]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Merge branch 'DefaultUser/gametype_votescreen' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index 331e2dd92925c8d768351e8cf572390cc6323706..81da28ddb05b3741fa0d68f180829f8b49380130 100644 (file)
@@ -1,12 +1,13 @@
+#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");
@@ -88,27 +89,29 @@ void W_MachineGun_MuzzleFlash_Think(entity this)
 
 }
 
-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;
@@ -125,12 +128,15 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity we
 
        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));
@@ -184,7 +190,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 
        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;
@@ -198,11 +204,14 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 
        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);
@@ -211,7 +220,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 
 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;
@@ -222,11 +231,14 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
 
        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)
@@ -336,7 +348,7 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 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))
 {