeapon_Force(self, w_getbestweapon(self));
61 W_DecreaseAmmo(WEP_CVAR(hmg, ammo));
63 W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(hmg, damage));
65 if(!autocvar_g_norecoil)
67 self.punchangle_x = random () - 0.5;
68 self.punchangle_y = random () - 0.5;
71 float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * self.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
72 fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG, 0);
74 self.misc_bulletcounter = self.misc_bulletcounter + 1;
76 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
78 W_MachineGun_MuzzleFlash();
79 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
81 if (autocvar_g_casings >= 2) // casing code
82 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);
84 ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
85 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
88 float W_HeavyMachineGun(float req)
95 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
96 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
98 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
104 if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload
105 WEP_ACTION(self.weapon, WR_RELOAD);
108 if (self.BUTTON_ATCK)
109 if (weapon_prepareattack(0, 0))
111 self.misc_bulletcounter = 0;
112 W_HeavyMachineGun_Attack_Auto();
120 precache_model ("models/uziflash.md3");
121 precache_model ("models/weapons/g_ok_hmg.md3");
122 precache_model ("models/weapons/v_ok_hmg.md3");
123 precache_model ("models/weapons/h_ok_hmg.iqm");
124 precache_sound ("weapons/uzi_fire.wav");
125 HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
130 ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
132 if(autocvar_g_balance_hmg_reload_ammo)
133 ammo_amount += self.(weapon_load[WEP_HMG]) >= WEP_CVAR(hmg, ammo);
139 ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
141 if(autocvar_g_balance_hmg_reload_ammo)
142 ammo_amount += self.(weapon_load[WEP_HMG]) >= WEP_CVAR(hmg, ammo);
148 HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
153 W_Reload(WEP_CVAR(hmg, ammo), "weapons/reload.wav");
156 case WR_SUICIDEMESSAGE:
158 return WEAPON_THINKING_WITH_PORTALS;
162 if(w_deathtype & HITTYPE_SECONDARY)
163 return WEAPON_HMG_MURDER_SNIPE;
165 return WEAPON_HMG_MURDER_SPRAY;
172 float W_HeavyMachineGun(float req)
176 case WR_IMPACTEFFECT:
179 org2 = w_org + w_backoff * 2;
180 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
183 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
184 else if(w_random < 0.1)
185 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
186 else if(w_random < 0.2)
187 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
193 precache_sound("weapons/ric1.wav");
194 precache_sound("weapons/ric2.wav");
195 precache_sound("weapons/ric3.wav");
200 // no weapon specific image for this weapon