4 /* function */ W_HeavyMachineGun,
5 /* ammotype */ ammo_nails,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* color */ '0.5 0.5 0',
10 /* modelname */ "ok_hmg",
11 /* model */ MDL_HMG_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairuzi 0.6",
14 /* wepimg */ "weaponhmg",
16 /* wepname */ _("Heavy Machine Gun")
19 #define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
20 #define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21 w_cvar(id, sn, NONE, spread_min) \
22 w_cvar(id, sn, NONE, spread_max) \
23 w_cvar(id, sn, NONE, spread_add) \
24 w_cvar(id, sn, NONE, solidpenetration) \
25 w_cvar(id, sn, NONE, damage) \
26 w_cvar(id, sn, NONE, force) \
27 w_cvar(id, sn, NONE, refire) \
28 w_cvar(id, sn, NONE, ammo) \
29 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
30 w_prop(id, sn, float, reloading_time, reload_time) \
31 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
32 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
33 w_prop(id, sn, string, weaponreplace, weaponreplace) \
34 w_prop(id, sn, float, weaponstart, weaponstart) \
35 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
36 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
39 HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
45 void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
47 void W_HeavyMachineGun_Attack_Auto()
49 if (!self.BUTTON_ATCK)
55 if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
56 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
58 W_SwitchWeapon_Force(self, w_getbestweapon(self));
63 W_DecreaseAmmo(WEP_CVAR(hmg, ammo));
65 W_SetupShot (self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
67 if(!autocvar_g_norecoil)
69 self.punchangle_x = random () - 0.5;
70 self.punchangle_y = random () - 0.5;
73 float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * self.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
74 fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
76 self.misc_bulletcounter = self.misc_bulletcounter + 1;
78 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
80 W_MachineGun_MuzzleFlash();
81 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
83 if (autocvar_g_casings >= 2) // casing code
84 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, self);
86 ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
87 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
90 bool W_HeavyMachineGun(entity thiswep, int req)
97 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
98 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
100 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
106 if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload
107 _WEP_ACTION(self.weapon, WR_RELOAD);
110 if (self.BUTTON_ATCK)
111 if (weapon_prepareattack(0, 0))
113 self.misc_bulletcounter = 0;
114 W_HeavyMachineGun_Attack_Auto();
122 HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
127 ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
129 if(autocvar_g_balance_hmg_reload_ammo)
130 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
136 ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
138 if(autocvar_g_balance_hmg_reload_ammo)
139 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
145 HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
150 W_Reload(WEP_CVAR(hmg, ammo), SND(RELOAD));
153 case WR_SUICIDEMESSAGE:
155 return WEAPON_THINKING_WITH_PORTALS;
159 if(w_deathtype & HITTYPE_SECONDARY)
160 return WEAPON_HMG_MURDER_SNIPE;
162 return WEAPON_HMG_MURDER_SPRAY;
169 bool W_HeavyMachineGun(entity thiswep, int req)
173 case WR_IMPACTEFFECT:
176 org2 = w_org + w_backoff * 2;
177 pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
180 sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM);
181 else if(w_random < 0.1)
182 sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
183 else if(w_random < 0.2)
184 sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
194 // no weapon specific image for this weapon