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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_machinegun.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ UZI,
4 /* function */ w_uzi,
5 /* ammotype */ IT_NAILS,
6 /* impulse  */ 3,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "uzi",
10 /* netname  */ "uzi",
11 /* fullname */ _("Machine Gun")
12 );
13
14 #define UZI_SETTINGS(weapon) \
15         WEP_ADD_CVAR(weapon, MO_NONE, speed) \
16         WEP_ADD_CVAR(weapon, MO_NONE, spread_min) \
17         WEP_ADD_CVAR(weapon, MO_NONE, spread_max) \
18         WEP_ADD_CVAR(weapon, MO_NONE, spread_add) \
19         WEP_ADD_CVAR(weapon, MO_NONE, mode) \
20         WEP_ADD_CVAR(weapon, MO_NONE, bulletconstant) \
21         WEP_ADD_CVAR(weapon, MO_NONE, first) \
22         WEP_ADD_CVAR(weapon, MO_NONE, first_damage) \
23         WEP_ADD_CVAR(weapon, MO_NONE, first_force) \
24         WEP_ADD_CVAR(weapon, MO_NONE, first_refire) \
25         WEP_ADD_CVAR(weapon, MO_NONE, first_spread) \
26         WEP_ADD_CVAR(weapon, MO_NONE, first_ammo) \
27         WEP_ADD_CVAR(weapon, MO_NONE, sustained_damage) \
28         WEP_ADD_CVAR(weapon, MO_NONE, sustained_force) \
29         WEP_ADD_CVAR(weapon, MO_NONE, sustained_refire) \
30         WEP_ADD_CVAR(weapon, MO_NONE, sustained_spread) \
31         WEP_ADD_CVAR(weapon, MO_NONE, sustained_ammo) \
32         WEP_ADD_CVAR(weapon, MO_NONE, burst) \
33         WEP_ADD_CVAR(weapon, MO_NONE, burst_refire) \
34         WEP_ADD_CVAR(weapon, MO_NONE, burst_refire2) \
35         WEP_ADD_CVAR(weapon, MO_NONE, burst_animtime) \
36         WEP_ADD_CVAR(weapon, MO_NONE, burst_speed) \
37         WEP_ADD_CVAR(weapon, MO_NONE, burst_ammo) \
38         WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
39         WEP_ADD_PROP(weapon, reloading_time, reload_time) \
40         WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
41         WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
42
43 #ifdef SVQC
44 UZI_SETTINGS(uzi)
45 #endif
46 #else
47 #ifdef SVQC
48
49 void spawnfunc_weapon_uzi()
50 {
51         if(autocvar_sv_q3acompat_machineshotgunswap)
52         if(self.classname != "droppedweapon")
53         {
54                 weapon_defaultspawnfunc(WEP_SHOTGUN);
55                 return;
56         }
57         weapon_defaultspawnfunc(WEP_UZI);
58 }
59
60 // leilei's fancy muzzleflash stuff
61 void UZI_Flash_Go()
62 {
63         self.frame = self.frame + 2;
64         self.scale = self.scale * 0.5;
65         self.alpha = self.alpha - 0.25;
66         self.nextthink = time + 0.05;
67
68         if (self.alpha <= 0)
69         {
70                 self.think = SUB_Remove;
71                 self.nextthink = time;
72                 self.realowner.muzzle_flash = world;
73                 return;
74         }
75
76 }
77
78 void UziFlash()
79 {
80         if (self.muzzle_flash == world)
81                 self.muzzle_flash = spawn();
82
83         // muzzle flash for 1st person view
84         setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
85
86         self.muzzle_flash.scale = 0.75;
87         self.muzzle_flash.think = UZI_Flash_Go;
88         self.muzzle_flash.nextthink = time + 0.02;
89         self.muzzle_flash.frame = 2;
90         self.muzzle_flash.alpha = 0.75;
91         self.muzzle_flash.angles_z = random() * 180;
92         self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
93         self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
94 }
95
96 void W_UZI_Attack (float deathtype)
97 {
98         W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage)));
99         if (!g_norecoil)
100         {
101                 self.punchangle_x = random () - 0.5;
102                 self.punchangle_y = random () - 0.5;
103         }
104
105         // this attack_finished just enforces a cooldown at the end of a burst
106         ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
107
108         if (self.misc_bulletcounter == 1)
109                 fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, first_spread), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, first_damage), WEP_CVAR(uzi, first_force), deathtype, 0, 1, WEP_CVAR(uzi, bulletconstant));
110         else
111                 fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, sustained_spread), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), deathtype, 0, 1, WEP_CVAR(uzi, bulletconstant));
112         endFireBallisticBullet();
113
114         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
115
116         UziFlash();
117         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
118
119         // casing code
120         if (autocvar_g_casings >= 2)
121                 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, self);
122
123         if (self.misc_bulletcounter == 1)
124                 W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, first_ammo), autocvar_g_balance_uzi_reload_ammo);
125         else
126                 W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_ammo);
127 }
128
129 // weapon frames
130 void uzi_fire1_02()
131 {
132         if(self.weapon != self.switchweapon) // abort immediately if switching
133         {
134                 w_ready();
135                 return;
136         }
137         if (self.BUTTON_ATCK)
138         {
139                 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
140                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
141                 {
142                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
143                         w_ready();
144                         return;
145                 }
146                 self.misc_bulletcounter = self.misc_bulletcounter + 1;
147                 W_UZI_Attack(WEP_UZI);
148                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_fire1_02);
149         }
150         else
151                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready);
152 }
153
154
155 void uzi_mode1_fire_auto()
156 {
157         float uzi_spread;
158
159         if (!self.BUTTON_ATCK)
160         {
161                 w_ready();
162                 return;
163         }
164
165         if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
166         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
167         {
168                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
169                 w_ready();
170                 return;
171         }
172
173         W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_ammo);
174
175         W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
176         if (!g_norecoil)
177         {
178                 self.punchangle_x = random () - 0.5;
179                 self.punchangle_y = random () - 0.5;
180         }
181
182         uzi_spread = bound(WEP_CVAR(uzi, spread_min), WEP_CVAR(uzi, spread_min) + (WEP_CVAR(uzi, spread_add) * self.misc_bulletcounter), WEP_CVAR(uzi, spread_max));
183         fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0, 1, WEP_CVAR(uzi, bulletconstant));
184         endFireBallisticBullet();
185
186         self.misc_bulletcounter = self.misc_bulletcounter + 1;
187
188         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
189
190         UziFlash();
191         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
192
193         if (autocvar_g_casings >= 2) // casing code
194                 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, self);
195
196         ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
197         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_mode1_fire_auto);
198 }
199
200 void uzi_mode1_fire_burst()
201 {
202         W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
203         if (!g_norecoil)
204         {
205                 self.punchangle_x = random () - 0.5;
206                 self.punchangle_y = random () - 0.5;
207         }
208
209         fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, burst_speed), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0, 1, WEP_CVAR(uzi, bulletconstant));
210         endFireBallisticBullet();
211
212
213         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
214
215         UziFlash();
216         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
217
218         if (autocvar_g_casings >= 2) // casing code
219                 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, self);
220
221         self.misc_bulletcounter = self.misc_bulletcounter + 1;
222         if (self.misc_bulletcounter == 0)
223         {
224                 ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, burst_refire2) * W_WeaponRateFactor();
225                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_animtime), w_ready);
226         }
227         else
228         {
229                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_refire), uzi_mode1_fire_burst);
230         }
231
232 }
233
234 float w_uzi(float req)
235 {
236         float ammo_amount;
237         switch(req)
238         {
239                 case WR_AIM:
240                 {
241                         if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
242                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
243                         else
244                                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
245                         
246                         return TRUE;
247                 }
248                 case WR_THINK:
249                 {
250                         if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo))) // forced reload
251                                 WEP_ACTION(self.weapon, WR_RELOAD);
252                         else if(WEP_CVAR(uzi, mode) == 1)
253                         {
254                                 if (self.BUTTON_ATCK)
255                                 if (weapon_prepareattack(0, 0))
256                                 {
257                                         self.misc_bulletcounter = 0;
258                                         uzi_mode1_fire_auto();
259                                 }
260
261                                 if(self.BUTTON_ATCK2)
262                                 if(weapon_prepareattack(1, 0))
263                                 {
264                                         if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
265                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
266                                         {
267                                                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
268                                                 w_ready();
269                                                 return FALSE;
270                                         }
271
272                                         W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, burst_ammo), autocvar_g_balance_uzi_reload_ammo);
273
274                                         self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1;
275                                         uzi_mode1_fire_burst();
276                                 }
277                         }
278                         else
279                         {
280
281                                 if (self.BUTTON_ATCK)
282                                 if (weapon_prepareattack(0, 0))
283                                 {
284                                         self.misc_bulletcounter = 1;
285                                         W_UZI_Attack(WEP_UZI); // sets attack_finished
286                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_fire1_02);
287                                 }
288
289                                 if (self.BUTTON_ATCK2 && WEP_CVAR(uzi, first))
290                                 if (weapon_prepareattack(1, 0))
291                                 {
292                                         self.misc_bulletcounter = 1;
293                                         W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
294                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, first_refire), w_ready);
295                                 }
296                         }
297                         
298                         return TRUE;
299                 }
300                 case WR_INIT:
301                 {
302                         precache_model ("models/uziflash.md3");
303                         precache_model ("models/weapons/g_uzi.md3");
304                         precache_model ("models/weapons/v_uzi.md3");
305                         precache_model ("models/weapons/h_uzi.iqm");
306                         precache_sound ("weapons/uzi_fire.wav");
307                         WEP_SET_PROPS(UZI_SETTINGS(uzi), WEP_UZI)
308                         return TRUE;
309                 }
310                 case WR_SETUP:
311                 {
312                         self.current_ammo = ammo_nails;
313                         return TRUE;
314                 }
315                 case WR_CHECKAMMO1:
316                 {
317                         if(WEP_CVAR(uzi, mode) == 1)
318                                 ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, sustained_ammo);
319                         else
320                                 ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo);
321
322                         if(autocvar_g_balance_uzi_reload_ammo)
323                         {
324                                 if(WEP_CVAR(uzi, mode) == 1)
325                                         ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, sustained_ammo);
326                                 else
327                                         ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
328                         }
329                         return ammo_amount;
330                 }
331                 case WR_CHECKAMMO2:
332                 {
333                         if(WEP_CVAR(uzi, mode) == 1)
334                                 ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, burst_ammo);
335                         else
336                                 ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo);
337
338                         if(autocvar_g_balance_uzi_reload_ammo)
339                         {
340                                 if(WEP_CVAR(uzi, mode) == 1)
341                                         ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, burst_ammo);
342                                 else
343                                         ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
344                         }
345                         return ammo_amount;
346                 }
347                 case WR_CONFIG:
348                 {
349                         WEP_CONFIG_SETTINGS(UZI_SETTINGS(uzi))
350                         return TRUE;
351                 }
352                 case WR_RELOAD:
353                 {
354                         W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
355                         return TRUE;
356                 }
357                 case WR_SUICIDEMESSAGE:
358                 {
359                         return WEAPON_THINKING_WITH_PORTALS;
360                 }
361                 case WR_KILLMESSAGE:
362                 {
363                         if(w_deathtype & HITTYPE_SECONDARY)
364                                 return WEAPON_UZI_MURDER_SNIPE;
365                         else
366                                 return WEAPON_UZI_MURDER_SPRAY;
367                 }
368         }
369         return TRUE;
370 }
371 #endif
372 #ifdef CSQC
373 float w_uzi(float req)
374 {
375         switch(req)
376         {
377                 case WR_IMPACTEFFECT:
378                 {
379                         vector org2;
380                         org2 = w_org + w_backoff * 2;
381                         pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
382                         if(!w_issilent)
383                                 if(w_random < 0.05)
384                                         sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
385                                 else if(w_random < 0.1)
386                                         sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
387                                 else if(w_random < 0.2)
388                                         sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
389                                         
390                         return TRUE;
391                 }
392                 case WR_INIT:
393                 {
394                         precache_sound("weapons/ric1.wav");
395                         precache_sound("weapons/ric2.wav");
396                         precache_sound("weapons/ric3.wav");
397                         return TRUE;
398                 }
399         }
400         return TRUE;
401 }
402 #endif
403 #endif