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, message, string, _("MachineGun"));
18 REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun));
20 #define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
21 #define MACHINEGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, NONE, spread_min) \
23 w_cvar(id, sn, NONE, spread_max) \
24 w_cvar(id, sn, NONE, spread_add) \
25 w_cvar(id, sn, NONE, mode) \
26 w_cvar(id, sn, NONE, first) \
27 w_cvar(id, sn, NONE, first_damage) \
28 w_cvar(id, sn, NONE, first_force) \
29 w_cvar(id, sn, NONE, first_refire) \
30 w_cvar(id, sn, NONE, first_spread) \
31 w_cvar(id, sn, NONE, first_ammo) \
32 w_cvar(id, sn, NONE, solidpenetration) \
33 w_cvar(id, sn, NONE, sustained_damage) \
34 w_cvar(id, sn, NONE, sustained_force) \
35 w_cvar(id, sn, NONE, sustained_refire) \
36 w_cvar(id, sn, NONE, sustained_spread) \
37 w_cvar(id, sn, NONE, sustained_ammo) \
38 w_cvar(id, sn, NONE, burst) \
39 w_cvar(id, sn, NONE, burst_refire) \
40 w_cvar(id, sn, NONE, burst_refire2) \
41 w_cvar(id, sn, NONE, burst_animtime) \
42 w_cvar(id, sn, NONE, burst_speed) \
43 w_cvar(id, sn, NONE, burst_ammo) \
44 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
45 w_prop(id, sn, float, reloading_time, reload_time) \
46 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
47 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
48 w_prop(id, sn, string, weaponreplace, weaponreplace) \
49 w_prop(id, sn, float, weaponstart, weaponstart) \
50 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
51 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
54 MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
60 void spawnfunc_weapon_machinegun(void)
62 if(autocvar_sv_q3acompat_machineshotgunswap)
63 if(self.classname != "droppedweapon")
65 weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
68 weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
70 void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
72 void W_MachineGun_MuzzleFlash_Think(void)
74 self.frame = self.frame + 2;
75 self.scale = self.scale * 0.5;
76 self.alpha = self.alpha - 0.25;
77 self.nextthink = time + 0.05;
81 self.think = SUB_Remove;
82 self.nextthink = time;
83 self.realowner.muzzle_flash = world;
89 void W_MachineGun_MuzzleFlash(void)
91 if(self.muzzle_flash == world)
92 self.muzzle_flash = spawn();
94 // muzzle flash for 1st person view
95 setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
97 self.muzzle_flash.scale = 0.75;
98 self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
99 self.muzzle_flash.nextthink = time + 0.02;
100 self.muzzle_flash.frame = 2;
101 self.muzzle_flash.alpha = 0.75;
102 self.muzzle_flash.angles_z = random() * 180;
103 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
104 self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
107 void W_MachineGun_Attack(Weapon thiswep, int deathtype)
109 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)));
110 if(!autocvar_g_norecoil)
112 self.punchangle_x = random() - 0.5;
113 self.punchangle_y = random() - 0.5;
116 // this attack_finished just enforces a cooldown at the end of a burst
117 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
119 if(self.misc_bulletcounter == 1)
120 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);
122 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);
124 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
126 W_MachineGun_MuzzleFlash();
127 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
130 if(autocvar_g_casings >= 2)
131 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);
133 if(self.misc_bulletcounter == 1)
134 W_DecreaseAmmo(thiswep, WEP_CVAR(machinegun, first_ammo));
136 W_DecreaseAmmo(thiswep, WEP_CVAR(machinegun, sustained_ammo));
140 void W_MachineGun_Attack_Frame(Weapon thiswep, bool fire1, bool fire2)
142 if(self.weapon != self.switchweapon) // abort immediately if switching
144 w_ready(thiswep, fire1, fire2);
149 if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
150 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
152 W_SwitchWeapon_Force(self, w_getbestweapon(self));
153 w_ready(thiswep, fire1, fire2);
156 self.misc_bulletcounter = self.misc_bulletcounter + 1;
157 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id);
158 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
161 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
165 void W_MachineGun_Attack_Auto(Weapon thiswep, bool fire1, bool fire2)
167 float machinegun_spread;
171 w_ready(thiswep, fire1, fire2);
175 if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
176 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
178 W_SwitchWeapon_Force(self, w_getbestweapon(self));
179 w_ready(thiswep, fire1, fire2);
183 W_DecreaseAmmo(WEP_MACHINEGUN, WEP_CVAR(machinegun, sustained_ammo));
185 W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
186 if(!autocvar_g_norecoil)
188 self.punchangle_x = random() - 0.5;
189 self.punchangle_y = random() - 0.5;
192 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));
193 fireBullet(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);
195 self.misc_bulletcounter = self.misc_bulletcounter + 1;
197 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
199 W_MachineGun_MuzzleFlash();
200 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
202 if(autocvar_g_casings >= 2) // casing code
203 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);
205 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
206 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
209 void W_MachineGun_Attack_Burst(Weapon thiswep, bool fire1, bool fire2)
211 W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
212 if(!autocvar_g_norecoil)
214 self.punchangle_x = random() - 0.5;
215 self.punchangle_y = random() - 0.5;
218 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.m_id, 0);
220 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
222 W_MachineGun_MuzzleFlash();
223 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
225 if(autocvar_g_casings >= 2) // casing code
226 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);
228 self.misc_bulletcounter = self.misc_bulletcounter + 1;
229 if(self.misc_bulletcounter == 0)
231 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
232 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
236 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
241 METHOD(MachineGun, wr_aim, bool(entity thiswep))
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);
250 METHOD(MachineGun, wr_think, bool(entity thiswep, bool fire1, bool fire2))
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);
255 if(WEP_CVAR(machinegun, mode) == 1)
258 if(weapon_prepareattack(false, 0))
260 self.misc_bulletcounter = 0;
261 W_MachineGun_Attack_Auto(thiswep, fire1, fire2);
265 if(weapon_prepareattack(true, 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));
271 w_ready(thiswep, fire1, fire2);
275 W_DecreaseAmmo(thiswep, WEP_CVAR(machinegun, burst_ammo));
277 self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
278 W_MachineGun_Attack_Burst(thiswep, fire1, fire2);
285 if(weapon_prepareattack(false, 0))
287 self.misc_bulletcounter = 1;
288 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id); // sets attack_finished
289 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
292 if(fire2 && WEP_CVAR(machinegun, first))
293 if(weapon_prepareattack(true, 0))
295 self.misc_bulletcounter = 1;
296 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
297 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
303 METHOD(MachineGun, wr_init, bool(entity thiswep))
305 MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
308 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
311 if(WEP_CVAR(machinegun, mode) == 1)
312 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
314 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
316 if(WEP_CVAR(machinegun, reload_ammo))
318 if(WEP_CVAR(machinegun, mode) == 1)
319 ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
321 ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
325 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
328 if(WEP_CVAR(machinegun, mode) == 1)
329 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
331 ammo_amount = self.WEP_AMMO(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.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
338 ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
342 METHOD(MachineGun, wr_config, bool(entity thiswep))
344 MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
347 METHOD(MachineGun, wr_reload, bool(entity thiswep))
349 W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
352 METHOD(MachineGun, wr_suicidemessage, bool(entity thiswep))
354 return WEAPON_THINKING_WITH_PORTALS;
356 METHOD(MachineGun, wr_killmessage, bool(entity thiswep))
358 if(w_deathtype & HITTYPE_SECONDARY)
359 return WEAPON_MACHINEGUN_MURDER_SNIPE;
361 return WEAPON_MACHINEGUN_MURDER_SPRAY;
367 METHOD(MachineGun, wr_impacteffect, bool(entity thiswep))
370 org2 = w_org + w_backoff * 2;
371 pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
374 sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
375 else if(w_random < 0.1)
376 sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
377 else if(w_random < 0.2)
378 sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
382 METHOD(MachineGun, wr_init, bool(entity thiswep))
386 METHOD(MachineGun, wr_zoomreticle, bool(entity thiswep))
388 // no weapon specific image for this weapon