#ifdef SVQC
-void W_MachineGun_MuzzleFlash_Think(entity this)
-{
- this.frame += 2;
- this.scale *= 0.5;
- this.alpha -= 0.25;
- this.nextthink = time + 0.05;
-
- if(this.alpha <= 0)
- {
- setthink(this, SUB_Remove);
- this.nextthink = time;
- this.realowner.muzzle_flash = NULL;
- return;
- }
-
-}
-
-void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
-{
- entity wepent = actor.(weaponentity);
-
- if(wepent.muzzle_flash == NULL)
- wepent.muzzle_flash = spawn();
-
- // muzzle flash for 1st person view
- setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
-
- wepent.muzzle_flash.scale = 0.75;
- setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
- wepent.muzzle_flash.nextthink = time + 0.02;
- wepent.muzzle_flash.frame = 2;
- wepent.muzzle_flash.alpha = 0.75;
- wepent.muzzle_flash.angles_z = random() * 180;
- wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent;
-}
-
void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
{
W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype);
+
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
actor.punchangle_y = random() - 0.5;
}
+
// this attack_finished just enforces a cooldown at the end of a burst
ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
if(actor.(weaponentity).misc_bulletcounter == 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET);
+ fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir,
+ WEP_CVAR(machinegun, first_spread),
+ WEP_CVAR(machinegun, solidpenetration),
+ WEP_CVAR(machinegun, first_damage),
+ WEP_CVAR(machinegun, damagefalloff_halflife),
+ WEP_CVAR(machinegun, damagefalloff_mindist),
+ WEP_CVAR(machinegun, damagefalloff_maxdist),
+ 0,
+ WEP_CVAR(machinegun, first_force),
+ WEP_CVAR(machinegun, damagefalloff_forcehalflife),
+ deathtype, EFFECT_BULLET, true);
else
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
-
- Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
- W_MachineGun_MuzzleFlash(actor, weaponentity);
- W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+ fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir,
+ WEP_CVAR(machinegun, sustained_spread),
+ WEP_CVAR(machinegun, solidpenetration),
+ WEP_CVAR(machinegun, sustained_damage),
+ WEP_CVAR(machinegun, damagefalloff_halflife),
+ WEP_CVAR(machinegun, damagefalloff_mindist),
+ WEP_CVAR(machinegun, damagefalloff_maxdist),
+ 0,
+ WEP_CVAR(machinegun, sustained_force),
+ WEP_CVAR(machinegun, damagefalloff_forcehalflife),
+ deathtype, EFFECT_BULLET, true);
+
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
// casing code
if(autocvar_g_casings >= 2)
{
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);
+ SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), vectoangles(v_forward), 3, actor, weaponentity);
}
if(actor.(weaponentity).misc_bulletcounter == 1)
if(PHYS_INPUT_BUTTON_ATCK(actor))
{
if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
}
if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
}
machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
+ fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage),
+ WEP_CVAR(machinegun, damagefalloff_halflife), WEP_CVAR(machinegun, damagefalloff_mindist), WEP_CVAR(machinegun, damagefalloff_maxdist), 0,
+ WEP_CVAR(machinegun, sustained_force), WEP_CVAR(machinegun, damagefalloff_forcehalflife), thiswep.m_id, EFFECT_BULLET, true);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
- Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
- W_MachineGun_MuzzleFlash(actor, weaponentity);
- W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
if(autocvar_g_casings >= 2) // casing code
{
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);
+ SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), vectoangles(v_forward), 3, actor, weaponentity);
}
ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
actor.punchangle_y = random() - 0.5;
}
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
-
- Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage),
+ WEP_CVAR(machinegun, damagefalloff_halflife), WEP_CVAR(machinegun, damagefalloff_mindist), WEP_CVAR(machinegun, damagefalloff_maxdist), 0,
+ WEP_CVAR(machinegun, sustained_force), WEP_CVAR(machinegun, damagefalloff_forcehalflife), thiswep.m_id, EFFECT_BULLET, true);
- W_MachineGun_MuzzleFlash(actor, weaponentity);
- W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
if(autocvar_g_casings >= 2) // casing code
{
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);
+ SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), vectoangles(v_forward), 3, actor, weaponentity);
}
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true);
else
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true);
}
METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
// forced reload - wait until the bulletcounter is 0 so a burst loop can finish
if(WEP_CVAR(machinegun, reload_ammo)
- && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))
- && actor.(weaponentity).misc_bulletcounter >= 0)
+ && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))
+ && actor.(weaponentity).misc_bulletcounter >= 0)
{
thiswep.wr_reload(thiswep, actor, weaponentity);
}
if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
-
+
+ float ammo_available;
+ if (WEP_CVAR(machinegun, reload_ammo) > 0)
+ {
+ ammo_available = actor.(weaponentity).clip_load;
+ }
+ else
+ {
+ ammo_available = GetResource(actor, thiswep.ammo_type);
+ }
+
// We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
// Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
- float burst_fraction = min(1, actor.(weaponentity).clip_load / WEP_CVAR(machinegun, burst_ammo));
+ float burst_fraction = min(1, ammo_available / WEP_CVAR(machinegun, burst_ammo));
int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction);
// We also don't want to use 3 rounds if there's only 2 left.
- int to_use = min(WEP_CVAR(machinegun, burst_ammo), actor.(weaponentity).clip_load);
+ int to_use = min(WEP_CVAR(machinegun, burst_ammo), ammo_available);
W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
// Bursting counts up to 0 from a negative.
METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
+ float burst_ammo_per_shot = WEP_CVAR(machinegun, burst_ammo) / WEP_CVAR(machinegun, burst);
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= burst_ammo_per_shot;
else
ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= burst_ammo_per_shot;
else
ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo);
}
METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 2;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);