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)
51 MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
56 void spawnfunc_weapon_machinegun()
58 if(autocvar_sv_q3acompat_machineshotgunswap)
59 if(self.classname != "droppedweapon")
61 weapon_defaultspawnfunc(WEP_SHOCKWAVE);
64 weapon_defaultspawnfunc(WEP_MACHINEGUN);
66 void spawnfunc_weapon_uzi() { spawnfunc_weapon_machinegun(); }
68 void W_MachineGun_MuzzleFlash_Think()
70 self.frame = self.frame + 2;
71 self.scale = self.scale * 0.5;
72 self.alpha = self.alpha - 0.25;
73 self.nextthink = time + 0.05;
77 self.think = SUB_Remove;
78 self.nextthink = time;
79 self.realowner.muzzle_flash = world;
85 void W_MachineGun_MuzzleFlash()
87 if (self.muzzle_flash == world)
88 self.muzzle_flash = spawn();
90 // muzzle flash for 1st person view
91 setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
93 self.muzzle_flash.scale = 0.75;
94 self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
95 self.muzzle_flash.nextthink = time + 0.02;
96 self.muzzle_flash.frame = 2;
97 self.muzzle_flash.alpha = 0.75;
98 self.muzzle_flash.angles_z = random() * 180;
99 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
100 self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
103 void W_MachineGun_Attack(float deathtype)
105 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)));
106 if (!autocvar_g_norecoil)
108 self.punchangle_x = random () - 0.5;
109 self.punchangle_y = random () - 0.5;
112 // this attack_finished just enforces a cooldown at the end of a burst
113 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
115 if (self.misc_bulletcounter == 1)
116 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);
118 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);
120 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
122 W_MachineGun_MuzzleFlash();
123 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
126 if (autocvar_g_casings >= 2)
127 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);
129 if (self.misc_bulletcounter == 1)
130 W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
132 W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
136 void W_MachineGun_Attack_Frame()
138 if(self.weapon != self.switchweapon) // abort immediately if switching
143 if (self.BUTTON_ATCK)
145 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
146 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
148 W_SwitchWeapon_Force(self, w_getbestweapon(self));
152 self.misc_bulletcounter = self.misc_bulletcounter + 1;
153 W_MachineGun_Attack(WEP_MACHINEGUN);
154 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
157 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
161 void W_MachineGun_Attack_Auto()
163 float machinegun_spread;
165 if (!self.BUTTON_ATCK)
171 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
172 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
174 W_SwitchWeapon_Force(self, w_getbestweapon(self));
179 W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
181 W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
182 if (!autocvar_g_norecoil)
184 self.punchangle_x = random () - 0.5;
185 self.punchangle_y = random () - 0.5;
188 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));
189 fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
191 self.misc_bulletcounter = self.misc_bulletcounter + 1;
193 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
195 W_MachineGun_MuzzleFlash();
196 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
198 if (autocvar_g_casings >= 2) // casing code
199 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);
201 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
202 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
205 void W_MachineGun_Attack_Burst()
207 W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
208 if (!autocvar_g_norecoil)
210 self.punchangle_x = random () - 0.5;
211 self.punchangle_y = random () - 0.5;
214 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);
216 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
218 W_MachineGun_MuzzleFlash();
219 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
221 if (autocvar_g_casings >= 2) // casing code
222 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);
224 self.misc_bulletcounter = self.misc_bulletcounter + 1;
225 if (self.misc_bulletcounter == 0)
227 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
228 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
232 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
237 float W_MachineGun(float req)
244 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
245 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
247 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
253 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
254 WEP_ACTION(self.weapon, WR_RELOAD);
255 else if(WEP_CVAR(machinegun, mode) == 1)
257 if (self.BUTTON_ATCK)
258 if (weapon_prepareattack(0, 0))
260 self.misc_bulletcounter = 0;
261 W_MachineGun_Attack_Auto();
264 if(self.BUTTON_ATCK2)
265 if(weapon_prepareattack(1, 0))
267 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
268 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
270 W_SwitchWeapon_Force(self, w_getbestweapon(self));
275 W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
277 self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
278 W_MachineGun_Attack_Burst();
284 if (self.BUTTON_ATCK)
285 if (weapon_prepareattack(0, 0))
287 self.misc_bulletcounter = 1;
288 W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished
289 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
292 if (self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
293 if (weapon_prepareattack(1, 0))
295 self.misc_bulletcounter = 1;
296 W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished
297 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
305 precache_model ("models/uziflash.md3");
306 precache_model ("models/weapons/g_uzi.md3");
307 precache_model ("models/weapons/v_uzi.md3");
308 precache_model ("models/weapons/h_uzi.iqm");
309 precache_sound ("weapons/uzi_fire.wav");
310 MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
315 if(WEP_CVAR(machinegun, mode) == 1)
316 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
318 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
320 if(WEP_CVAR(machinegun, reload_ammo))
322 if(WEP_CVAR(machinegun, mode) == 1)
323 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, sustained_ammo);
325 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
331 if(WEP_CVAR(machinegun, mode) == 1)
332 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
334 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
336 if(WEP_CVAR(machinegun, reload_ammo))
338 if(WEP_CVAR(machinegun, mode) == 1)
339 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, burst_ammo);
341 ammo_amount += self.(weapon_load[WEP_MACHINEGUN]) >= WEP_CVAR(machinegun, first_ammo);
347 MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
352 W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), "weapons/reload.wav");
355 case WR_SUICIDEMESSAGE:
357 return WEAPON_THINKING_WITH_PORTALS;
361 if(w_deathtype & HITTYPE_SECONDARY)
362 return WEAPON_MACHINEGUN_MURDER_SNIPE;
364 return WEAPON_MACHINEGUN_MURDER_SPRAY;
371 float W_MachineGun(float req)
375 case WR_IMPACTEFFECT:
378 org2 = w_org + w_backoff * 2;
379 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
382 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
383 else if(w_random < 0.1)
384 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
385 else if(w_random < 0.2)
386 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
392 precache_sound("weapons/ric1.wav");
393 precache_sound("weapons/ric2.wav");
394 precache_sound("weapons/ric3.wav");
399 // no weapon specific image for this weapon