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