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Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[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_PRI(hmg, ammo), weaponentity);
29
30         W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hmg, damage));
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_PRI(hmg, spread_min), WEP_CVAR_PRI(hmg, spread_min) + (WEP_CVAR_PRI(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(hmg, spread_max));
39         fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR_PRI(hmg, solidpenetration), WEP_CVAR_PRI(hmg, damage), WEP_CVAR_PRI(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_PRI(hmg, refire) * W_WeaponRateFactor(actor);
56         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(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_SEC(hmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
70         {
71                 // Secondary uses it's own refire timer if refire_type is 1.
72                 actor.jump_interval = time + WEP_CVAR_SEC(hmg, refire) * W_WeaponRateFactor(actor);
73                 // Ugly hack to reuse the fire mode of the blaster.
74                 makevectors(actor.v_angle);
75                 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
76                 actor.(weaponentity).m_weapon = WEP_BLASTER;
77                 W_Blaster_Attack(
78                         actor,
79                         weaponentity,
80                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
81                         WEP_CVAR_SEC(hmg, shotangle),
82                         WEP_CVAR_SEC(hmg, damage),
83                         WEP_CVAR_SEC(hmg, edgedamage),
84                         WEP_CVAR_SEC(hmg, radius),
85                         WEP_CVAR_SEC(hmg, force),
86                         WEP_CVAR_SEC(hmg, speed),
87                         WEP_CVAR_SEC(hmg, spread),
88                         WEP_CVAR_SEC(hmg, delay),
89                         WEP_CVAR_SEC(hmg, lifetime)
90                 );
91                 actor.(weaponentity).m_weapon = oldwep;
92                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
93                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
94                 {
95                         // Set secondary fire animation.
96                         vector a = '0 0 0';
97                         actor.(weaponentity).wframe = WFRAME_FIRE2;
98                         a = actor.(weaponentity).anim_fire2;
99                         a.z *= g_weaponratefactor;
100                         FOREACH_CLIENT(true, LAMBDA(
101                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
102                                 {
103                                         wframe_send(it, actor.(weaponentity), a, true);
104                                 }
105                         ));
106                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
107                 }
108         }
109     if (WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(hmg, ammo))
110         {
111                 // Forced reload.
112         thiswep.wr_reload(thiswep, actor, weaponentity);
113                 return;
114         }
115         if (fire & 1) // Primary attack
116         {
117                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
118                 {
119                         return;
120                 }
121                 actor.(weaponentity).misc_bulletcounter = 0;
122                 W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
123                 return;
124         }
125         if ((fire & 2) && (WEP_CVAR_SEC(hmg, refire_type) == 0)) // Secondary attack
126         {
127                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(hmg, refire)))
128                 {
129                         return;
130                 }
131                 // ugly instagib hack to reuse the fire mode of the laser
132                 makevectors(actor.v_angle);
133                 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
134                 actor.(weaponentity).m_weapon = WEP_BLASTER;
135                 W_Blaster_Attack(
136                         actor,
137                         weaponentity,
138                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
139                         WEP_CVAR_SEC(hmg, shotangle),
140                         WEP_CVAR_SEC(hmg, damage),
141                         WEP_CVAR_SEC(hmg, edgedamage),
142                         WEP_CVAR_SEC(hmg, radius),
143                         WEP_CVAR_SEC(hmg, force),
144                         WEP_CVAR_SEC(hmg, speed),
145                         WEP_CVAR_SEC(hmg, spread),
146                         WEP_CVAR_SEC(hmg, delay),
147                         WEP_CVAR_SEC(hmg, lifetime)
148                 );
149                 actor.(weaponentity).m_weapon = oldwep;
150                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hmg, animtime), w_ready);
151         }
152 }
153
154 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
155 {
156         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hmg, ammo);
157         if (autocvar_g_balance_hmg_reload_ammo)
158         {
159                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR_PRI(hmg, ammo);
160         }
161         return ammo_amount;
162 }
163
164 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
165 {
166         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hmg, ammo);
167         if (autocvar_g_balance_hmg_reload_ammo)
168         {
169                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR_SEC(hmg, ammo);
170         }
171         return ammo_amount;
172 }
173
174 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
175 {
176     W_Reload(actor, weaponentity, WEP_CVAR_PRI(hmg, ammo), SND_RELOAD);
177 }
178
179 METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
180 {
181     return WEAPON_THINKING_WITH_PORTALS;
182 }
183
184 METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
185 {
186     if(w_deathtype & HITTYPE_SECONDARY)
187         return WEAPON_HMG_MURDER_SNIPE;
188     else
189         return WEAPON_HMG_MURDER_SPRAY;
190 }
191
192 #endif
193 #ifdef CSQC
194
195 METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
196 {
197     vector org2;
198     org2 = w_org + w_backoff * 2;
199     pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
200     if(!w_issilent)
201         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
202 }
203
204 #endif