]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_machinegun.qc
Move weapons into a folder like items, monsters, turrets, and vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_machinegun.qc
diff --git a/qcsrc/common/weapons/w_machinegun.qc b/qcsrc/common/weapons/w_machinegun.qc
deleted file mode 100644 (file)
index da1eb33..0000000
+++ /dev/null
@@ -1,408 +0,0 @@
-#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ MACHINEGUN,
-/* function  */ W_MachineGun,
-/* ammotype  */ ammo_nails,
-/* impulse   */ 3,
-/* flags     */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* color     */ '1 1 0',
-/* modelname */ "uzi",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairuzi 0.6",
-/* wepimg    */ "weaponuzi",
-/* refname   */ "machinegun",
-/* wepname   */ _("Machine Gun")
-);
-
-#define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
-#define MACHINEGUN_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, mode) \
-       w_cvar(id, sn, NONE, first) \
-       w_cvar(id, sn, NONE, first_damage) \
-       w_cvar(id, sn, NONE, first_force) \
-       w_cvar(id, sn, NONE, first_refire) \
-       w_cvar(id, sn, NONE, first_spread) \
-       w_cvar(id, sn, NONE, first_ammo) \
-       w_cvar(id, sn, NONE, solidpenetration) \
-       w_cvar(id, sn, NONE, sustained_damage) \
-       w_cvar(id, sn, NONE, sustained_force) \
-       w_cvar(id, sn, NONE, sustained_refire) \
-       w_cvar(id, sn, NONE, sustained_spread) \
-       w_cvar(id, sn, NONE, sustained_ammo) \
-       w_cvar(id, sn, NONE, burst) \
-       w_cvar(id, sn, NONE, burst_refire) \
-       w_cvar(id, sn, NONE, burst_refire2) \
-       w_cvar(id, sn, NONE, burst_animtime) \
-       w_cvar(id, sn, NONE, burst_speed) \
-       w_cvar(id, sn, NONE, burst_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)
-
-#ifdef SVQC
-MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-
-void spawnfunc_weapon_machinegun(void)
-{
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(self.classname != "droppedweapon")
-       {
-               weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
-               return;
-       }
-       weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
-}
-void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
-
-void W_MachineGun_MuzzleFlash_Think(void)
-{
-       self.frame = self.frame + 2;
-       self.scale = self.scale * 0.5;
-       self.alpha = self.alpha - 0.25;
-       self.nextthink = time + 0.05;
-
-       if(self.alpha <= 0)
-       {
-               self.think = SUB_Remove;
-               self.nextthink = time;
-               self.realowner.muzzle_flash = world;
-               return;
-       }
-
-}
-
-void W_MachineGun_MuzzleFlash(void)
-{
-       if(self.muzzle_flash == world)
-               self.muzzle_flash = spawn();
-
-       // muzzle flash for 1st person view
-       setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
-
-       self.muzzle_flash.scale = 0.75;
-       self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
-       self.muzzle_flash.nextthink = time + 0.02;
-       self.muzzle_flash.frame = 2;
-       self.muzzle_flash.alpha = 0.75;
-       self.muzzle_flash.angles_z = random() * 180;
-       self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
-}
-
-void W_MachineGun_Attack(int deathtype)
-{
-       W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
-       if(!autocvar_g_norecoil)
-       {
-               self.punchangle_x = random() - 0.5;
-               self.punchangle_y = random() - 0.5;
-       }
-
-       // this attack_finished just enforces a cooldown at the end of a burst
-       ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
-
-       if(self.misc_bulletcounter == 1)
-               fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0);
-       else
-               fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0);
-
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
-       W_MachineGun_MuzzleFlash();
-       W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-
-       // casing code
-       if(autocvar_g_casings >= 2)
-               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, self);
-
-       if(self.misc_bulletcounter == 1)
-               W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
-       else
-               W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
-}
-
-// weapon frames
-void W_MachineGun_Attack_Frame(void)
-{
-       if(self.weapon != self.switchweapon) // abort immediately if switching
-       {
-               w_ready();
-               return;
-       }
-       if(self.BUTTON_ATCK)
-       {
-               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-               {
-                       W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                       w_ready();
-                       return;
-               }
-               self.misc_bulletcounter = self.misc_bulletcounter + 1;
-               W_MachineGun_Attack(WEP_MACHINEGUN.m_id);
-               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
-       }
-       else
-               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
-}
-
-
-void W_MachineGun_Attack_Auto(void)
-{
-       float machinegun_spread;
-
-       if(!self.BUTTON_ATCK)
-       {
-               w_ready();
-               return;
-       }
-
-       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
-       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-       {
-               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-               w_ready();
-               return;
-       }
-
-       W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
-
-       W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
-       if(!autocvar_g_norecoil)
-       {
-               self.punchangle_x = random() - 0.5;
-               self.punchangle_y = random() - 0.5;
-       }
-
-       machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * self.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
-       fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
-
-       self.misc_bulletcounter = self.misc_bulletcounter + 1;
-
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
-       W_MachineGun_MuzzleFlash();
-       W_AttachToShotorg(self.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, self);
-
-       ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
-}
-
-void W_MachineGun_Attack_Burst(void)
-{
-       W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
-       if(!autocvar_g_norecoil)
-       {
-               self.punchangle_x = random() - 0.5;
-               self.punchangle_y = random() - 0.5;
-       }
-
-       fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
-
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
-       W_MachineGun_MuzzleFlash();
-       W_AttachToShotorg(self.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, self);
-
-       self.misc_bulletcounter = self.misc_bulletcounter + 1;
-       if(self.misc_bulletcounter == 0)
-       {
-               ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
-               weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
-       }
-       else
-       {
-               weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
-       }
-
-}
-
-bool W_MachineGun(int req)
-{
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
-               {
-                       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);
-
-                       return true;
-               }
-               case WR_THINK:
-               {
-                       if(WEP_CVAR(machinegun, reload_ammo) && self.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(WEP_CVAR(machinegun, mode) == 1)
-                       {
-                               if(self.BUTTON_ATCK)
-                               if(weapon_prepareattack(0, 0))
-                               {
-                                       self.misc_bulletcounter = 0;
-                                       W_MachineGun_Attack_Auto();
-                               }
-
-                               if(self.BUTTON_ATCK2)
-                               if(weapon_prepareattack(1, 0))
-                               {
-                                       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-                                       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-                                       {
-                                               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                                               w_ready();
-                                               return false;
-                                       }
-
-                                       W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
-
-                                       self.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
-                                       W_MachineGun_Attack_Burst();
-                               }
-                       }
-                       else
-                       {
-
-                               if(self.BUTTON_ATCK)
-                               if(weapon_prepareattack(0, 0))
-                               {
-                                       self.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN.m_id); // sets attack_finished
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
-                               }
-
-                               if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
-                               if(weapon_prepareattack(1, 0))
-                               {
-                                       self.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
-                               }
-                       }
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       precache_model("models/uziflash.md3");
-                       precache_model(W_Model("g_uzi.md3"));
-                       precache_model(W_Model("v_uzi.md3"));
-                       precache_model(W_Model("h_uzi.iqm"));
-                       precache_sound(W_Sound("uzi_fire"));
-                       MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
-               }
-               case WR_CHECKAMMO1:
-               {
-                       if(WEP_CVAR(machinegun, mode) == 1)
-                               ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
-                       else
-                               ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
-
-                       if(WEP_CVAR(machinegun, reload_ammo))
-                       {
-                               if(WEP_CVAR(machinegun, mode) == 1)
-                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
-                               else
-                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
-                       }
-                       return ammo_amount;
-               }
-               case WR_CHECKAMMO2:
-               {
-                       if(WEP_CVAR(machinegun, mode) == 1)
-                               ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
-                       else
-                               ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
-
-                       if(WEP_CVAR(machinegun, reload_ammo))
-                       {
-                               if(WEP_CVAR(machinegun, mode) == 1)
-                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
-                               else
-                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
-                       }
-                       return ammo_amount;
-               }
-               case WR_CONFIG:
-               {
-                       MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
-               }
-               case WR_RELOAD:
-               {
-                       W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), W_Sound("reload"));
-                       return true;
-               }
-               case WR_SUICIDEMESSAGE:
-               {
-                       return WEAPON_THINKING_WITH_PORTALS;
-               }
-               case WR_KILLMESSAGE:
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_MACHINEGUN_MURDER_SNIPE;
-                       else
-                               return WEAPON_MACHINEGUN_MURDER_SPRAY;
-               }
-       }
-       return false;
-}
-#endif
-#ifdef CSQC
-bool W_MachineGun(int req)
-{
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
-                       if(!w_issilent)
-                               if(w_random < 0.05)
-                                       sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTN_NORM);
-                               else if(w_random < 0.1)
-                                       sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTN_NORM);
-                               else if(w_random < 0.2)
-                                       sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTN_NORM);
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       precache_sound(W_Sound("ric1"));
-                       precache_sound(W_Sound("ric2"));
-                       precache_sound(W_Sound("ric3"));
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
-#endif
-#endif