1 #include "okmachinegun.qh"
5 void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
7 float okmachinegun_spread;
11 w_ready(thiswep, actor, weaponentity, fire);
15 if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
16 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
18 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
19 w_ready(thiswep, actor, weaponentity, fire);
23 W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(okmachinegun, ammo), weaponentity);
25 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage), WEP_OVERKILL_MACHINEGUN.m_id);
26 if(!autocvar_g_norecoil)
28 actor.punchangle_x = random() - 0.5;
29 actor.punchangle_y = random() - 0.5;
32 okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max));
33 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, 0);
35 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
37 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
39 W_MachineGun_MuzzleFlash(actor, weaponentity);
40 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
42 if(autocvar_g_casings >= 2) // casing code
44 makevectors(actor.v_angle); // for some reason, this is lost
45 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);
48 int slot = weaponslot(weaponentity);
49 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
50 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, refire), W_OverkillMachineGun_Attack_Auto);
53 METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
55 if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
56 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
58 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
61 METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
63 if ((WEP_CVAR_SEC(okmachinegun, 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(okmachinegun, refire) * W_WeaponRateFactor(actor);
67 BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
68 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
69 (actor.(weaponentity).wframe == WFRAME_FIRE2))
71 // Set secondary fire animation.
73 actor.(weaponentity).wframe = WFRAME_FIRE2;
74 a = actor.(weaponentity).anim_fire2;
75 a.z *= g_weaponratefactor;
76 FOREACH_CLIENT(true, LAMBDA(
77 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
79 wframe_send(it, actor.(weaponentity), a, true);
82 animdecide_setaction(actor, ANIMACTION_SHOOT, true);
85 if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okmachinegun, ammo))
88 thiswep.wr_reload(thiswep, actor, weaponentity);
91 if (fire & 1) // Primary attack
93 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
97 actor.(weaponentity).misc_bulletcounter = 0;
98 W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
101 if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
103 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire)))
107 BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
108 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
112 METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
115 ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
116 if (WEP_CVAR(okmachinegun, reload_ammo))
118 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo);
123 METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
125 return true; // Blaster secondary is unlimited.
128 METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
130 W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD);
133 METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
135 return WEAPON_THINKING_WITH_PORTALS;
138 METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep))
140 return WEAPON_OVERKILL_MACHINEGUN_MURDER;
146 METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
149 org2 = w_org + w_backoff * 2;
150 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
152 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);