-#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);
return;
}
- if(!thiswep.wr_checkammo1(thiswep, actor))
- 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);
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)
{
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- W_MachineGun_MuzzleFlash(actor);
- 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(actor);
METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, WEP_CVAR(hmg, ammo), SND_RELOAD);
+ W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD);
}
METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
}
#endif
-#endif