- METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
- {
- if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
- else
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
- }
- METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- } else
- {
- if (fire & 1)
- if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
- {
- actor.misc_bulletcounter = 0;
- W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
- }
- }
- }
- METHOD(HeavyMachineGun, wr_init, void(entity thiswep))
- {
- HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
-
- if(autocvar_g_balance_hmg_reload_ammo)
- ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
- return ammo_amount;
- }
- METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
-
- if(autocvar_g_balance_hmg_reload_ammo)
- ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
- return ammo_amount;
- }
- METHOD(HeavyMachineGun, wr_config, void(entity thiswep))
- {
- HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(HeavyMachineGun, wr_reload, void(entity thiswep))
- {
- W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
- }
- METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_HMG_MURDER_SNIPE;
- else
- return WEAPON_HMG_MURDER_SPRAY;
- }
+METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor))
+{
+ if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ else
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+}
+
+METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ if (fire & 1)
+ if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ {
+ actor.misc_bulletcounter = 0;
+ W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+ }
+ }
+}
+
+METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
+
+ if(autocvar_g_balance_hmg_reload_ammo)
+ ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+
+ return ammo_amount;
+}
+
+METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
+
+ if(autocvar_g_balance_hmg_reload_ammo)
+ ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+
+ return ammo_amount;
+}
+
+METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD);
+}
+
+METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+
+METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_HMG_MURDER_SNIPE;
+ else
+ return WEAPON_HMG_MURDER_SPRAY;
+}