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",
13 /* wepimg */ "weaponuzi",
14 /* refname */ "machinegun",
15 /* wepname */ _("Machine Gun")
18 #define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
19 #define MACHINEGUN_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, mode) \
24 w_cvar(id, sn, NONE, first) \
25 w_cvar(id, sn, NONE, first_damage) \
26 w_cvar(id, sn, NONE, first_force) \
27 w_cvar(id, sn, NONE, first_refire) \
28 w_cvar(id, sn, NONE, first_spread) \
29 w_cvar(id, sn, NONE, first_ammo) \
30 w_cvar(id, sn, NONE, solidpenetration) \
31 w_cvar(id, sn, NONE, sustained_damage) \
32 w_cvar(id, sn, NONE, sustained_force) \
33 w_cvar(id, sn, NONE, sustained_refire) \
34 w_cvar(id, sn, NONE, sustained_spread) \
35 w_cvar(id, sn, NONE, sustained_ammo) \
36 w_cvar(id, sn, NONE, burst) \
37 w_cvar(id, sn, NONE, burst_refire) \
38 w_cvar(id, sn, NONE, burst_refire2) \
39 w_cvar(id, sn, NONE, burst_animtime) \
40 w_cvar(id, sn, NONE, burst_speed) \
41 w_cvar(id, sn, NONE, burst_ammo) \
42 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
43 w_prop(id, sn, float, reloading_time, reload_time) \
44 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
45 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
46 w_prop(id, sn, string, weaponreplace, weaponreplace) \
47 w_prop(id, sn, float, weaponstart, weaponstart) \
48 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
49 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
52 MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
57 void spawnfunc_weapon_machinegun(void)
59 if(autocvar_sv_q3acompat_machineshotgunswap)
60 if(self.classname != "droppedweapon")
62 weapon_defaultspawnfunc(WEP_SHOCKWAVE);
65 weapon_defaultspawnfunc(WEP_MACHINEGUN);
67 void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
69 void W_MachineGun_MuzzleFlash_Think(void)
71 self.frame = self.frame + 2;
72 self.scale = self.scale * 0.5;
73 self.alpha = self.alpha - 0.25;
74 self.nextthink = time + 0.05;
78 self.think = SUB_Remove;
79 self.nextthink = time;
80 self.realowner.muzzle_flash = world;
86 void W_MachineGun_MuzzleFlash(void)
88 if(self.muzzle_flash == world)
89 self.muzzle_flash = spawn();
91 // muzzle flash for 1st person view
92 setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
94 self.muzzle_flash.scale = 0.75;
95 self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
96 self.muzzle_flash.nextthink = time + 0.02;
97 self.muzzle_flash.frame = 2;
98 self.muzzle_flash.alpha = 0.75;
99 self.muzzle_flash.angles_z = random() * 180;
100 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
101 self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
104 void W_MachineGun_Attack(float deathtype)
106 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)));
107 if(!autocvar_g_norecoil)
109 self.punchangle_x = random() - 0.5;
110 self.punchangle_y = random() - 0.5;
113 // this attack_finished just enforces a cooldown at the end of a burst
114 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
116 if(self.misc_bulletcounter == 1)
117 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);
119 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);
121 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
123 W_MachineGun_MuzzleFlash();
124 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
127 if(autocvar_g_casings >= 2)
128 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);
130 if(self.misc_bulletcounter == 1)
131 W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
133 W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
137 void W_MachineGun_Attack_Frame(void)
139 if(self.weapon != self.switchweapon) // abort immediately if switching
146 if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
147 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
149 W_SwitchWeapon_Force(self, w_getbestweapon(self));
153 self.misc_bulletcounter = self.misc_bulletcounter + 1;
154 W_MachineGun_Attack(WEP_MACHINEGUN);
155 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
158 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
162 void W_MachineGun_Attack_Auto(void)
164 float machinegun_spread;
166 if(!self.BUTTON_ATCK)
172 if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
173 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
175 W_SwitchWeapon_Force(self, w_getbestweapon(self));
180 W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
182 W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
183 if(!autocvar_g_norecoil)
185 self.punchangle_x = random() - 0.5;
186 self.punchangle_y = random() - 0.5;
189 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));
190 fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
192 self.misc_bulletcounter = self.misc_bulletcounter + 1;
194 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
196 W_MachineGun_MuzzleFlash();
197 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
199 if(autocvar_g_casings >= 2) // casing code
200 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);
202 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
203 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
206 void W_MachineGun_Attack_Burst(void)
208 W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
209 if(!autocvar_g_norecoil)
211 self.punchangle_x = random() - 0.5;
212 self.punchangle_y = random() - 0.5;
215 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);
217 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
219 W_MachineGun_MuzzleFlash();
220 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
222 if(autocvar_g_casings >= 2) // casing code
223 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);
225 self.misc_bulletcounter = self.misc_bulletcounter + 1;
226 if(self.misc_bulletcounter == 0)
228 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
229 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
233 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
238 float W_MachineGun(float req)
245 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
246 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
248 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
254 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
255 WEP_ACTION(self.weapon, WR_RELOAD);
256 else if(WEP_CVAR(machinegun, mode) == 1)
259 if(weapon_prepareattack(0, 0))
261 self.misc_bulletcounter = 0;
262 W_MachineGun_Attack_Auto();
265 if(self.BUTTON_ATCK2)
266 if(weapon_prepareattack(1, 0))
268 if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
269 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
271 W_SwitchWeapon_Force(self, w_getbestweapon(self));
276 W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
278 self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
279 W_MachineGun_Attack_Burst();
286 if(weapon_prepareattack(0, 0))
288 self.misc_bulletcounter = 1;
289 W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished
290 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
293 if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
294 if(weapon_prepareattack(1, 0))
296 self.misc_bulletcounter = 1;
297 W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished
298 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
306 precache_model("models/uziflash.md3");
307 precache_model("models/weapons/g_uzi.md3");
308 precache_model("models/weapons/v_uzi.md3");
309 precache_model("models/weapons/h_uzi.iqm");
310 precache_sound("weapons/uzi_fire.wav");
311 MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
316 if(WEP_CVAR(machinegun, mode) == 1)
317 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
319 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
321 if(WEP_CVAR(machinegun, reload_ammo))
323 if(WEP_CVAR(machinegun, mode) == 1)
324 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, sustained_ammo);
326 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
332 if(WEP_CVAR(machinegun, mode) == 1)
333 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
335 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
337 if(WEP_CVAR(machinegun, reload_ammo))
339 if(WEP_CVAR(machinegun, mode) == 1)
340 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, burst_ammo);
342 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
348 MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
353 W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), "weapons/reload.wav");
356 case WR_SUICIDEMESSAGE:
358 return WEAPON_THINKING_WITH_PORTALS;
362 if(w_deathtype & HITTYPE_SECONDARY)
363 return WEAPON_MACHINEGUN_MURDER_SNIPE;
365 return WEAPON_MACHINEGUN_MURDER_SPRAY;
372 float W_MachineGun(float req)
376 case WR_IMPACTEFFECT:
379 org2 = w_org + w_backoff * 2;
380 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
383 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
384 else if(w_random < 0.1)
385 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
386 else if(w_random < 0.2)
387 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
393 precache_sound("weapons/ric1.wav");
394 precache_sound("weapons/ric2.wav");
395 precache_sound("weapons/ric3.wav");
400 // no weapon specific image for this weapon