3 /* WEP_##id */ MACHINEGUN,
4 /* function */ W_MachineGun,
5 /* ammotype */ ammo_nails,
7 /* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* modelname */ "uzi",
11 /* model */ MDL_MACHINEGUN_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairuzi 0.6",
14 /* wepimg */ "weaponuzi",
15 /* refname */ "machinegun",
16 /* wepname */ _("Machine Gun")
19 #define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
20 #define MACHINEGUN_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, mode) \
25 w_cvar(id, sn, NONE, first) \
26 w_cvar(id, sn, NONE, first_damage) \
27 w_cvar(id, sn, NONE, first_force) \
28 w_cvar(id, sn, NONE, first_refire) \
29 w_cvar(id, sn, NONE, first_spread) \
30 w_cvar(id, sn, NONE, first_ammo) \
31 w_cvar(id, sn, NONE, solidpenetration) \
32 w_cvar(id, sn, NONE, sustained_damage) \
33 w_cvar(id, sn, NONE, sustained_force) \
34 w_cvar(id, sn, NONE, sustained_refire) \
35 w_cvar(id, sn, NONE, sustained_spread) \
36 w_cvar(id, sn, NONE, sustained_ammo) \
37 w_cvar(id, sn, NONE, burst) \
38 w_cvar(id, sn, NONE, burst_refire) \
39 w_cvar(id, sn, NONE, burst_refire2) \
40 w_cvar(id, sn, NONE, burst_animtime) \
41 w_cvar(id, sn, NONE, burst_speed) \
42 w_cvar(id, sn, NONE, burst_ammo) \
43 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
44 w_prop(id, sn, float, reloading_time, reload_time) \
45 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
46 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
47 w_prop(id, sn, string, weaponreplace, weaponreplace) \
48 w_prop(id, sn, float, weaponstart, weaponstart) \
49 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
50 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
53 MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
59 void spawnfunc_weapon_machinegun(void)
61 if(autocvar_sv_q3acompat_machineshotgunswap)
62 if(self.classname != "droppedweapon")
64 weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
67 weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
69 void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
71 void W_MachineGun_MuzzleFlash_Think(void)
73 self.frame = self.frame + 2;
74 self.scale = self.scale * 0.5;
75 self.alpha = self.alpha - 0.25;
76 self.nextthink = time + 0.05;
80 self.think = SUB_Remove;
81 self.nextthink = time;
82 self.realowner.muzzle_flash = world;
88 void W_MachineGun_MuzzleFlash(void)
90 if(self.muzzle_flash == world)
91 self.muzzle_flash = spawn();
93 // muzzle flash for 1st person view
94 setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
96 self.muzzle_flash.scale = 0.75;
97 self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
98 self.muzzle_flash.nextthink = time + 0.02;
99 self.muzzle_flash.frame = 2;
100 self.muzzle_flash.alpha = 0.75;
101 self.muzzle_flash.angles_z = random() * 180;
102 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
103 self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
106 void W_MachineGun_Attack(int deathtype)
108 W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
109 if(!autocvar_g_norecoil)
111 self.punchangle_x = random() - 0.5;
112 self.punchangle_y = random() - 0.5;
115 // this attack_finished just enforces a cooldown at the end of a burst
116 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
118 if(self.misc_bulletcounter == 1)
119 fireBullet(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);
121 fireBullet(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);
123 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
125 W_MachineGun_MuzzleFlash();
126 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
129 if(autocvar_g_casings >= 2)
130 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);
132 if(self.misc_bulletcounter == 1)
133 W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
135 W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
139 void W_MachineGun_Attack_Frame(void)
141 if(self.weapon != self.switchweapon) // abort immediately if switching
148 if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
149 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
151 W_SwitchWeapon_Force(self, w_getbestweapon(self));
155 self.misc_bulletcounter = self.misc_bulletcounter + 1;
156 W_MachineGun_Attack(WEP_MACHINEGUN.m_id);
157 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
160 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
164 void W_MachineGun_Attack_Auto(void)
166 float machinegun_spread;
168 if(!self.BUTTON_ATCK)
174 if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
175 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
177 W_SwitchWeapon_Force(self, w_getbestweapon(self));
182 W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
184 W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
185 if(!autocvar_g_norecoil)
187 self.punchangle_x = random() - 0.5;
188 self.punchangle_y = random() - 0.5;
191 machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * self.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
192 fireBullet(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);
194 self.misc_bulletcounter = self.misc_bulletcounter + 1;
196 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
198 W_MachineGun_MuzzleFlash();
199 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
201 if(autocvar_g_casings >= 2) // casing code
202 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);
204 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
205 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
208 void W_MachineGun_Attack_Burst(void)
210 W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
211 if(!autocvar_g_norecoil)
213 self.punchangle_x = random() - 0.5;
214 self.punchangle_y = random() - 0.5;
217 fireBullet(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);
219 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
221 W_MachineGun_MuzzleFlash();
222 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
224 if(autocvar_g_casings >= 2) // casing code
225 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);
227 self.misc_bulletcounter = self.misc_bulletcounter + 1;
228 if(self.misc_bulletcounter == 0)
230 ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
231 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
235 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
240 bool W_MachineGun(entity thiswep, int req)
247 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
248 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
250 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
256 if(WEP_CVAR(machinegun, reload_ammo) && self.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) // forced reload
257 _WEP_ACTION(self.weapon, WR_RELOAD);
258 else if(WEP_CVAR(machinegun, mode) == 1)
261 if(weapon_prepareattack(0, 0))
263 self.misc_bulletcounter = 0;
264 W_MachineGun_Attack_Auto();
267 if(self.BUTTON_ATCK2)
268 if(weapon_prepareattack(1, 0))
270 if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
271 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
273 W_SwitchWeapon_Force(self, w_getbestweapon(self));
278 W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
280 self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
281 W_MachineGun_Attack_Burst();
288 if(weapon_prepareattack(0, 0))
290 self.misc_bulletcounter = 1;
291 W_MachineGun_Attack(WEP_MACHINEGUN.m_id); // sets attack_finished
292 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
295 if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
296 if(weapon_prepareattack(1, 0))
298 self.misc_bulletcounter = 1;
299 W_MachineGun_Attack(WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
300 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
308 MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
313 if(WEP_CVAR(machinegun, mode) == 1)
314 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
316 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
318 if(WEP_CVAR(machinegun, reload_ammo))
320 if(WEP_CVAR(machinegun, mode) == 1)
321 ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
323 ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
329 if(WEP_CVAR(machinegun, mode) == 1)
330 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
332 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
334 if(WEP_CVAR(machinegun, reload_ammo))
336 if(WEP_CVAR(machinegun, mode) == 1)
337 ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
339 ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
345 MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
350 W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
353 case WR_SUICIDEMESSAGE:
355 return WEAPON_THINKING_WITH_PORTALS;
359 if(w_deathtype & HITTYPE_SECONDARY)
360 return WEAPON_MACHINEGUN_MURDER_SNIPE;
362 return WEAPON_MACHINEGUN_MURDER_SPRAY;
369 bool W_MachineGun(entity thiswep, int req)
373 case WR_IMPACTEFFECT:
376 org2 = w_org + w_backoff * 2;
377 pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
380 sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
381 else if(w_random < 0.1)
382 sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
383 else if(w_random < 0.2)
384 sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
394 // no weapon specific image for this weapon