+#include "machinegun.qh"
#ifndef IMPLEMENTATION
CLASS(MachineGun, Weapon)
-/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails)
-/* impulse */ ATTRIB(MachineGun, impulse, int, 3)
+/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails);
+/* impulse */ ATTRIB(MachineGun, impulse, int, 3);
/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
#endif
/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
}
-void W_MachineGun_MuzzleFlash(entity actor)
+void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
{
- if(actor.muzzle_flash == NULL)
- actor.muzzle_flash = spawn();
+ entity wepent = actor.(weaponentity);
+
+ if(wepent.muzzle_flash == NULL)
+ wepent.muzzle_flash = spawn();
// muzzle flash for 1st person view
- setmodel(actor.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
-
- actor.muzzle_flash.scale = 0.75;
- setthink(actor.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
- actor.muzzle_flash.nextthink = time + 0.02;
- actor.muzzle_flash.frame = 2;
- actor.muzzle_flash.alpha = 0.75;
- actor.muzzle_flash.angles_z = random() * 180;
- actor.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- actor.muzzle_flash.owner = actor.muzzle_flash.realowner = actor;
+ 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, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
+ W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- W_MachineGun_MuzzleFlash(actor);
- W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
+ W_MachineGun_MuzzleFlash(actor, weaponentity);
+ W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).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, actor);
+ {
+ 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);
+ }
if(actor.misc_bulletcounter == 1)
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo));
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, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- W_MachineGun_MuzzleFlash(actor);
- W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
+ W_MachineGun_MuzzleFlash(actor, weaponentity);
+ W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).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, actor);
+ {
+ 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);
+ }
int slot = weaponslot(weaponentity);
ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
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, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- W_MachineGun_MuzzleFlash(actor);
- W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
+ W_MachineGun_MuzzleFlash(actor, weaponentity);
+ W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).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, actor);
+ {
+ 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);
+ }
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
if(actor.misc_bulletcounter == 0)
}
METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
+ W_Reload(actor, weaponentity, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
}
METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
{