spawnfunc(weapon_machinegun)
{
if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
+ if(this.classname != "droppedweapon")
{
weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
return;
}
spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
-void W_MachineGun_MuzzleFlash_Think()
-{SELFPARAM();
+void W_MachineGun_MuzzleFlash_Think(entity this)
+{
this.frame += 2;
this.scale *= 0.5;
this.alpha -= 0.25;
if(this.alpha <= 0)
{
- this.think = SUB_Remove_self;
+ setthink(this, SUB_Remove);
this.nextthink = time;
this.realowner.muzzle_flash = world;
return;
setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
self.muzzle_flash.scale = 0.75;
- self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
+ setthink(self.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
self.muzzle_flash.nextthink = time + 0.02;
self.muzzle_flash.frame = 2;
self.muzzle_flash.alpha = 0.75;
void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
{SELFPARAM();
- W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
+ W_SetupShot(self, true, 0, SND_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;
ATTACK_FINISHED(self, slot) = 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);
+ fireBullet(self, 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);
+ fireBullet(self, 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);
}
if(PHYS_INPUT_BUTTON_ATCK(actor))
{
- if(!thiswep.wr_checkammo2(thiswep))
+ if(!thiswep.wr_checkammo2(thiswep, actor))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
return;
}
- if(!thiswep.wr_checkammo1(thiswep))
+ if(!thiswep.wr_checkammo1(thiswep, actor))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
- W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
}
machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.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);
+ fireBullet(actor, 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);
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
actor.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);
+ fireBullet(actor, 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);
METHOD(MachineGun, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
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);
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false);
else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false);
}
METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(fire & 2)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
- if(!thiswep.wr_checkammo2(thiswep))
+ if(!thiswep.wr_checkammo2(thiswep, actor))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
}
}
}
-METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
+METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = actor.(thiswep.ammo_field) >= 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);
+ ammo_amount += actor.(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);
+ ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
}
return ammo_amount;
}
-METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
+METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = actor.(thiswep.ammo_field) >= 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);
+ ammo_amount += actor.(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);
+ ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
}
return ammo_amount;
}
METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
+ SELFPARAM();
+ W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
}
-METHOD(MachineGun, wr_suicidemessage, int(entity thiswep))
+METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
-METHOD(MachineGun, wr_killmessage, int(entity thiswep))
+METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_MACHINEGUN_MURDER_SNIPE;
METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);