2 CLASS(MachineGun, Weapon)
3 /* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails);
4 /* impulse */ ATTRIB(MachineGun, impulse, int, 3);
5 /* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
8 /* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
10 /* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
12 /* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
13 /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
15 /* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
16 /* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, burst, float, NONE) \
21 P(class, prefix, burst_ammo, float, NONE) \
22 P(class, prefix, burst_animtime, float, NONE) \
23 P(class, prefix, burst_refire2, float, NONE) \
24 P(class, prefix, burst_refire, float, NONE) \
25 P(class, prefix, burst_speed, float, NONE) \
26 P(class, prefix, first, float, NONE) \
27 P(class, prefix, first_ammo, float, NONE) \
28 P(class, prefix, first_damage, float, NONE) \
29 P(class, prefix, first_force, float, NONE) \
30 P(class, prefix, first_refire, float, NONE) \
31 P(class, prefix, first_spread, float, NONE) \
32 P(class, prefix, mode, float, NONE) \
33 P(class, prefix, reload_ammo, float, NONE) \
34 P(class, prefix, reload_time, float, NONE) \
35 P(class, prefix, solidpenetration, float, NONE) \
36 P(class, prefix, spread_add, float, NONE) \
37 P(class, prefix, spread_max, float, NONE) \
38 P(class, prefix, spread_min, float, NONE) \
39 P(class, prefix, sustained_ammo, float, NONE) \
40 P(class, prefix, sustained_damage, float, NONE) \
41 P(class, prefix, sustained_force, float, NONE) \
42 P(class, prefix, sustained_refire, float, NONE) \
43 P(class, prefix, sustained_spread, float, NONE) \
44 P(class, prefix, switchdelay_drop, float, NONE) \
45 P(class, prefix, switchdelay_raise, float, NONE) \
46 P(class, prefix, weaponreplace, string,NONE) \
47 P(class, prefix, weaponstartoverride, float, NONE) \
48 P(class, prefix, weaponstart, float, NONE) \
49 P(class, prefix, weaponthrowable, float, NONE) \
51 W_PROPS(X, MachineGun, machinegun)
55 REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
62 spawnfunc(weapon_machinegun)
64 if(autocvar_sv_q3acompat_machineshotgunswap)
65 if(this.classname != "droppedweapon")
67 weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
70 weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
72 spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
74 void W_MachineGun_MuzzleFlash_Think(entity this)
79 this.nextthink = time + 0.05;
83 setthink(this, SUB_Remove);
84 this.nextthink = time;
85 this.realowner.muzzle_flash = NULL;
91 void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
93 entity wepent = actor.(weaponentity);
95 if(wepent.muzzle_flash == NULL)
96 wepent.muzzle_flash = spawn();
98 // muzzle flash for 1st person view
99 setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
101 wepent.muzzle_flash.scale = 0.75;
102 setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
103 wepent.muzzle_flash.nextthink = time + 0.02;
104 wepent.muzzle_flash.frame = 2;
105 wepent.muzzle_flash.alpha = 0.75;
106 wepent.muzzle_flash.angles_z = random() * 180;
107 wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
108 wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent;
111 void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
113 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
114 if(!autocvar_g_norecoil)
116 actor.punchangle_x = random() - 0.5;
117 actor.punchangle_y = random() - 0.5;
119 int slot = weaponslot(weaponentity);
120 // this attack_finished just enforces a cooldown at the end of a burst
121 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
123 if(actor.misc_bulletcounter == 1)
124 fireBullet(actor, 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);
126 fireBullet(actor, 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);
128 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
130 W_MachineGun_MuzzleFlash(actor, weaponentity);
131 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
134 if(autocvar_g_casings >= 2)
136 makevectors(actor.v_angle); // for some reason, this is lost
137 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);
140 if(actor.misc_bulletcounter == 1)
141 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo));
143 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo));
147 void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
149 if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
151 w_ready(thiswep, actor, weaponentity, fire);
154 if(PHYS_INPUT_BUTTON_ATCK(actor))
156 if(!thiswep.wr_checkammo2(thiswep, actor))
157 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
159 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
160 w_ready(thiswep, actor, weaponentity, fire);
163 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
164 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity);
165 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
168 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
172 void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
174 float machinegun_spread;
178 w_ready(thiswep, actor, weaponentity, fire);
182 if(!thiswep.wr_checkammo1(thiswep, actor))
183 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
185 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
186 w_ready(thiswep, actor, weaponentity, fire);
190 W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
192 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
193 if(!autocvar_g_norecoil)
195 actor.punchangle_x = random() - 0.5;
196 actor.punchangle_y = random() - 0.5;
199 machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
200 fireBullet(actor, 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);
202 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
204 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
206 W_MachineGun_MuzzleFlash(actor, weaponentity);
207 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
209 if(autocvar_g_casings >= 2) // casing code
211 makevectors(actor.v_angle); // for some reason, this is lost
212 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);
215 int slot = weaponslot(weaponentity);
216 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
217 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
220 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
222 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
223 if(!autocvar_g_norecoil)
225 actor.punchangle_x = random() - 0.5;
226 actor.punchangle_y = random() - 0.5;
229 fireBullet(actor, 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);
231 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
233 W_MachineGun_MuzzleFlash(actor, weaponentity);
234 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
236 if(autocvar_g_casings >= 2) // casing code
238 makevectors(actor.v_angle); // for some reason, this is lost
239 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);
242 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
243 if(actor.misc_bulletcounter == 0)
245 int slot = weaponslot(weaponentity);
246 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor);
247 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
251 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
256 METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor))
258 if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
259 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
261 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
263 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
265 if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
266 thiswep.wr_reload(thiswep, actor, weaponentity);
268 if(WEP_CVAR(machinegun, mode) == 1)
271 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
273 actor.misc_bulletcounter = 0;
274 W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
278 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
280 if(!thiswep.wr_checkammo2(thiswep, actor))
281 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
283 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
284 w_ready(thiswep, actor, weaponentity, fire);
288 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
290 actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
291 W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
298 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
300 actor.misc_bulletcounter = 1;
301 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
302 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
305 if((fire & 2) && WEP_CVAR(machinegun, first))
306 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
308 actor.misc_bulletcounter = 1;
309 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
310 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
314 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
317 if(WEP_CVAR(machinegun, mode) == 1)
318 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
320 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
322 if(WEP_CVAR(machinegun, reload_ammo))
324 if(WEP_CVAR(machinegun, mode) == 1)
325 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
327 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
331 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
334 if(WEP_CVAR(machinegun, mode) == 1)
335 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
337 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
339 if(WEP_CVAR(machinegun, reload_ammo))
341 if(WEP_CVAR(machinegun, mode) == 1)
342 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
344 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
348 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
350 W_Reload(actor, weaponentity, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
352 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
354 return WEAPON_THINKING_WITH_PORTALS;
356 METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
358 if(w_deathtype & HITTYPE_SECONDARY)
359 return WEAPON_MACHINEGUN_MURDER_SNIPE;
361 return WEAPON_MACHINEGUN_MURDER_SPRAY;
367 METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor))
370 org2 = w_org + w_backoff * 2;
371 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
373 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);