X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fhmg.qc;h=024fdb1cc768397f28409097e9f2e5166fa57b0a;hb=34e7f534e2015466228eb3a78c9857741b736dca;hp=b8fd7430988464796cd9e9f7aa8af43dfd11b2c9;hpb=fd6e61d095d67bd7ff6a8996024c4cb4e4446024;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qc b/qcsrc/common/mutators/mutator/overkill/hmg.qc index b8fd74309..024fdb1cc 100644 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qc @@ -1,47 +1,5 @@ -#ifndef IMPLEMENTATION -CLASS(HeavyMachineGun, Weapon) -/* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails) -/* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3) -/* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON); -/* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); -/* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0'); -/* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg"); -#ifndef MENUQC -/* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM); -#endif -/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi"); -/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6); -/* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg"); -/* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg"); -/* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, NONE) \ - P(class, prefix, damage, float, NONE) \ - P(class, prefix, force, float, NONE) \ - P(class, prefix, refire, float, NONE) \ - P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ - P(class, prefix, solidpenetration, float, NONE) \ - P(class, prefix, spread_add, float, NONE) \ - P(class, prefix, spread_max, float, NONE) \ - P(class, prefix, spread_min, float, NONE) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, weaponreplace, string, NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ - END() - W_PROPS(X, HeavyMachineGun, hmg) -#undef X - -ENDCLASS(HeavyMachineGun) -REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun)); +#include "hmg.qh" -#endif -#ifdef IMPLEMENTATION #ifdef SVQC REGISTER_MUTATOR(hmg_nadesupport, true); @@ -71,7 +29,7 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo)); - W_SetupShot (actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage)); + W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage)); if(!autocvar_g_norecoil) { @@ -86,11 +44,14 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone 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(hmg, refire) * W_WeaponRateFactor(actor); @@ -142,7 +103,7 @@ METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor)) METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, WEP_CVAR(hmg, ammo), SND_RELOAD); + W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD); } METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep)) @@ -171,4 +132,3 @@ METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif