W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(okmachinegun, ammo), weaponentity);
- W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage));
+ W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage), WEP_OVERKILL_MACHINEGUN.m_id);
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
}
okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max));
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, 0);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
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_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
+ ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, refire), W_OverkillMachineGun_Attack_Auto);
}
{
// Secondary uses it's own refire timer if refire_type is 1.
actor.jump_interval = time + WEP_CVAR_SEC(okmachinegun, refire) * W_WeaponRateFactor(actor);
- // Ugly hack to reuse the fire mode of the blaster.
- makevectors(actor.v_angle);
- Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
- actor.(weaponentity).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- actor,
- weaponentity,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(okmachinegun, shotangle),
- WEP_CVAR_SEC(okmachinegun, damage),
- WEP_CVAR_SEC(okmachinegun, edgedamage),
- WEP_CVAR_SEC(okmachinegun, radius),
- WEP_CVAR_SEC(okmachinegun, force),
- WEP_CVAR_SEC(okmachinegun, speed),
- WEP_CVAR_SEC(okmachinegun, spread),
- WEP_CVAR_SEC(okmachinegun, delay),
- WEP_CVAR_SEC(okmachinegun, lifetime)
- );
- actor.(weaponentity).m_weapon = oldwep;
+ BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
{
return;
}
- // Ugly hack to reuse the fire mode of the blaster.
- makevectors(actor.v_angle);
- Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
- actor.(weaponentity).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- actor,
- weaponentity,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(okmachinegun, shotangle),
- WEP_CVAR_SEC(okmachinegun, damage),
- WEP_CVAR_SEC(okmachinegun, edgedamage),
- WEP_CVAR_SEC(okmachinegun, radius),
- WEP_CVAR_SEC(okmachinegun, force),
- WEP_CVAR_SEC(okmachinegun, speed),
- WEP_CVAR_SEC(okmachinegun, spread),
- WEP_CVAR_SEC(okmachinegun, delay),
- WEP_CVAR_SEC(okmachinegun, lifetime)
- );
- actor.(weaponentity).m_weapon = oldwep;
+ BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
}
}
METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
if (WEP_CVAR(okmachinegun, reload_ammo))
{
ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo);
}
#endif
-