5 REGISTER_MUTATOR(okhmg_nadesupport, true);
6 MUTATOR_HOOKFUNCTION(okhmg_nadesupport, Nade_Damage)
8 if (M_ARGV(1, entity) != WEP_OVERKILL_HMG) return;
10 M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
13 void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
15 if (!PHYS_INPUT_BUTTON_ATCK(actor))
17 w_ready(thiswep, actor, weaponentity, fire);
21 if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_AMMO)) || (!StatusEffects_active(STATUSEFFECT_Superweapons, actor) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
23 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
24 w_ready(thiswep, actor, weaponentity, fire);
28 W_DecreaseAmmo(WEP_OVERKILL_HMG, actor, WEP_CVAR_PRI(okhmg, ammo), weaponentity);
30 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okhmg, damage), WEP_OVERKILL_HMG.m_id);
32 if(!autocvar_g_norecoil)
34 actor.punchangle_x = random () - 0.5;
35 actor.punchangle_y = random () - 0.5;
38 float okhmg_spread = bound(WEP_CVAR_PRI(okhmg, spread_min), WEP_CVAR_PRI(okhmg, spread_min) + (WEP_CVAR_PRI(okhmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okhmg, spread_max));
39 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), 0, WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, EFFECT_RIFLE);
41 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
43 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
45 if (autocvar_g_casings >= 2) // casing code
47 makevectors(actor.v_angle); // for some reason, this is lost
48 SpawnCasing(((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), vectoangles(v_forward), 3, actor, weaponentity);
51 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(okhmg, refire) * W_WeaponRateFactor(actor);
52 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okhmg, refire), W_OverkillHeavyMachineGun_Attack_Auto);
55 METHOD(OverkillHeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
57 if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
58 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true);
61 METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
63 if ((WEP_CVAR_SEC(okhmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
65 // Secondary uses it's own refire timer if refire_type is 1.
66 actor.jump_interval = time + WEP_CVAR_SEC(okhmg, refire) * W_WeaponRateFactor(actor);
67 makevectors(actor.v_angle);
68 W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
69 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
70 (actor.(weaponentity).wframe == WFRAME_FIRE2))
72 // Set secondary fire animation.
73 actor.(weaponentity).wframe = WFRAME_FIRE2;
74 FOREACH_CLIENT(true, LAMBDA(
75 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
77 wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
80 animdecide_setaction(actor, ANIMACTION_SHOOT, true);
83 if (WEP_CVAR(okhmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okhmg, ammo))
86 thiswep.wr_reload(thiswep, actor, weaponentity);
89 if (fire & 1) // Primary attack
91 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
95 actor.(weaponentity).misc_bulletcounter = 0;
96 W_OverkillHeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
99 if ((fire & 2) && (WEP_CVAR_SEC(okhmg, refire_type) == 0)) // Secondary attack
101 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okhmg, refire)))
105 makevectors(actor.v_angle);
106 W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
107 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okhmg, animtime), w_ready);
111 METHOD(OverkillHeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
113 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okhmg, ammo);
114 if (autocvar_g_balance_okhmg_reload_ammo)
116 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_PRI(okhmg, ammo);
121 METHOD(OverkillHeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
123 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okhmg, ammo);
124 if (autocvar_g_balance_okhmg_reload_ammo)
126 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_SEC(okhmg, ammo);
131 METHOD(OverkillHeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
133 W_Reload(actor, weaponentity, WEP_CVAR_PRI(okhmg, ammo), SND_RELOAD);
136 METHOD(OverkillHeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
138 return WEAPON_THINKING_WITH_PORTALS;
141 METHOD(OverkillHeavyMachineGun, wr_killmessage, Notification(entity thiswep))
143 if(w_deathtype & HITTYPE_SECONDARY)
144 return WEAPON_OVERKILL_HMG_MURDER_SNIPE;
146 return WEAPON_OVERKILL_HMG_MURDER_SPRAY;
152 METHOD(OverkillHeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
154 vector org2 = w_org + w_backoff * 2;
155 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
157 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);