]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Merge branch 'terencehill/minigame_flood_control' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index e16ffe66bd451b1a7a4927aaa047417cd3d645db..efb4913c005ea7abd84a338ea7d67727b5933956 100644 (file)
@@ -2,69 +2,51 @@
 
 #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)
@@ -84,7 +66,7 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit
        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);
@@ -110,7 +92,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        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);
@@ -127,19 +109,18 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        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);
@@ -155,17 +136,16 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
                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;
@@ -184,9 +164,9 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
 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))
 {
@@ -211,7 +191,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
         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);
@@ -320,8 +300,7 @@ METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
 
 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);