1 #include "machinegun.qh"
5 METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e))
7 if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
14 void W_MachineGun_MuzzleFlash_Think(entity this)
19 this.nextthink = time + 0.05;
23 setthink(this, SUB_Remove);
24 this.nextthink = time;
25 this.realowner.muzzle_flash = NULL;
31 void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
33 entity wepent = actor.(weaponentity);
35 if(wepent.muzzle_flash == NULL)
36 wepent.muzzle_flash = spawn();
38 // muzzle flash for 1st person view
39 setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
41 wepent.muzzle_flash.scale = 0.75;
42 setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
43 wepent.muzzle_flash.nextthink = time + 0.02;
44 wepent.muzzle_flash.frame = 2;
45 wepent.muzzle_flash.alpha = 0.75;
46 wepent.muzzle_flash.angles_z = random() * 180;
47 wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
48 wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent;
51 void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
53 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
54 if(!autocvar_g_norecoil)
56 actor.punchangle_x = random() - 0.5;
57 actor.punchangle_y = random() - 0.5;
59 int slot = weaponslot(weaponentity);
60 // this attack_finished just enforces a cooldown at the end of a burst
61 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
63 if(actor.(weaponentity).misc_bulletcounter == 1)
64 fireBullet(actor, weaponentity, 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);
66 fireBullet(actor, weaponentity, 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);
68 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
70 W_MachineGun_MuzzleFlash(actor, weaponentity);
71 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
74 if(autocvar_g_casings >= 2)
76 makevectors(actor.v_angle); // for some reason, this is lost
77 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, actor, weaponentity);
80 if(actor.(weaponentity).misc_bulletcounter == 1)
81 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo), weaponentity);
83 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
87 void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
89 if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
91 w_ready(thiswep, actor, weaponentity, fire);
94 if(PHYS_INPUT_BUTTON_ATCK(actor))
96 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
97 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
99 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
100 w_ready(thiswep, actor, weaponentity, fire);
103 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
104 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity);
105 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
108 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
112 void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
114 float machinegun_spread;
118 w_ready(thiswep, actor, weaponentity, fire);
122 if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
123 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
125 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
126 w_ready(thiswep, actor, weaponentity, fire);
130 W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
132 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
133 if(!autocvar_g_norecoil)
135 actor.punchangle_x = random() - 0.5;
136 actor.punchangle_y = random() - 0.5;
139 machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
140 fireBullet(actor, weaponentity, 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);
142 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
144 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
146 W_MachineGun_MuzzleFlash(actor, weaponentity);
147 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
149 if(autocvar_g_casings >= 2) // casing code
151 makevectors(actor.v_angle); // for some reason, this is lost
152 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, actor, weaponentity);
155 int slot = weaponslot(weaponentity);
156 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
157 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
160 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
162 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
163 if(!autocvar_g_norecoil)
165 actor.punchangle_x = random() - 0.5;
166 actor.punchangle_y = random() - 0.5;
169 fireBullet(actor, weaponentity, 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);
171 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
173 W_MachineGun_MuzzleFlash(actor, weaponentity);
174 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
176 if(autocvar_g_casings >= 2) // casing code
178 makevectors(actor.v_angle); // for some reason, this is lost
179 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, actor, weaponentity);
182 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
183 if(actor.(weaponentity).misc_bulletcounter == 0)
185 int slot = weaponslot(weaponentity);
186 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor);
187 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
191 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
196 METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
198 if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
199 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
201 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
203 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
205 if(WEP_CVAR(machinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
206 thiswep.wr_reload(thiswep, actor, weaponentity);
208 if(WEP_CVAR(machinegun, mode) == 1)
211 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
213 actor.(weaponentity).misc_bulletcounter = 0;
214 W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
218 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
220 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
221 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
223 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
224 w_ready(thiswep, actor, weaponentity, fire);
228 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo), weaponentity);
230 actor.(weaponentity).misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
231 W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
238 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
240 actor.(weaponentity).misc_bulletcounter = 1;
241 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
242 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
245 if((fire & 2) && WEP_CVAR(machinegun, first))
246 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
248 actor.(weaponentity).misc_bulletcounter = 1;
249 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
250 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
254 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
257 if(WEP_CVAR(machinegun, mode) == 1)
258 ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
260 ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
262 if(WEP_CVAR(machinegun, reload_ammo))
264 if(WEP_CVAR(machinegun, mode) == 1)
265 ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
267 ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
271 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
274 if(WEP_CVAR(machinegun, mode) == 1)
275 ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
277 ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
279 if(WEP_CVAR(machinegun, reload_ammo))
281 if(WEP_CVAR(machinegun, mode) == 1)
282 ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
284 ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
288 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
290 W_Reload(actor, weaponentity, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
292 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
294 return WEAPON_THINKING_WITH_PORTALS;
296 METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
298 if(w_deathtype & HITTYPE_SECONDARY)
299 return WEAPON_MACHINEGUN_MURDER_SNIPE;
301 return WEAPON_MACHINEGUN_MURDER_SPRAY;
307 METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor))
310 org2 = w_org + w_backoff * 2;
311 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
313 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);