w_ready(thiswep, actor, weaponentity, fire);
return;
}
- if(actor.BUTTON_ATCK)
+ if(PHYS_INPUT_BUTTON_ATCK(actor))
{
if(!thiswep.wr_checkammo2(thiswep))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
}
- METHOD(MachineGun, wr_aim, void(entity thiswep))
- {
- if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
- else
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
- }
- METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- 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
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- if(WEP_CVAR(machinegun, mode) == 1)
- {
- if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
- {
- actor.misc_bulletcounter = 0;
- W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
- }
-
- if(fire & 2)
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
- {
- if(!thiswep.wr_checkammo2(thiswep))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, weaponentity, fire);
- return;
- }
-
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
-
- actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
- W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
- }
- }
- else
- {
-
- if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
- {
- actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
- }
-
- if((fire & 2) && WEP_CVAR(machinegun, first))
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
- {
- actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
- }
- }
- }
- METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount;
- if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
- else
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
-
- if(WEP_CVAR(machinegun, reload_ammo))
- {
- if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
- else
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
- }
- return ammo_amount;
- }
- METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount;
- if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
- else
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
-
- if(WEP_CVAR(machinegun, reload_ammo))
- {
- if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
- else
- ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
- }
- return ammo_amount;
- }
- METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
- }
- METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_MACHINEGUN_MURDER_SNIPE;
- else
- return WEAPON_MACHINEGUN_MURDER_SPRAY;
- }
+METHOD(MachineGun, wr_aim, void(entity thiswep))
+{
+ if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false);
+ else
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false);
+}
+METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ 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
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ if(WEP_CVAR(machinegun, mode) == 1)
+ {
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ {
+ actor.misc_bulletcounter = 0;
+ W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+ }
+
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+ {
+ if(!thiswep.wr_checkammo2(thiswep))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
+
+ actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+ W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
+ }
+ }
+ else
+ {
+
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ {
+ actor.misc_bulletcounter = 1;
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ }
+
+ if((fire & 2) && WEP_CVAR(machinegun, first))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+ {
+ actor.misc_bulletcounter = 1;
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
+ }
+ }
+}
+METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount;
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
+ else
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+
+ if(WEP_CVAR(machinegun, reload_ammo))
+ {
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
+ else
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+ }
+ return ammo_amount;
+}
+METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
+{
+ float ammo_amount;
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
+ else
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+
+ if(WEP_CVAR(machinegun, reload_ammo))
+ {
+ if(WEP_CVAR(machinegun, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+ else
+ ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+ }
+ return ammo_amount;
+}
+METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
+}
+METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_MACHINEGUN_MURDER_SNIPE;
+ else
+ return WEAPON_MACHINEGUN_MURDER_SPRAY;
+}
#endif
#ifdef CSQC
- METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
- }
+METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+}
#endif
#endif