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Remove blaster secondary attack. Share blaster primary settings with all weapons...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okmachinegun.qc
1 #include "okmachinegun.qh"
2
3 #ifdef SVQC
4
5 void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
6 {
7         float okmachinegun_spread;
8
9         if(!(fire & 1))
10         {
11                 w_ready(thiswep, actor, weaponentity, fire);
12                 return;
13         }
14
15         if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
16         if(!(actor.items & IT_UNLIMITED_AMMO))
17         {
18                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
19                 w_ready(thiswep, actor, weaponentity, fire);
20                 return;
21         }
22
23         W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, ammo), weaponentity);
24
25         W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, damage), WEP_OVERKILL_MACHINEGUN.m_id);
26         if(!autocvar_g_norecoil)
27         {
28                 actor.punchangle_x = random() - 0.5;
29                 actor.punchangle_y = random() - 0.5;
30         }
31
32         okmachinegun_spread = bound(WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, spread_min), WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, spread_min) + (WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, spread_max));
33         fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, solidpenetration), WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, damage), 0, WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE);
34
35         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
36
37         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
38
39         if(autocvar_g_casings >= 2) // casing code
40         {
41                 makevectors(actor.v_angle); // for some reason, this is lost
42                 SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), vectoangles(v_forward), 3, actor, weaponentity);
43         }
44
45         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, refire) * W_WeaponRateFactor(actor);
46         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, refire), W_OverkillMachineGun_Attack_Auto);
47 }
48
49 METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
50 {
51         if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
52                 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true);
53 }
54
55 METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
56 {
57         if ((WEP_CVAR_SEC(WEP_OVERKILL_MACHINEGUN, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
58         {
59                 // Secondary uses it's own refire timer if refire_type is 1.
60                 actor.jump_interval = time + WEP_CVAR_PRI(WEP_BLASTER, refire) * W_WeaponRateFactor(actor);
61                 makevectors(actor.v_angle);
62                 W_Blaster_Attack(actor, weaponentity);
63                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
64                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
65                 {
66                         // Set secondary fire animation.
67                         actor.(weaponentity).wframe = WFRAME_FIRE2;
68                         FOREACH_CLIENT(true, LAMBDA(
69                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
70                                 {
71                                         wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
72                                 }
73                         ));
74                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
75                 }
76         }
77         if (WEP_CVAR(WEP_OVERKILL_MACHINEGUN, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, ammo))
78         {
79                 // Forced reload
80                 thiswep.wr_reload(thiswep, actor, weaponentity);
81                 return;
82         }
83         if (fire & 1) // Primary attack
84         {
85                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
86                 {
87                         return;
88                 }
89                 actor.(weaponentity).misc_bulletcounter = 0;
90                 W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
91                 return;
92         }
93         if ((fire & 2) && (WEP_CVAR_SEC(WEP_OVERKILL_MACHINEGUN, refire_type) == 0)) // Secondary attack
94         {
95                 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_PRI(WEP_BLASTER, refire)))
96                 {
97                         return;
98                 }
99                 makevectors(actor.v_angle);
100                 W_Blaster_Attack(actor, weaponentity);
101                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_PRI(WEP_BLASTER, animtime), w_ready);
102         }
103 }
104
105 METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
106 {
107         float ammo_amount;
108         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, ammo);
109         if (WEP_CVAR(WEP_OVERKILL_MACHINEGUN, reload_ammo))
110         {
111                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, ammo);
112         }
113         return ammo_amount;
114 }
115
116 METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
117 {
118         return true; // Blaster secondary is unlimited.
119 }
120
121 METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
122 {
123         W_Reload(actor, weaponentity, WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, ammo), SND_RELOAD);
124 }
125
126 METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
127 {
128         return WEAPON_THINKING_WITH_PORTALS;
129 }
130
131 METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep))
132 {
133         return WEAPON_OVERKILL_MACHINEGUN_MURDER;
134 }
135
136 #endif
137 #ifdef CSQC
138
139 METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
140 {
141         vector org2 = w_org + w_backoff * 2;
142         pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
143         if(!w_issilent)
144                 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
145 }
146
147 #endif