5 /* ammotype */ IT_NAILS,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* shortname */ "hmg",
11 /* fullname */ _("Heavy Machine Gun")
22 if (!self.BUTTON_ATCK)
28 if(autocvar_g_balance_hmg_reload_ammo)
29 if(!weapon_action(self.weapon, WR_CHECKAMMO1))
30 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
32 W_SwitchWeapon_Force(self, w_getbestweapon(self));
37 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_hmg_sustained_ammo, autocvar_g_balance_hmg_reload_ammo);
39 W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_hmg_sustained_damage);
41 if(!autocvar_g_norecoil)
43 self.punchangle_x = random () - 0.5;
44 self.punchangle_y = random () - 0.5;
47 uzi_spread = bound(autocvar_g_balance_hmg_spread_min, autocvar_g_balance_hmg_spread_min + (autocvar_g_balance_hmg_spread_add * self.misc_bulletcounter), autocvar_g_balance_hmg_spread_max);
48 fireBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_hmg_solidpenetration, autocvar_g_balance_hmg_sustained_damage, autocvar_g_balance_hmg_sustained_force, WEP_HMG, 0);
50 self.misc_bulletcounter = self.misc_bulletcounter + 1;
52 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
55 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
57 if (autocvar_g_casings >= 2) // casing code
58 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);
60 ATTACK_FINISHED(self) = time + autocvar_g_balance_hmg_sustained_refire * W_WeaponRateFactor();
61 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hmg_sustained_refire, hmg_fire_auto);
64 void spawnfunc_weapon_hmg()
66 weapon_defaultspawnfunc(WEP_HMG);
69 float w_hmg(float req)
73 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
74 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
77 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
79 else if (req == WR_THINK)
81 if(autocvar_g_balance_hmg_reload_ammo && self.clip_load < autocvar_g_balance_hmg_sustained_ammo) // forced reload
82 weapon_action(self.weapon, WR_RELOAD);
86 if (weapon_prepareattack(0, 0))
88 self.misc_bulletcounter = 0;
93 else if (req == WR_PRECACHE)
95 precache_model ("models/uziflash.md3");
96 precache_model ("models/weapons/g_ok_hmg.md3");
97 precache_model ("models/weapons/v_ok_hmg.md3");
98 precache_model ("models/weapons/h_ok_hmg.iqm");
99 precache_sound ("weapons/uzi_fire.wav");
101 else if (req == WR_SETUP)
103 weapon_setup(WEP_HMG);
104 self.current_ammo = ammo_nails;
106 else if (req == WR_CHECKAMMO1)
108 ammo_amount = self.ammo_nails >= autocvar_g_balance_hmg_sustained_ammo;
110 if(autocvar_g_balance_hmg_reload_ammo)
111 ammo_amount += self.(weapon_load[WEP_HMG]) >= autocvar_g_balance_hmg_sustained_ammo;
115 else if (req == WR_CHECKAMMO2)
117 ammo_amount = self.ammo_nails >= autocvar_g_balance_hmg_sustained_ammo;
119 if(autocvar_g_balance_hmg_reload_ammo)
120 ammo_amount += self.(weapon_load[WEP_HMG]) >= autocvar_g_balance_hmg_sustained_ammo;
124 else if (req == WR_RELOAD)
126 W_Reload(autocvar_g_balance_hmg_sustained_ammo, autocvar_g_balance_hmg_reload_ammo, autocvar_g_balance_hmg_reload_time, "weapons/reload.wav");
128 else if (req == WR_SUICIDEMESSAGE)
130 return WEAPON_THINKING_WITH_PORTALS;
132 else if (req == WR_KILLMESSAGE)
134 if(w_deathtype & HITTYPE_SECONDARY)
135 return WEAPON_HMG_MURDER_SNIPE;
137 return WEAPON_HMG_MURDER_SPRAY;
143 float w_hmg(float req)
145 if(req == WR_IMPACTEFFECT)
148 org2 = w_org + w_backoff * 2;
149 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
152 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
153 else if(w_random < 0.1)
154 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
155 else if(w_random < 0.2)
156 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
158 else if(req == WR_PRECACHE)
160 precache_sound("weapons/ric1.wav");
161 precache_sound("weapons/ric2.wav");
162 precache_sound("weapons/ric3.wav");