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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 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, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
24         {
25                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
26                 w_ready(thiswep, actor, weaponentity, fire);
27                 return;
28         }
29
30         W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR_PRI(hmg, ammo), weaponentity);
31
32         W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(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_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));
41         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);
42
43         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).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_PRI(hmg, refire) * W_WeaponRateFactor(actor);
58         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hmg, refire), W_HeavyMachineGun_Attack_Auto);
59 }
60
61 METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
62 {
63     if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
64         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
65     else
66         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 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_SEC(hmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
72         {
73                 // Secondary uses it's own refire timer if refire_type is 1.
74                 actor.jump_interval = time + WEP_CVAR_SEC(hmg, refire) * W_WeaponRateFactor(actor);
75                 // Ugly hack to reuse the fire mode of the blaster.
76                 makevectors(actor.v_angle);
77                 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
78                 actor.(weaponentity).m_weapon = WEP_BLASTER;
79                 W_Blaster_Attack(
80                         actor,
81                         weaponentity,
82                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
83                         WEP_CVAR_SEC(hmg, shotangle),
84                         WEP_CVAR_SEC(hmg, damage),
85                         WEP_CVAR_SEC(hmg, edgedamage),
86                         WEP_CVAR_SEC(hmg, radius),
87                         WEP_CVAR_SEC(hmg, force),
88                         WEP_CVAR_SEC(hmg, speed),
89                         WEP_CVAR_SEC(hmg, spread),
90                         WEP_CVAR_SEC(hmg, delay),
91                         WEP_CVAR_SEC(hmg, lifetime)
92                 );
93                 actor.(weaponentity).m_weapon = oldwep;
94                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
95                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
96                 {
97                         // Set secondary fire animation.
98                         vector a = '0 0 0';
99                         actor.(weaponentity).wframe = WFRAME_FIRE2;
100                         a = actor.(weaponentity).anim_fire2;
101                         a.z *= g_weaponratefactor;
102                         FOREACH_CLIENT(true, LAMBDA(
103                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
104                                 {
105                                         wframe_send(it, actor.(weaponentity), a, true);
106                                 }
107                         ));
108                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
109                 }
110         }
111     if (WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(hmg, ammo))
112         {
113                 // Forced reload.
114         thiswep.wr_reload(thiswep, actor, weaponentity);
115                 return;
116         }
117         if (fire & 1) // Primary attack
118         {
119                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
120                 {
121                         return;
122                 }
123                 actor.(weaponentity).misc_bulletcounter = 0;
124                 W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
125                 return;
126         }
127         if ((fire & 2) && (WEP_CVAR_SEC(hmg, refire_type) == 0)) // Secondary attack
128         {
129                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(hmg, refire)))
130                 {
131                         return;
132                 }
133                 // ugly instagib hack to reuse the fire mode of the laser
134                 makevectors(actor.v_angle);
135                 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
136                 actor.(weaponentity).m_weapon = WEP_BLASTER;
137                 W_Blaster_Attack(
138                         actor,
139                         weaponentity,
140                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
141                         WEP_CVAR_SEC(hmg, shotangle),
142                         WEP_CVAR_SEC(hmg, damage),
143                         WEP_CVAR_SEC(hmg, edgedamage),
144                         WEP_CVAR_SEC(hmg, radius),
145                         WEP_CVAR_SEC(hmg, force),
146                         WEP_CVAR_SEC(hmg, speed),
147                         WEP_CVAR_SEC(hmg, spread),
148                         WEP_CVAR_SEC(hmg, delay),
149                         WEP_CVAR_SEC(hmg, lifetime)
150                 );
151                 actor.(weaponentity).m_weapon = oldwep;
152                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hmg, animtime), w_ready);
153         }
154 }
155
156 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
157 {
158     float ammo_amount = actor.ammo_nails >= WEP_CVAR_PRI(hmg, ammo);
159
160     if(autocvar_g_balance_hmg_reload_ammo)
161         ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR_PRI(hmg, ammo);
162
163     return ammo_amount;
164 }
165
166 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
167 {
168     float ammo_amount = actor.ammo_nails >= WEP_CVAR_SEC(hmg, ammo);
169
170     if(autocvar_g_balance_hmg_reload_ammo)
171         ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR_SEC(hmg, ammo);
172
173     return ammo_amount;
174 }
175
176 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
177 {
178     W_Reload(actor, weaponentity, WEP_CVAR_PRI(hmg, ammo), SND_RELOAD);
179 }
180
181 METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
182 {
183     return WEAPON_THINKING_WITH_PORTALS;
184 }
185
186 METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
187 {
188     if(w_deathtype & HITTYPE_SECONDARY)
189         return WEAPON_HMG_MURDER_SNIPE;
190     else
191         return WEAPON_HMG_MURDER_SPRAY;
192 }
193
194 #endif
195 #ifdef CSQC
196
197 METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
198 {
199     vector org2;
200     org2 = w_org + w_backoff * 2;
201     pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
202     if(!w_issilent)
203         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
204 }
205
206 #endif