-#ifndef IMPLEMENTATION
-CLASS(HeavyMachineGun, Weapon)
-/* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails)
-/* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3)
-/* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
-/* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
-/* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
-#ifndef MENUQC
-/* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
-#endif
-/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
-/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
-/* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
-/* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, refire, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, solidpenetration, float, NONE) \
- P(class, prefix, spread_add, float, NONE) \
- P(class, prefix, spread_max, float, NONE) \
- P(class, prefix, spread_min, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, HeavyMachineGun, hmg)
-#undef X
-
-ENDCLASS(HeavyMachineGun)
-REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun));
+#include "hmg.qh"
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
REGISTER_MUTATOR(hmg_nadesupport, true);
MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage)
{
- if (MUTATOR_ARGV(0, entity) != WEP_HMG) return;
+ if (M_ARGV(1, entity) != WEP_HMG) return;
return = true;
- MUTATOR_ARGV(0, float) /* damage */ = self.max_health * 0.1;
+ M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
}
spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
return;
}
- if(!thiswep.wr_checkammo1(thiswep))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if((!thiswep.wr_checkammo1(thiswep, actor) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
+ W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo));
- W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
+ W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage));
if(!autocvar_g_norecoil)
{
}
float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
- fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
+ fireBullet(actor, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- W_MachineGun_MuzzleFlash();
- W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
+ W_MachineGun_MuzzleFlash(actor, weaponentity);
+ W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
if (autocvar_g_casings >= 2) // casing code
- 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);
+ {
+ 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);
+ }
int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
}
-METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
+METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor))
{
- if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(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, 1000000, 0, 0.001, false);
else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false);
+ 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))
}
}
-METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
+METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
{
- float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
+ float ammo_amount = actor.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);
+ ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
return ammo_amount;
}
-METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
+METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
{
- float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
+ float ammo_amount = actor.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);
+ 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(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
+ W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD);
}
-METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
+METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
-METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
+METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_HMG_MURDER_SNIPE;
#endif
#ifdef CSQC
-METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
+METHOD(HeavyMachineGun, 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(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+ sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
}
#endif
-#endif