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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), WEP_OVERKILL_MACHINEGUN.m_id);
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, EFFECT_RIFLE);
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         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
49         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, refire), W_OverkillMachineGun_Attack_Auto);
50 }
51
52 METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
53 {
54         if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
55                 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
56         else
57                 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
58 }
59
60 METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
61 {
62         if ((WEP_CVAR_SEC(okmachinegun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
63         {
64                 // Secondary uses it's own refire timer if refire_type is 1.
65                 actor.jump_interval = time + WEP_CVAR_SEC(okmachinegun, refire) * W_WeaponRateFactor(actor);
66                 BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
67                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
68                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
69                 {
70                         // Set secondary fire animation.
71                         vector a = '0 0 0';
72                         actor.(weaponentity).wframe = WFRAME_FIRE2;
73                         a = actor.(weaponentity).anim_fire2;
74                         a.z *= g_weaponratefactor;
75                         FOREACH_CLIENT(true, LAMBDA(
76                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
77                                 {
78                                         wframe_send(it, actor.(weaponentity), a, true);
79                                 }
80                         ));
81                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
82                 }
83         }
84         if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okmachinegun, ammo))
85         {
86                 // Forced reload
87                 thiswep.wr_reload(thiswep, actor, weaponentity);
88                 return;
89         }
90         if (fire & 1) // Primary attack
91         {
92                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
93                 {
94                         return;
95                 }
96                 actor.(weaponentity).misc_bulletcounter = 0;
97                 W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
98                 return;
99         }
100         if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
101         {
102                 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire)))
103                 {
104                         return;
105                 }
106                 BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
107                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
108         }
109 }
110
111 METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
112 {
113         float ammo_amount;
114         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
115         if (WEP_CVAR(okmachinegun, reload_ammo))
116         {
117                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo);
118         }
119         return ammo_amount;
120 }
121
122 METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
123 {
124         return true; // Blaster secondary is unlimited.
125 }
126
127 METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
128 {
129         W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD);
130 }
131
132 METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
133 {
134         return WEAPON_THINKING_WITH_PORTALS;
135 }
136
137 METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep))
138 {
139         return WEAPON_OVERKILL_MACHINEGUN_MURDER;
140 }
141
142 #endif
143 #ifdef CSQC
144
145 METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
146 {
147         vector org2;
148         org2 = w_org + w_backoff * 2;
149         pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
150         if(!w_issilent)
151                 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
152 }
153
154 #endif