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1 #ifndef IMPLEMENTATION
2 CLASS(HeavyMachineGun, Weapon)
3 /* ammotype  */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails)
4 /* impulse   */ ATTRIB(HeavyMachineGun, impulse, int, 3)
5 /* flags     */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
6 /* rating    */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
8 /* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
13 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
15 /* refname   */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
16 /* wepname   */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, NONE) \
21                 P(class, prefix, damage, float, NONE) \
22                 P(class, prefix, force, float, NONE) \
23                 P(class, prefix, refire, float, NONE) \
24                 P(class, prefix, reload_ammo, float, NONE) \
25                 P(class, prefix, reload_time, float, NONE) \
26                 P(class, prefix, solidpenetration, float, NONE) \
27                 P(class, prefix, spread_add, float, NONE) \
28                 P(class, prefix, spread_max, float, NONE) \
29                 P(class, prefix, spread_min, float, NONE) \
30                 P(class, prefix, switchdelay_drop, float, NONE) \
31                 P(class, prefix, switchdelay_raise, float, NONE) \
32                 P(class, prefix, weaponreplace, string, NONE) \
33                 P(class, prefix, weaponstartoverride, float, NONE) \
34                 P(class, prefix, weaponstart, float, NONE) \
35                 P(class, prefix, weaponthrowable, float, NONE) \
36     END()
37     W_PROPS(X, HeavyMachineGun, hmg)
38 #undef X
39
40 ENDCLASS(HeavyMachineGun)
41 REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun));
42
43 #endif
44 #ifdef IMPLEMENTATION
45 #ifdef SVQC
46
47 REGISTER_MUTATOR(hmg_nadesupport, true);
48 MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage)
49 {
50     SELFPARAM();
51         if (MUTATOR_ARGV(0, entity) != WEP_HMG) return;
52         return = true;
53         MUTATOR_ARGV(0, float) /* damage */ = self.max_health * 0.1;
54 }
55
56 spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
57
58 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
59 {
60     SELFPARAM();
61         if (!PHYS_INPUT_BUTTON_ATCK(actor))
62         {
63                 w_ready(thiswep, actor, weaponentity, fire);
64                 return;
65         }
66
67         if(!thiswep.wr_checkammo1(thiswep))
68         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
69         {
70                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
71                 w_ready(thiswep, actor, weaponentity, fire);
72                 return;
73         }
74
75         W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
76
77         W_SetupShot (actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage));
78
79         if(!autocvar_g_norecoil)
80         {
81                 actor.punchangle_x = random () - 0.5;
82                 actor.punchangle_y = random () - 0.5;
83         }
84
85         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));
86         fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
87
88         actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
89
90         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
91
92         W_MachineGun_MuzzleFlash();
93         W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
94
95         if (autocvar_g_casings >= 2) // casing code
96                 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);
97
98         int slot = weaponslot(weaponentity);
99         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
100         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
101 }
102
103 METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
104 {
105     SELFPARAM();
106     if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
107         PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false);
108     else
109         PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false);
110 }
111
112 METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
113 {
114     if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
115         thiswep.wr_reload(thiswep, actor, weaponentity);
116     } else
117     {
118         if (fire & 1)
119         if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
120         {
121             actor.misc_bulletcounter = 0;
122             W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
123         }
124     }
125 }
126
127 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
128 {
129     SELFPARAM();
130     float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
131
132     if(autocvar_g_balance_hmg_reload_ammo)
133         ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
134
135     return ammo_amount;
136 }
137
138 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
139 {
140     SELFPARAM();
141     float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
142
143     if(autocvar_g_balance_hmg_reload_ammo)
144         ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
145
146     return ammo_amount;
147 }
148
149 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
150 {
151     SELFPARAM();
152     W_Reload(self, WEP_CVAR(hmg, ammo), SND_RELOAD);
153 }
154
155 METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
156 {
157     return WEAPON_THINKING_WITH_PORTALS;
158 }
159
160 METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
161 {
162     if(w_deathtype & HITTYPE_SECONDARY)
163         return WEAPON_HMG_MURDER_SNIPE;
164     else
165         return WEAPON_HMG_MURDER_SPRAY;
166 }
167
168 #endif
169 #ifdef CSQC
170
171 METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
172 {
173     SELFPARAM();
174     vector org2;
175     org2 = w_org + w_backoff * 2;
176     pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
177     if(!w_issilent)
178         sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
179 }
180
181 #endif
182 #endif