5 REGISTER_MUTATOR(hmg_nadesupport, true);
6 MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage)
8 if (M_ARGV(1, entity) != WEP_HMG) return;
10 M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
13 spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
15 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
17 if (!PHYS_INPUT_BUTTON_ATCK(actor))
19 w_ready(thiswep, actor, weaponentity, fire);
23 if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
25 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
26 w_ready(thiswep, actor, weaponentity, fire);
30 W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo), weaponentity);
32 W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage));
34 if(!autocvar_g_norecoil)
36 actor.punchangle_x = random () - 0.5;
37 actor.punchangle_y = random () - 0.5;
40 float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(hmg, spread_max));
41 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
43 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
45 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
47 W_MachineGun_MuzzleFlash(actor, weaponentity);
48 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
50 if (autocvar_g_casings >= 2) // casing code
52 makevectors(actor.v_angle); // for some reason, this is lost
53 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);
56 int slot = weaponslot(weaponentity);
57 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor);
58 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
61 METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
63 if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
64 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
66 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
69 METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
71 if(WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
72 thiswep.wr_reload(thiswep, actor, weaponentity);
76 if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
78 actor.(weaponentity).misc_bulletcounter = 0;
79 W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
84 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
86 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(hmg, ammo);
88 if(autocvar_g_balance_hmg_reload_ammo)
89 ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
94 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
96 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(hmg, ammo);
98 if(autocvar_g_balance_hmg_reload_ammo)
99 ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
104 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
106 W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD);
109 METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
111 return WEAPON_THINKING_WITH_PORTALS;
114 METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
116 if(w_deathtype & HITTYPE_SECONDARY)
117 return WEAPON_HMG_MURDER_SNIPE;
119 return WEAPON_HMG_MURDER_SPRAY;
125 METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
128 org2 = w_org + w_backoff * 2;
129 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
131 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);