]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Merge branch 'k9er/strafehud-changes' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index e16ffe66bd451b1a7a4927aaa047417cd3d645db..b0517597f4f6553b2e30d36e68657dcbe4ecb533 100644 (file)
@@ -2,75 +2,57 @@
 
 #ifdef SVQC
 
 
 #ifdef SVQC
 
-void W_MachineGun_MuzzleFlash_Think(entity this)
-{
-       this.frame += 2;
-       this.scale *= 0.5;
-       this.alpha -= 0.25;
-       this.nextthink = time + 0.05;
-
-       if(this.alpha <= 0)
-       {
-               setthink(this, SUB_Remove);
-               this.nextthink = time;
-               this.realowner.muzzle_flash = NULL;
-               return;
-       }
-
-}
-
-void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
-{
-       entity wepent = actor.(weaponentity);
-
-       if(wepent.muzzle_flash == NULL)
-               wepent.muzzle_flash = spawn();
-
-       // muzzle flash for 1st person view
-       setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
-
-       wepent.muzzle_flash.scale = 0.75;
-       setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
-       wepent.muzzle_flash.nextthink = time + 0.02;
-       wepent.muzzle_flash.frame = 2;
-       wepent.muzzle_flash.alpha = 0.75;
-       wepent.muzzle_flash.angles_z = random() * 180;
-       wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent;
-}
-
 void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
 {
 void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
 {
-       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype);
+       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(WEP_MACHINEGUN, first_damage) : WEP_CVAR(WEP_MACHINEGUN, sustained_damage)), deathtype);
+
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
                actor.punchangle_y = random() - 0.5;
        }
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
                actor.punchangle_y = random() - 0.5;
        }
+
        // this attack_finished just enforces a cooldown at the end of a burst
        // this attack_finished just enforces a cooldown at the end of a burst
-       ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
+       ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(WEP_MACHINEGUN, first_refire) * W_WeaponRateFactor(actor);
 
        if(actor.(weaponentity).misc_bulletcounter == 1)
 
        if(actor.(weaponentity).misc_bulletcounter == 1)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET);
+               fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir,
+                                  WEP_CVAR(WEP_MACHINEGUN, first_spread),
+                                  WEP_CVAR(WEP_MACHINEGUN, solidpenetration),
+                                  WEP_CVAR(WEP_MACHINEGUN, first_damage),
+                                  WEP_CVAR(WEP_MACHINEGUN, damagefalloff_halflife),
+                                  WEP_CVAR(WEP_MACHINEGUN, damagefalloff_mindist),
+                                  WEP_CVAR(WEP_MACHINEGUN, damagefalloff_maxdist),
+                                  0,
+                                  WEP_CVAR(WEP_MACHINEGUN, first_force),
+                                  WEP_CVAR(WEP_MACHINEGUN, damagefalloff_forcehalflife),
+                                  deathtype, EFFECT_BULLET, true);
        else
        else
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
-
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
-       W_MachineGun_MuzzleFlash(actor, weaponentity);
-       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+               fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir,
+                                  WEP_CVAR(WEP_MACHINEGUN, sustained_spread),
+                                  WEP_CVAR(WEP_MACHINEGUN, solidpenetration),
+                                  WEP_CVAR(WEP_MACHINEGUN, sustained_damage),
+                                  WEP_CVAR(WEP_MACHINEGUN, damagefalloff_halflife),
+                                  WEP_CVAR(WEP_MACHINEGUN, damagefalloff_mindist),
+                                  WEP_CVAR(WEP_MACHINEGUN, damagefalloff_maxdist),
+                                  0,
+                                  WEP_CVAR(WEP_MACHINEGUN, sustained_force),
+                                  WEP_CVAR(WEP_MACHINEGUN, damagefalloff_forcehalflife),
+                                  deathtype, EFFECT_BULLET, true);
+
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        // casing code
        if(autocvar_g_casings >= 2)
        {
                makevectors(actor.v_angle); // for some reason, this is lost
 
        // casing code
        if(autocvar_g_casings >= 2)
        {
                makevectors(actor.v_angle); // for some reason, this is lost
-               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);
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), vectoangles(v_forward), 3, actor, weaponentity);
        }
 
        if(actor.(weaponentity).misc_bulletcounter == 1)
        }
 
        if(actor.(weaponentity).misc_bulletcounter == 1)
-               W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo), weaponentity);
+               W_DecreaseAmmo(thiswep, actor, WEP_CVAR(WEP_MACHINEGUN, first_ammo), weaponentity);
        else
        else
-               W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
+               W_DecreaseAmmo(thiswep, actor, WEP_CVAR(WEP_MACHINEGUN, sustained_ammo), weaponentity);
 }
 
 // weapon frames
 }
 
 // weapon frames
@@ -84,7 +66,7 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit
        if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
                if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
        if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
                if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
-               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!(actor.items & IT_UNLIMITED_AMMO))
                {
                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w_ready(thiswep, actor, weaponentity, fire);
                {
                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w_ready(thiswep, actor, weaponentity, fire);
@@ -92,10 +74,10 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit
                }
                actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
                W_MachineGun_Attack(thiswep, thiswep.m_id, actor, weaponentity);
                }
                actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
                W_MachineGun_Attack(thiswep, thiswep.m_id, actor, weaponentity);
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_MACHINEGUN, sustained_refire), W_MachineGun_Attack_Frame);
        }
        else
        }
        else
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_MACHINEGUN, sustained_refire), w_ready);
 }
 
 
 }
 
 
@@ -110,209 +92,220 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
        }
 
        if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
-       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!(actor.items & IT_UNLIMITED_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(WEP_MACHINEGUN, sustained_ammo), weaponentity);
 
 
-       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), thiswep.m_id);
+       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(WEP_MACHINEGUN, sustained_damage), thiswep.m_id);
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
                actor.punchangle_y = random() - 0.5;
        }
 
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
                actor.punchangle_y = random() - 0.5;
        }
 
-       machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
+       machinegun_spread = bound(WEP_CVAR(WEP_MACHINEGUN, spread_min), WEP_CVAR(WEP_MACHINEGUN, spread_min) + (WEP_CVAR(WEP_MACHINEGUN, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(WEP_MACHINEGUN, spread_max));
+       fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(WEP_MACHINEGUN, solidpenetration), WEP_CVAR(WEP_MACHINEGUN, sustained_damage),
+               WEP_CVAR(WEP_MACHINEGUN, damagefalloff_halflife), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_mindist), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_maxdist), 0,
+               WEP_CVAR(WEP_MACHINEGUN, sustained_force), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_forcehalflife), thiswep.m_id, EFFECT_BULLET, true);
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
-       W_MachineGun_MuzzleFlash(actor, weaponentity);
-       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
                makevectors(actor.v_angle); // for some reason, this is lost
 
        if(autocvar_g_casings >= 2) // casing code
        {
                makevectors(actor.v_angle); // for some reason, this is lost
-               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);
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), vectoangles(v_forward), 3, actor, weaponentity);
        }
 
        }
 
-       ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
-       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
+       ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(WEP_MACHINEGUN, first_refire) * W_WeaponRateFactor(actor);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_MACHINEGUN, sustained_refire), W_MachineGun_Attack_Auto);
 }
 
 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
 }
 
 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), thiswep.m_id);
+       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(WEP_MACHINEGUN, sustained_damage), thiswep.m_id);
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
                actor.punchangle_y = random() - 0.5;
        }
 
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
                actor.punchangle_y = random() - 0.5;
        }
 
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
+       fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(WEP_MACHINEGUN, burst_spread), WEP_CVAR(WEP_MACHINEGUN, solidpenetration), WEP_CVAR(WEP_MACHINEGUN, sustained_damage),
+               WEP_CVAR(WEP_MACHINEGUN, damagefalloff_halflife), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_mindist), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_maxdist), 0,
+               WEP_CVAR(WEP_MACHINEGUN, sustained_force), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_forcehalflife), thiswep.m_id, EFFECT_BULLET, true);
 
 
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
-       W_MachineGun_MuzzleFlash(actor, weaponentity);
-       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
                makevectors(actor.v_angle); // for some reason, this is lost
 
        if(autocvar_g_casings >= 2) // casing code
        {
                makevectors(actor.v_angle); // for some reason, this is lost
-               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);
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), vectoangles(v_forward), 3, actor, weaponentity);
        }
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
        if(actor.(weaponentity).misc_bulletcounter == 0)
        {
        }
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
        if(actor.(weaponentity).misc_bulletcounter == 0)
        {
-               ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor);
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
+               ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(WEP_MACHINEGUN, burst_refire2) * W_WeaponRateFactor(actor);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(WEP_MACHINEGUN, burst_animtime), w_ready);
        }
        else
        {
        }
        else
        {
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(WEP_MACHINEGUN, burst_refire), W_MachineGun_Attack_Burst);
        }
 
 }
 
 METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
        }
 
 }
 
 METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
-        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
-    else
-        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+       if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+               PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true);
+       else
+               PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true);
 }
 }
+
 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    // forced reload - wait until the bulletcounter is 0 so a burst loop can finish
-    if(WEP_CVAR(machinegun, reload_ammo)
-        && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))
-        && actor.(weaponentity).misc_bulletcounter >= 0)
-    {
-        thiswep.wr_reload(thiswep, actor, weaponentity);
-    }
-    else if(WEP_CVAR(machinegun, mode) == 1)
-    {
-        if(fire & 1)
-        if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
-        {
-            actor.(weaponentity).misc_bulletcounter = 0;
-            W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
-        }
-
-        // You can "shoot" more rounds than what's "used", and vice versa.
-        if(fire & 2)
-        if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
-        {
-            if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
-            if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
-            {
-                W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
-                w_ready(thiswep, actor, weaponentity, fire);
-                return;
-            }
-
-            float ammo_available;
-            if (WEP_CVAR(machinegun, reload_ammo) > 0)
-            {
-                ammo_available = actor.(weaponentity).clip_load;
-            }
-            else
-            {
-                ammo_available = GetResource(actor, thiswep.ammo_type);
-            }
-
-            // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
-            // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
-            float burst_fraction = min(1, ammo_available / WEP_CVAR(machinegun, burst_ammo));
-            int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction);
-
-            // We also don't want to use 3 rounds if there's only 2 left.
-            int to_use = min(WEP_CVAR(machinegun, burst_ammo), ammo_available);
-            W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
-
-            // Bursting counts up to 0 from a negative.
-            actor.(weaponentity).misc_bulletcounter = -to_shoot;
-            W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
-        }
-    }
-    else
-    {
-
-        if(fire & 1)
-        if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
-        {
-            actor.(weaponentity).misc_bulletcounter = 1;
-            W_MachineGun_Attack(thiswep, thiswep.m_id, actor, weaponentity); // sets attack_finished
-            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
-        }
-
-        if((fire & 2) && WEP_CVAR(machinegun, first))
-        if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
-        {
-            actor.(weaponentity).misc_bulletcounter = 1;
-            W_MachineGun_Attack(thiswep, thiswep.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
-            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
-        }
-    }
+       // forced reload - wait until the bulletcounter is 0 so a burst loop can finish
+       if (WEP_CVAR(WEP_MACHINEGUN, reload_ammo)
+       && actor.(weaponentity).clip_load < min(max(WEP_CVAR(WEP_MACHINEGUN, sustained_ammo), WEP_CVAR(WEP_MACHINEGUN, first_ammo)), WEP_CVAR(WEP_MACHINEGUN, burst_ammo))
+       && actor.(weaponentity).misc_bulletcounter >= 0)
+       {
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+       }
+       else if(WEP_CVAR(WEP_MACHINEGUN, mode) == 1)
+       {
+               if(fire & 1)
+               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+               {
+                       actor.(weaponentity).misc_bulletcounter = 0;
+                       W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+               }
+
+               // You can "shoot" more rounds than what's "used", and vice versa.
+               if(fire & 2)
+               if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+               {
+                       if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
+                       if(!(actor.items & IT_UNLIMITED_AMMO))
+                       {
+                               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+                               w_ready(thiswep, actor, weaponentity, fire);
+                               return;
+                       }
+
+                       float ammo_available;
+                       if (WEP_CVAR(WEP_MACHINEGUN, reload_ammo) > 0)
+                       {
+                               ammo_available = actor.(weaponentity).clip_load;
+                       }
+                       else
+                       {
+                               ammo_available = GetResource(actor, thiswep.ammo_type);
+                       }
+
+                       int to_shoot = WEP_CVAR(WEP_MACHINEGUN, burst);
+                       if(!(actor.items & IT_UNLIMITED_AMMO))
+                       {
+                               // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
+                               // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
+                               float burst_fraction = min(1, ammo_available / WEP_CVAR(WEP_MACHINEGUN, burst_ammo));
+                               to_shoot = floor(to_shoot * burst_fraction);
+
+                               // We also don't want to use 3 rounds if there's only 2 left.
+                               int to_use = min(WEP_CVAR(WEP_MACHINEGUN, burst_ammo), ammo_available);
+                               W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
+                       }
+
+                       // Bursting counts up to 0 from a negative.
+                       actor.(weaponentity).misc_bulletcounter = -to_shoot;
+                       W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
+               }
+       }
+       else
+       {
+
+               if(fire & 1)
+               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+               {
+                       actor.(weaponentity).misc_bulletcounter = 1;
+                       W_MachineGun_Attack(thiswep, thiswep.m_id, actor, weaponentity); // sets attack_finished
+                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_MACHINEGUN, sustained_refire), W_MachineGun_Attack_Frame);
+               }
+
+               if((fire & 2) && WEP_CVAR(WEP_MACHINEGUN, first))
+               if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+               {
+                       actor.(weaponentity).misc_bulletcounter = 1;
+                       W_MachineGun_Attack(thiswep, thiswep.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
+                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(WEP_MACHINEGUN, first_refire), w_ready);
+               }
+       }
 }
 }
+
 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount;
-    if(WEP_CVAR(machinegun, mode) == 1)
-        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
-    else
-        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
-
-    if(WEP_CVAR(machinegun, reload_ammo))
-    {
-        if(WEP_CVAR(machinegun, mode) == 1)
-            ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
-        else
-            ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo);
-    }
-    return ammo_amount;
+       float ammo_amount;
+       if(WEP_CVAR(WEP_MACHINEGUN, mode) == 1)
+               ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(WEP_MACHINEGUN, sustained_ammo);
+       else
+               ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(WEP_MACHINEGUN, first_ammo);
+
+       if(WEP_CVAR(WEP_MACHINEGUN, reload_ammo))
+       {
+               if(WEP_CVAR(WEP_MACHINEGUN, mode) == 1)
+                       ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(WEP_MACHINEGUN, sustained_ammo);
+               else
+                       ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(WEP_MACHINEGUN, first_ammo);
+       }
+
+       return ammo_amount;
 }
 }
+
 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount;
-    float burst_ammo_per_shot = WEP_CVAR(machinegun, burst_ammo) / WEP_CVAR(machinegun, burst);
-    if(WEP_CVAR(machinegun, mode) == 1)
-        ammo_amount = GetResource(actor, thiswep.ammo_type) >= burst_ammo_per_shot;
-    else
-        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
-
-    if(WEP_CVAR(machinegun, reload_ammo))
-    {
-        if(WEP_CVAR(machinegun, mode) == 1)
-            ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= burst_ammo_per_shot;
-        else
-            ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo);
-    }
-    return ammo_amount;
+       float ammo_amount;
+       float burst_ammo_per_shot = WEP_CVAR(WEP_MACHINEGUN, burst_ammo) / WEP_CVAR(WEP_MACHINEGUN, burst);
+
+       if(WEP_CVAR(WEP_MACHINEGUN, mode) == 1)
+               ammo_amount = GetResource(actor, thiswep.ammo_type) >= burst_ammo_per_shot;
+       else
+               ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(WEP_MACHINEGUN, first_ammo);
+
+       if(WEP_CVAR(WEP_MACHINEGUN, reload_ammo))
+       {
+               if(WEP_CVAR(WEP_MACHINEGUN, mode) == 1)
+                       ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= burst_ammo_per_shot;
+               else
+                       ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(WEP_MACHINEGUN, first_ammo);
+       }
+
+       return ammo_amount;
 }
 }
+
 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
        if(actor.(weaponentity).misc_bulletcounter < 0)
                return;
 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
        if(actor.(weaponentity).misc_bulletcounter < 0)
                return;
-    W_Reload(actor, weaponentity, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
+       W_Reload(actor, weaponentity, min(max(WEP_CVAR(WEP_MACHINEGUN, sustained_ammo), WEP_CVAR(WEP_MACHINEGUN, first_ammo)), WEP_CVAR(WEP_MACHINEGUN, burst_ammo)), SND_RELOAD);
 }
 }
+
 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
 {
 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
 {
-    return WEAPON_THINKING_WITH_PORTALS;
+       return WEAPON_THINKING_WITH_PORTALS;
 }
 }
+
 METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
 {
 METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
 {
-    if(w_deathtype & HITTYPE_SECONDARY)
-        return WEAPON_MACHINEGUN_MURDER_SNIPE;
-    else
-        return WEAPON_MACHINEGUN_MURDER_SPRAY;
+       if(w_deathtype & HITTYPE_SECONDARY)
+               return WEAPON_MACHINEGUN_MURDER_SNIPE;
+       else
+               return WEAPON_MACHINEGUN_MURDER_SPRAY;
 }
 
 #endif
 }
 
 #endif
@@ -320,11 +313,10 @@ METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
 
 METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor))
 {
 
 METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    vector org2;
-    org2 = w_org + w_backoff * 2;
-    pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
-    if(!w_issilent)
-        sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+       vector org2 = w_org + w_backoff * 2;
+       pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+       if(!w_issilent)
+               sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
 }
 
 #endif
 }
 
 #endif