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,
12 /* fullname */ _("Machine Gun")
15 #define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
16 #define MACHINEGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17 w_cvar(id, sn, NONE, spread_min) \
18 w_cvar(id, sn, NONE, spread_max) \
19 w_cvar(id, sn, NONE, spread_add) \
20 w_cvar(id, sn, NONE, mode) \
21 w_cvar(id, sn, NONE, first) \
22 w_cvar(id, sn, NONE, first_damage) \
23 w_cvar(id, sn, NONE, first_force) \
24 w_cvar(id, sn, NONE, first_refire) \
25 w_cvar(id, sn, NONE, first_spread) \
26 w_cvar(id, sn, NONE, first_ammo) \
27 w_cvar(id, sn, NONE, solidpenetration) \
28 w_cvar(id, sn, NONE, sustained_damage) \
29 w_cvar(id, sn, NONE, sustained_force) \
30 w_cvar(id, sn, NONE, sustained_refire) \
31 w_cvar(id, sn, NONE, sustained_spread) \
32 w_cvar(id, sn, NONE, sustained_ammo) \
33 w_cvar(id, sn, NONE, burst) \
34 w_cvar(id, sn, NONE, burst_refire) \
35 w_cvar(id, sn, NONE, burst_refire2) \
36 w_cvar(id, sn, NONE, burst_animtime) \
37 w_cvar(id, sn, NONE, burst_speed) \
38 w_cvar(id, sn, NONE, burst_ammo) \
39 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
40 w_prop(id, sn, float, reloading_time, reload_time) \
41 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
42 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
43 w_prop(id, sn, string, weaponreplace, weaponreplace) \
44 w_prop(id, sn, float, weaponstart, weaponstart) \
45 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
48 MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
53 void spawnfunc_weapon_machinegun()
55 if(autocvar_sv_q3acompat_machineshotgunswap)
56 if(self.classname != "droppedweapon")
58 weapon_defaultspawnfunc(WEP_SHOCKWAVE);
61 weapon_defaultspawnfunc(WEP_MACHINEGUN);
63 void spawnfunc_weapon_uzi() { spawnfunc_weapon_machinegun(); }
65 void W_MachineGun_MuzzleFlash_Think()
67 self.frame = self.frame + 2;
68 self.scale = self.scale * 0.5;
69 self.alpha = self.alpha - 0.25;
70 self.nextthink = time + 0.05;
74 self.think = SUB_Remove;
75 self.nextthink = time;
76 self.realowner.muzzle_flash = world;
82 void W_MachineGun_MuzzleFlash()
84 if (self.muzzle_flash == world)
85 self.muzzle_flash = spawn();
87 // muzzle flash for 1st person view
88 setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
90 self.muzzle_flash.scale = 0.75;
91 self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
92 self.muzzle_flash.nextthink = time + 0.02;
93 self.muzzle_flash.frame = 2;
94 self.muzzle_flash.alpha = 0.75;
95 self.muzzle_flash.angles_z = random() * 180;
96 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
97 self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
100 void W_MachineGun_Attack(float deathtype)
102 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)));
103 if (!autocvar_g_norecoil)
105 self.punchangle_x = random () - 0.5;
106 self.punchangle_y = random () - 0.5;
109 // this attack_finished just enforces a cooldown at the end of a burst
110 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
112 if (self.misc_bulletcounter == 1)
113 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);
115 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);
117 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
119 W_MachineGun_MuzzleFlash();
120 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
123 if (autocvar_g_casings >= 2)
124 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);
126 if (self.misc_bulletcounter == 1)
127 W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
129 W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
133 void W_MachineGun_Attack_Frame()
135 if(self.weapon != self.switchweapon) // abort immediately if switching
140 if (self.BUTTON_ATCK)
142 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
143 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
145 W_SwitchWeapon_Force(self, w_getbestweapon(self));
149 self.misc_bulletcounter = self.misc_bulletcounter + 1;
150 W_MachineGun_Attack(WEP_MACHINEGUN);
151 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
154 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
158 void W_MachineGun_Attack_Auto()
160 float machinegun_spread;
162 if (!self.BUTTON_ATCK)
168 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
169 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
171 W_SwitchWeapon_Force(self, w_getbestweapon(self));
176 W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
178 W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
179 if (!autocvar_g_norecoil)
181 self.punchangle_x = random () - 0.5;
182 self.punchangle_y = random () - 0.5;
185 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));
186 fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
188 self.misc_bulletcounter = self.misc_bulletcounter + 1;
190 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
192 W_MachineGun_MuzzleFlash();
193 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
195 if (autocvar_g_casings >= 2) // casing code
196 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);
198 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
199 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
202 void W_MachineGun_Attack_Burst()
204 W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
205 if (!autocvar_g_norecoil)
207 self.punchangle_x = random () - 0.5;
208 self.punchangle_y = random () - 0.5;
211 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);
213 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
215 W_MachineGun_MuzzleFlash();
216 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
218 if (autocvar_g_casings >= 2) // casing code
219 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);
221 self.misc_bulletcounter = self.misc_bulletcounter + 1;
222 if (self.misc_bulletcounter == 0)
224 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
225 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
229 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
234 float W_MachineGun(float req)
241 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
242 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
244 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
250 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
251 WEP_ACTION(self.weapon, WR_RELOAD);
252 else if(WEP_CVAR(machinegun, mode) == 1)
254 if (self.BUTTON_ATCK)
255 if (weapon_prepareattack(0, 0))
257 self.misc_bulletcounter = 0;
258 W_MachineGun_Attack_Auto();
261 if(self.BUTTON_ATCK2)
262 if(weapon_prepareattack(1, 0))
264 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
265 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
267 W_SwitchWeapon_Force(self, w_getbestweapon(self));
272 W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
274 self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
275 W_MachineGun_Attack_Burst();
281 if (self.BUTTON_ATCK)
282 if (weapon_prepareattack(0, 0))
284 self.misc_bulletcounter = 1;
285 W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished
286 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
289 if (self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
290 if (weapon_prepareattack(1, 0))
292 self.misc_bulletcounter = 1;
293 W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished
294 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
302 precache_model ("models/uziflash.md3");
303 precache_model ("models/weapons/g_uzi.md3");
304 precache_model ("models/weapons/v_uzi.md3");
305 precache_model ("models/weapons/h_uzi.iqm");
306 precache_sound ("weapons/uzi_fire.wav");
307 MACHINEGUN_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
312 if(WEP_CVAR(machinegun, mode) == 1)
313 ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
315 ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
317 if(WEP_CVAR(machinegun, reload_ammo))
319 if(WEP_CVAR(machinegun, mode) == 1)
320 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, sustained_ammo);
322 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
328 if(WEP_CVAR(machinegun, mode) == 1)
329 ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
331 ammo_amount = self.AMMO_VAL(WEP_MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
333 if(WEP_CVAR(machinegun, reload_ammo))
335 if(WEP_CVAR(machinegun, mode) == 1)
336 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, burst_ammo);
338 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
344 MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
349 W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), "weapons/reload.wav");
352 case WR_SUICIDEMESSAGE:
354 return WEAPON_THINKING_WITH_PORTALS;
358 if(w_deathtype & HITTYPE_SECONDARY)
359 return WEAPON_MACHINEGUN_MURDER_SNIPE;
361 return WEAPON_MACHINEGUN_MURDER_SPRAY;
368 float W_MachineGun(float req)
372 case WR_IMPACTEFFECT:
375 org2 = w_org + w_backoff * 2;
376 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
379 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
380 else if(w_random < 0.1)
381 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
382 else if(w_random < 0.2)
383 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
389 precache_sound("weapons/ric1.wav");
390 precache_sound("weapons/ric2.wav");
391 precache_sound("weapons/ric3.wav");
396 // no weapon specific image for this weapon