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Predict jetpack effect and sound (yay for perfectly predicted jetpacks)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / hmg.qc
1 #include "hmg.qh"
2
3 #ifdef SVQC
4
5 REGISTER_MUTATOR(hmg_nadesupport, true);
6 MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage)
7 {
8         if (M_ARGV(1, entity) != WEP_HMG) return;
9         return = true;
10         M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
11 }
12
13 spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
14
15 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
16 {
17         if (!PHYS_INPUT_BUTTON_ATCK(actor))
18         {
19                 w_ready(thiswep, actor, weaponentity, fire);
20                 return;
21         }
22
23         if((!thiswep.wr_checkammo1(thiswep, actor) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
24         {
25                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
26                 w_ready(thiswep, actor, weaponentity, fire);
27                 return;
28         }
29
30         W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo));
31
32         W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage));
33
34         if(!autocvar_g_norecoil)
35         {
36                 actor.punchangle_x = random () - 0.5;
37                 actor.punchangle_y = random () - 0.5;
38         }
39
40         float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
41         fireBullet(actor, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
42
43         actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
44
45         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
46
47         W_MachineGun_MuzzleFlash(actor, weaponentity);
48         W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
49
50         if (autocvar_g_casings >= 2) // casing code
51         {
52                 makevectors(actor.v_angle); // for some reason, this is lost
53                 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);
54         }
55
56         int slot = weaponslot(weaponentity);
57         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor);
58         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
59 }
60
61 METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor))
62 {
63     if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
64         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
65     else
66         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
67 }
68
69 METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
70 {
71     if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
72         thiswep.wr_reload(thiswep, actor, weaponentity);
73     } else
74     {
75         if (fire & 1)
76         if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
77         {
78             actor.misc_bulletcounter = 0;
79             W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
80         }
81     }
82 }
83
84 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
85 {
86     float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
87
88     if(autocvar_g_balance_hmg_reload_ammo)
89         ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
90
91     return ammo_amount;
92 }
93
94 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
95 {
96     float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
97
98     if(autocvar_g_balance_hmg_reload_ammo)
99         ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
100
101     return ammo_amount;
102 }
103
104 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
105 {
106     W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD);
107 }
108
109 METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
110 {
111     return WEAPON_THINKING_WITH_PORTALS;
112 }
113
114 METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
115 {
116     if(w_deathtype & HITTYPE_SECONDARY)
117         return WEAPON_HMG_MURDER_SNIPE;
118     else
119         return WEAPON_HMG_MURDER_SPRAY;
120 }
121
122 #endif
123 #ifdef CSQC
124
125 METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
126 {
127     vector org2;
128     org2 = w_org + w_backoff * 2;
129     pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
130     if(!w_issilent)
131         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
132 }
133
134 #endif