3 /* WEP_##id */ MACHINEGUN,
4 /* function */ W_MachineGun,
5 /* ammotype */ ammo_nails,
7 /* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* modelname */ "uzi",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairuzi 0.6",
14 /* wepname */ _("Machine Gun")
17 #define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
18 #define MACHINEGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19 w_cvar(id, sn, NONE, spread_min) \
20 w_cvar(id, sn, NONE, spread_max) \
21 w_cvar(id, sn, NONE, spread_add) \
22 w_cvar(id, sn, NONE, mode) \
23 w_cvar(id, sn, NONE, first) \
24 w_cvar(id, sn, NONE, first_damage) \
25 w_cvar(id, sn, NONE, first_force) \
26 w_cvar(id, sn, NONE, first_refire) \
27 w_cvar(id, sn, NONE, first_spread) \
28 w_cvar(id, sn, NONE, first_ammo) \
29 w_cvar(id, sn, NONE, solidpenetration) \
30 w_cvar(id, sn, NONE, sustained_damage) \
31 w_cvar(id, sn, NONE, sustained_force) \
32 w_cvar(id, sn, NONE, sustained_refire) \
33 w_cvar(id, sn, NONE, sustained_spread) \
34 w_cvar(id, sn, NONE, sustained_ammo) \
35 w_cvar(id, sn, NONE, burst) \
36 w_cvar(id, sn, NONE, burst_refire) \
37 w_cvar(id, sn, NONE, burst_refire2) \
38 w_cvar(id, sn, NONE, burst_animtime) \
39 w_cvar(id, sn, NONE, burst_speed) \
40 w_cvar(id, sn, NONE, burst_ammo) \
41 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
42 w_prop(id, sn, float, reloading_time, reload_time) \
43 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
44 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
45 w_prop(id, sn, string, weaponreplace, weaponreplace) \
46 w_prop(id, sn, float, weaponstart, weaponstart) \
47 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
50 MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
55 void spawnfunc_weapon_machinegun()
57 if(autocvar_sv_q3acompat_machineshotgunswap)
58 if(self.classname != "droppedweapon")
60 weapon_defaultspawnfunc(WEP_SHOCKWAVE);
63 weapon_defaultspawnfunc(WEP_MACHINEGUN);
65 void spawnfunc_weapon_uzi() { spawnfunc_weapon_machinegun(); }
67 void W_MachineGun_MuzzleFlash_Think()
69 self.frame = self.frame + 2;
70 self.scale = self.scale * 0.5;
71 self.alpha = self.alpha - 0.25;
72 self.nextthink = time + 0.05;
76 self.think = SUB_Remove;
77 self.nextthink = time;
78 self.realowner.muzzle_flash = world;
84 void W_MachineGun_MuzzleFlash()
86 if (self.muzzle_flash == world)
87 self.muzzle_flash = spawn();
89 // muzzle flash for 1st person view
90 setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
92 self.muzzle_flash.scale = 0.75;
93 self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
94 self.muzzle_flash.nextthink = time + 0.02;
95 self.muzzle_flash.frame = 2;
96 self.muzzle_flash.alpha = 0.75;
97 self.muzzle_flash.angles_z = random() * 180;
98 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
99 self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
102 void W_MachineGun_Attack(float deathtype)
104 W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
105 if (!autocvar_g_norecoil)
107 self.punchangle_x = random () - 0.5;
108 self.punchangle_y = random () - 0.5;
111 // this attack_finished just enforces a cooldown at the end of a burst
112 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
114 if (self.misc_bulletcounter == 1)
115 fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0);
117 fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0);
119 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
121 W_MachineGun_MuzzleFlash();
122 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
125 if (autocvar_g_casings >= 2)
126 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);
128 if (self.misc_bulletcounter == 1)
129 W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
131 W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
135 void W_MachineGun_Attack_Frame()
137 if(self.weapon != self.switchweapon) // abort immediately if switching
142 if (self.BUTTON_ATCK)
144 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
145 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
147 W_SwitchWeapon_Force(self, w_getbestweapon(self));
151 self.misc_bulletcounter = self.misc_bulletcounter + 1;
152 W_MachineGun_Attack(WEP_MACHINEGUN);
153 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
156 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
160 void W_MachineGun_Attack_Auto()
162 float machinegun_spread;
164 if (!self.BUTTON_ATCK)
170 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
171 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
173 W_SwitchWeapon_Force(self, w_getbestweapon(self));
178 W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
180 W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
181 if (!autocvar_g_norecoil)
183 self.punchangle_x = random () - 0.5;
184 self.punchangle_y = random () - 0.5;
187 machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * self.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
188 fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
190 self.misc_bulletcounter = self.misc_bulletcounter + 1;
192 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
194 W_MachineGun_MuzzleFlash();
195 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
197 if (autocvar_g_casings >= 2) // casing code
198 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);
200 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
201 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
204 void W_MachineGun_Attack_Burst()
206 W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
207 if (!autocvar_g_norecoil)
209 self.punchangle_x = random () - 0.5;
210 self.punchangle_y = random () - 0.5;
213 fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
215 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
217 W_MachineGun_MuzzleFlash();
218 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
220 if (autocvar_g_casings >= 2) // casing code
221 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);
223 self.misc_bulletcounter = self.misc_bulletcounter + 1;
224 if (self.misc_bulletcounter == 0)
226 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
227 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
231 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
236 float W_MachineGun(float req)
243 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
244 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
246 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
252 if(WEP_CVAR(machinegun, reload_ammo) && self.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) // forced reload
253 WEP_ACTION(self.weapon, WR_RELOAD);
254 else if(WEP_CVAR(machinegun, mode) == 1)
256 if (self.BUTTON_ATCK)
257 if (weapon_prepareattack(0, 0))
259 self.misc_bulletcounter = 0;
260 W_MachineGun_Attack_Auto();
263 if(self.BUTTON_ATCK2)
264 if(weapon_prepareattack(1, 0))
266 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
267 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
269 W_SwitchWeapon_Force(self, w_getbestweapon(self));
274 W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
276 self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
277 W_MachineGun_Attack_Burst();
283 if (self.BUTTON_ATCK)
284 if (weapon_prepareattack(0, 0))
286 self.misc_bulletcounter = 1;
287 W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished
288 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
291 if (self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
292 if (weapon_prepareattack(1, 0))
294 self.misc_bulletcounter = 1;
295 W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished
296 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
304 precache_model ("models/uziflash.md3");
305 precache_model ("models/weapons/g_uzi.md3");
306 precache_model ("models/weapons/v_uzi.md3");
307 precache_model ("models/weapons/h_uzi.iqm");
308 precache_sound ("weapons/uzi_fire.wav");
309 MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
314 if(WEP_CVAR(machinegun, mode) == 1)
315 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
317 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
319 if(WEP_CVAR(machinegun, reload_ammo))
321 if(WEP_CVAR(machinegun, mode) == 1)
322 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, sustained_ammo);
324 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
330 if(WEP_CVAR(machinegun, mode) == 1)
331 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
333 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
335 if(WEP_CVAR(machinegun, reload_ammo))
337 if(WEP_CVAR(machinegun, mode) == 1)
338 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, burst_ammo);
340 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
346 MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
351 W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), "weapons/reload.wav");
354 case WR_SUICIDEMESSAGE:
356 return WEAPON_THINKING_WITH_PORTALS;
360 if(w_deathtype & HITTYPE_SECONDARY)
361 return WEAPON_MACHINEGUN_MURDER_SNIPE;
363 return WEAPON_MACHINEGUN_MURDER_SPRAY;
370 float W_MachineGun(float req)
374 case WR_IMPACTEFFECT:
377 org2 = w_org + w_backoff * 2;
378 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
381 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
382 else if(w_random < 0.1)
383 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
384 else if(w_random < 0.2)
385 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
391 precache_sound("weapons/ric1.wav");
392 precache_sound("weapons/ric2.wav");
393 precache_sound("weapons/ric3.wav");
398 // no weapon specific image for this weapon