2 CLASS(MachineGun, Weapon)
3 /* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails)
4 /* impulse */ ATTRIB(MachineGun, impulse, int, 3)
5 /* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
8 /* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
10 /* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
12 /* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
13 /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
15 /* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
16 /* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, burst, float, NONE) \
21 P(class, prefix, burst_ammo, float, NONE) \
22 P(class, prefix, burst_animtime, float, NONE) \
23 P(class, prefix, burst_refire2, float, NONE) \
24 P(class, prefix, burst_refire, float, NONE) \
25 P(class, prefix, burst_speed, float, NONE) \
26 P(class, prefix, first, float, NONE) \
27 P(class, prefix, first_ammo, float, NONE) \
28 P(class, prefix, first_damage, float, NONE) \
29 P(class, prefix, first_force, float, NONE) \
30 P(class, prefix, first_refire, float, NONE) \
31 P(class, prefix, first_spread, float, NONE) \
32 P(class, prefix, mode, float, NONE) \
33 P(class, prefix, reload_ammo, float, NONE) \
34 P(class, prefix, reload_time, float, NONE) \
35 P(class, prefix, solidpenetration, float, NONE) \
36 P(class, prefix, spread_add, float, NONE) \
37 P(class, prefix, spread_max, float, NONE) \
38 P(class, prefix, spread_min, float, NONE) \
39 P(class, prefix, sustained_ammo, float, NONE) \
40 P(class, prefix, sustained_damage, float, NONE) \
41 P(class, prefix, sustained_force, float, NONE) \
42 P(class, prefix, sustained_refire, float, NONE) \
43 P(class, prefix, sustained_spread, float, NONE) \
44 P(class, prefix, switchdelay_drop, float, NONE) \
45 P(class, prefix, switchdelay_raise, float, NONE) \
46 P(class, prefix, weaponreplace, string,NONE) \
47 P(class, prefix, weaponstartoverride, float, NONE) \
48 P(class, prefix, weaponstart, float, NONE) \
49 P(class, prefix, weaponthrowable, float, NONE) \
51 W_PROPS(X, MachineGun, machinegun)
55 REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
62 spawnfunc(weapon_machinegun)
64 if(autocvar_sv_q3acompat_machineshotgunswap)
65 if(this.classname != "droppedweapon")
67 weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
70 weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
72 spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
74 void W_MachineGun_MuzzleFlash_Think(entity this)
79 this.nextthink = time + 0.05;
83 setthink(this, SUB_Remove);
84 this.nextthink = time;
85 this.realowner.muzzle_flash = world;
91 void W_MachineGun_MuzzleFlash()
93 if(self.muzzle_flash == world)
94 self.muzzle_flash = spawn();
96 // muzzle flash for 1st person view
97 setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
99 self.muzzle_flash.scale = 0.75;
100 setthink(self.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
101 self.muzzle_flash.nextthink = time + 0.02;
102 self.muzzle_flash.frame = 2;
103 self.muzzle_flash.alpha = 0.75;
104 self.muzzle_flash.angles_z = random() * 180;
105 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
106 self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
109 void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
111 W_SetupShot(self, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
112 if(!autocvar_g_norecoil)
114 self.punchangle_x = random() - 0.5;
115 self.punchangle_y = random() - 0.5;
117 int slot = weaponslot(weaponentity);
118 // this attack_finished just enforces a cooldown at the end of a burst
119 ATTACK_FINISHED(self, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
121 if(self.misc_bulletcounter == 1)
122 fireBullet(self, 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);
124 fireBullet(self, 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);
126 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
128 W_MachineGun_MuzzleFlash();
129 W_AttachToShotorg(self, self.muzzle_flash, '5 0 0');
132 if(autocvar_g_casings >= 2)
133 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);
135 if(self.misc_bulletcounter == 1)
136 W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, first_ammo));
138 W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, sustained_ammo));
142 void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
144 if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
146 w_ready(thiswep, actor, weaponentity, fire);
149 if(PHYS_INPUT_BUTTON_ATCK(actor))
151 if(!thiswep.wr_checkammo2(thiswep, actor))
152 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
154 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
155 w_ready(thiswep, actor, weaponentity, fire);
158 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
159 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity);
160 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
163 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
167 void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
169 float machinegun_spread;
173 w_ready(thiswep, actor, weaponentity, fire);
177 if(!thiswep.wr_checkammo1(thiswep, actor))
178 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
180 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
181 w_ready(thiswep, actor, weaponentity, fire);
185 W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
187 W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
188 if(!autocvar_g_norecoil)
190 actor.punchangle_x = random() - 0.5;
191 actor.punchangle_y = random() - 0.5;
194 machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
195 fireBullet(actor, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
197 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
199 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
201 W_MachineGun_MuzzleFlash();
202 W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
204 if(autocvar_g_casings >= 2) // casing code
205 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, actor);
207 int slot = weaponslot(weaponentity);
208 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
209 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
212 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
214 W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
215 if(!autocvar_g_norecoil)
217 actor.punchangle_x = random() - 0.5;
218 actor.punchangle_y = random() - 0.5;
221 fireBullet(actor, 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.m_id, 0);
223 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
225 W_MachineGun_MuzzleFlash();
226 W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
228 if(autocvar_g_casings >= 2) // casing code
229 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, actor);
231 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
232 if(actor.misc_bulletcounter == 0)
234 int slot = weaponslot(weaponentity);
235 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
236 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
240 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
245 METHOD(MachineGun, wr_aim, void(entity thiswep))
248 if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
249 PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false);
251 PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false);
253 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
255 if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
256 thiswep.wr_reload(thiswep, actor, weaponentity);
258 if(WEP_CVAR(machinegun, mode) == 1)
261 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
263 actor.misc_bulletcounter = 0;
264 W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
268 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
270 if(!thiswep.wr_checkammo2(thiswep, actor))
271 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
273 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
274 w_ready(thiswep, actor, weaponentity, fire);
278 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
280 actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
281 W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
288 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
290 actor.misc_bulletcounter = 1;
291 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
292 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
295 if((fire & 2) && WEP_CVAR(machinegun, first))
296 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
298 actor.misc_bulletcounter = 1;
299 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
300 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
304 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
307 if(WEP_CVAR(machinegun, mode) == 1)
308 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
310 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
312 if(WEP_CVAR(machinegun, reload_ammo))
314 if(WEP_CVAR(machinegun, mode) == 1)
315 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
317 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
321 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
324 if(WEP_CVAR(machinegun, mode) == 1)
325 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
327 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
329 if(WEP_CVAR(machinegun, reload_ammo))
331 if(WEP_CVAR(machinegun, mode) == 1)
332 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
334 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
338 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
341 W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
343 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
345 return WEAPON_THINKING_WITH_PORTALS;
347 METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
349 if(w_deathtype & HITTYPE_SECONDARY)
350 return WEAPON_MACHINEGUN_MURDER_SNIPE;
352 return WEAPON_MACHINEGUN_MURDER_SPRAY;
358 METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
362 org2 = w_org + w_backoff * 2;
363 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
365 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);