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Remove BLASTER_SECONDARY_ATTACK, now less useful thanks to the previous commit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okhmg.qc
1 #include "okhmg.qh"
2
3 #ifdef SVQC
4
5 REGISTER_MUTATOR(okhmg_nadesupport, true);
6 MUTATOR_HOOKFUNCTION(okhmg_nadesupport, Nade_Damage)
7 {
8         if (M_ARGV(1, entity) != WEP_OVERKILL_HMG) return;
9         return = true;
10         M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
11 }
12
13 void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
14 {
15         if (!PHYS_INPUT_BUTTON_ATCK(actor))
16         {
17                 w_ready(thiswep, actor, weaponentity, fire);
18                 return;
19         }
20
21         if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_AMMO)) || (!StatusEffects_active(STATUSEFFECT_Superweapons, actor) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
22         {
23                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
24                 w_ready(thiswep, actor, weaponentity, fire);
25                 return;
26         }
27
28         W_DecreaseAmmo(WEP_OVERKILL_HMG, actor, WEP_CVAR_PRI(okhmg, ammo), weaponentity);
29
30         W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okhmg, damage), WEP_OVERKILL_HMG.m_id);
31
32         if(!autocvar_g_norecoil)
33         {
34                 actor.punchangle_x = random () - 0.5;
35                 actor.punchangle_y = random () - 0.5;
36         }
37
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);
40
41         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
42
43         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
44
45         if (autocvar_g_casings >= 2) // casing code
46         {
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);
49         }
50
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);
53 }
54
55 METHOD(OverkillHeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
56 {
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);
59 }
60
61 METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
62 {
63         if ((WEP_CVAR_SEC(okhmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
64         {
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))
71                 {
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))
76                                 {
77                                         wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
78                                 }
79                         ));
80                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
81                 }
82         }
83     if (WEP_CVAR(okhmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okhmg, ammo))
84         {
85                 // Forced reload.
86         thiswep.wr_reload(thiswep, actor, weaponentity);
87                 return;
88         }
89         if (fire & 1) // Primary attack
90         {
91                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
92                 {
93                         return;
94                 }
95                 actor.(weaponentity).misc_bulletcounter = 0;
96                 W_OverkillHeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
97                 return;
98         }
99         if ((fire & 2) && (WEP_CVAR_SEC(okhmg, refire_type) == 0)) // Secondary attack
100         {
101                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okhmg, refire)))
102                 {
103                         return;
104                 }
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);
108         }
109 }
110
111 METHOD(OverkillHeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
112 {
113         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okhmg, ammo);
114         if (autocvar_g_balance_okhmg_reload_ammo)
115         {
116                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_PRI(okhmg, ammo);
117         }
118         return ammo_amount;
119 }
120
121 METHOD(OverkillHeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
122 {
123         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okhmg, ammo);
124         if (autocvar_g_balance_okhmg_reload_ammo)
125         {
126                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_SEC(okhmg, ammo);
127         }
128         return ammo_amount;
129 }
130
131 METHOD(OverkillHeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
132 {
133     W_Reload(actor, weaponentity, WEP_CVAR_PRI(okhmg, ammo), SND_RELOAD);
134 }
135
136 METHOD(OverkillHeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
137 {
138     return WEAPON_THINKING_WITH_PORTALS;
139 }
140
141 METHOD(OverkillHeavyMachineGun, wr_killmessage, Notification(entity thiswep))
142 {
143     if(w_deathtype & HITTYPE_SECONDARY)
144         return WEAPON_OVERKILL_HMG_MURDER_SNIPE;
145     else
146         return WEAPON_OVERKILL_HMG_MURDER_SPRAY;
147 }
148
149 #endif
150 #ifdef CSQC
151
152 METHOD(OverkillHeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
153 {
154     vector org2;
155     org2 = w_org + w_backoff * 2;
156     pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
157     if(!w_issilent)
158         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
159 }
160
161 #endif