/* 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, NEW(HeavyMachineGun));
-
-#define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
-#define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, spread_min) \
- w_cvar(id, sn, NONE, spread_max) \
- w_cvar(id, sn, NONE, spread_add) \
- w_cvar(id, sn, NONE, solidpenetration) \
- w_cvar(id, sn, NONE, damage) \
- w_cvar(id, sn, NONE, force) \
- w_cvar(id, sn, NONE, refire) \
- w_cvar(id, sn, NONE, ammo) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun));
-#ifdef SVQC
-HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if (!actor.BUTTON_ATCK)
+ if (!PHYS_INPUT_BUTTON_ATCK(actor))
{
w_ready(thiswep, actor, weaponentity, fire);
return;
if(!thiswep.wr_checkammo1(thiswep))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, Weapons_from(w_getbestweapon(actor)));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
w_ready(thiswep, actor, weaponentity, fire);
return;
}
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
}
- 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
- thiswep.wr_reload(thiswep);
- } 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))
+{
+ 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);
+ else
+ PHYS_INPUT_BUTTON_ATCK2(self) = 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
+ 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))
+{
+ 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_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ 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;
+}
#endif
#ifdef CSQC
- METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
- {
- 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);
- }
+METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
+{
+ 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);
+}
#endif
#endif