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Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okmachinegun.qc
1 #include "okmachinegun.qh"
2
3 #ifdef SVQC
4
5 void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
6 {
7         float okmachinegun_spread;
8
9         if(!(fire & 1))
10         {
11                 w_ready(thiswep, actor, weaponentity, fire);
12                 return;
13         }
14
15         if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
16         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
17         {
18                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
19                 w_ready(thiswep, actor, weaponentity, fire);
20                 return;
21         }
22
23         W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(okmachinegun, ammo), weaponentity);
24
25         W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage));
26         if(!autocvar_g_norecoil)
27         {
28                 actor.punchangle_x = random() - 0.5;
29                 actor.punchangle_y = random() - 0.5;
30         }
31
32         okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max));
33         fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, 0);
34
35         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
36
37         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
38
39         W_MachineGun_MuzzleFlash(actor, weaponentity);
40         W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
41
42         if(autocvar_g_casings >= 2) // casing code
43         {
44                 makevectors(actor.v_angle); // for some reason, this is lost
45                 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);
46         }
47
48         int slot = weaponslot(weaponentity);
49         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
50         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, refire), W_OverkillMachineGun_Attack_Auto);
51 }
52
53 METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
54 {
55         if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
56                 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
57         else
58                 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
59 }
60
61 METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
62 {
63         if ((WEP_CVAR_SEC(okmachinegun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
64         {
65                 // Secondary uses it's own refire timer if refire_type is 1.
66                 actor.jump_interval = time + WEP_CVAR_SEC(okmachinegun, refire) * W_WeaponRateFactor(actor);
67                 // Ugly hack to reuse the fire mode of the blaster.
68                 makevectors(actor.v_angle);
69                 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
70                 actor.(weaponentity).m_weapon = WEP_BLASTER;
71                 W_Blaster_Attack(
72                         actor,
73                         weaponentity,
74                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
75                         WEP_CVAR_SEC(okmachinegun, shotangle),
76                         WEP_CVAR_SEC(okmachinegun, damage),
77                         WEP_CVAR_SEC(okmachinegun, edgedamage),
78                         WEP_CVAR_SEC(okmachinegun, radius),
79                         WEP_CVAR_SEC(okmachinegun, force),
80                         WEP_CVAR_SEC(okmachinegun, speed),
81                         WEP_CVAR_SEC(okmachinegun, spread),
82                         WEP_CVAR_SEC(okmachinegun, delay),
83                         WEP_CVAR_SEC(okmachinegun, lifetime)
84                 );
85                 actor.(weaponentity).m_weapon = oldwep;
86                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
87                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
88                 {
89                         // Set secondary fire animation.
90                         vector a = '0 0 0';
91                         actor.(weaponentity).wframe = WFRAME_FIRE2;
92                         a = actor.(weaponentity).anim_fire2;
93                         a.z *= g_weaponratefactor;
94                         FOREACH_CLIENT(true, LAMBDA(
95                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
96                                 {
97                                         wframe_send(it, actor.(weaponentity), a, true);
98                                 }
99                         ));
100                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
101                 }
102         }
103         if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okmachinegun, ammo))
104         {
105                 // Forced reload
106                 thiswep.wr_reload(thiswep, actor, weaponentity);
107                 return;
108         }
109         if (fire & 1) // Primary attack
110         {
111                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
112                 {
113                         return;
114                 }
115                 actor.(weaponentity).misc_bulletcounter = 0;
116                 W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
117                 return;
118         }
119         if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
120         {
121                 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire)))
122                 {
123                         return;
124                 }
125                 // Ugly hack to reuse the fire mode of the blaster.
126                 makevectors(actor.v_angle);
127                 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
128                 actor.(weaponentity).m_weapon = WEP_BLASTER;
129                 W_Blaster_Attack(
130                         actor,
131                         weaponentity,
132                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
133                         WEP_CVAR_SEC(okmachinegun, shotangle),
134                         WEP_CVAR_SEC(okmachinegun, damage),
135                         WEP_CVAR_SEC(okmachinegun, edgedamage),
136                         WEP_CVAR_SEC(okmachinegun, radius),
137                         WEP_CVAR_SEC(okmachinegun, force),
138                         WEP_CVAR_SEC(okmachinegun, speed),
139                         WEP_CVAR_SEC(okmachinegun, spread),
140                         WEP_CVAR_SEC(okmachinegun, delay),
141                         WEP_CVAR_SEC(okmachinegun, lifetime)
142                 );
143                 actor.(weaponentity).m_weapon = oldwep;
144                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
145         }
146 }
147
148 METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
149 {
150         float ammo_amount;
151         ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
152         if (WEP_CVAR(okmachinegun, reload_ammo))
153         {
154                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo);
155         }
156         return ammo_amount;
157 }
158
159 METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
160 {
161         return true; // Blaster secondary is unlimited.
162 }
163
164 METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
165 {
166         W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD);
167 }
168
169 METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
170 {
171         return WEAPON_THINKING_WITH_PORTALS;
172 }
173
174 METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep))
175 {
176         if(w_deathtype & HITTYPE_SECONDARY)
177                 return WEAPON_MACHINEGUN_MURDER_SNIPE;
178         else
179                 return WEAPON_MACHINEGUN_MURDER_SPRAY;
180 }
181
182 #endif
183 #ifdef CSQC
184
185 METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
186 {
187         vector org2;
188         org2 = w_org + w_backoff * 2;
189         pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
190         if(!w_issilent)
191                 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
192 }
193
194 #endif
195