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Move weapons into a folder like items, monsters, turrets, and vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hmg.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id      */ HMG,
4 /* function      */ W_HeavyMachineGun,
5 /* ammotype      */ ammo_nails,
6 /* impulse       */ 3,
7 /* flags         */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON,
8 /* rating        */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '0.5 0.5 0',
10 /* modelname */ "ok_hmg",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairuzi 0.6",
13 /* wepimg    */ "weaponhmg",
14 /* refname   */ "hmg",
15 /* wepname   */ _("Heavy Machine Gun")
16 );
17
18 #define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
19 #define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, NONE, spread_min) \
21         w_cvar(id, sn, NONE, spread_max) \
22         w_cvar(id, sn, NONE, spread_add) \
23         w_cvar(id, sn, NONE, solidpenetration) \
24         w_cvar(id, sn, NONE, damage) \
25         w_cvar(id, sn, NONE, force) \
26         w_cvar(id, sn, NONE, refire) \
27         w_cvar(id, sn, NONE, ammo) \
28         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
29         w_prop(id, sn, float,  reloading_time, reload_time) \
30         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
31         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
32         w_prop(id, sn, string, weaponreplace, weaponreplace) \
33         w_prop(id, sn, float,  weaponstart, weaponstart) \
34         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
35         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
36
37 #ifdef SVQC
38 HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
39 #endif
40 #endif
41 #ifdef IMPLEMENTATION
42 #ifdef SVQC
43
44 void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
45
46 void W_HeavyMachineGun_Attack_Auto()
47 {
48         if (!self.BUTTON_ATCK)
49         {
50                 w_ready();
51                 return;
52         }
53
54         if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
55         if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
56         {
57                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
58                 w_ready();
59                 return;
60         }
61
62         W_DecreaseAmmo(WEP_CVAR(hmg, ammo));
63
64         W_SetupShot (self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(hmg, damage));
65
66         if(!autocvar_g_norecoil)
67         {
68                 self.punchangle_x = random () - 0.5;
69                 self.punchangle_y = random () - 0.5;
70         }
71
72         float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * self.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
73         fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
74
75         self.misc_bulletcounter = self.misc_bulletcounter + 1;
76
77         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
78
79         W_MachineGun_MuzzleFlash();
80         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
81
82         if (autocvar_g_casings >= 2) // casing code
83                 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);
84
85         ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
86         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
87 }
88
89 bool W_HeavyMachineGun(int req)
90 {
91         float ammo_amount;
92         switch(req)
93         {
94                 case WR_AIM:
95                 {
96                         if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
97                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
98                         else
99                                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
100
101                         return true;
102                 }
103                 case WR_THINK:
104                 {
105                         if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload
106                                 WEP_ACTION(self.weapon, WR_RELOAD);
107                         else
108                         {
109                                 if (self.BUTTON_ATCK)
110                                 if (weapon_prepareattack(0, 0))
111                                 {
112                                         self.misc_bulletcounter = 0;
113                                         W_HeavyMachineGun_Attack_Auto();
114                                 }
115                         }
116
117                         return true;
118                 }
119                 case WR_INIT:
120                 {
121                         precache_model ("models/uziflash.md3");
122                         precache_model(W_Model("g_ok_hmg.md3"));
123                         precache_model(W_Model("v_ok_hmg.md3"));
124                         precache_model(W_Model("h_ok_hmg.iqm"));
125                         precache_sound (W_Sound("uzi_fire"));
126                         HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
127                         return true;
128                 }
129                 case WR_CHECKAMMO1:
130                 {
131                         ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
132
133                         if(autocvar_g_balance_hmg_reload_ammo)
134                                 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
135
136                         return ammo_amount;
137                 }
138                 case WR_CHECKAMMO2:
139                 {
140                         ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
141
142                         if(autocvar_g_balance_hmg_reload_ammo)
143                                 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
144
145                         return ammo_amount;
146                 }
147                 case WR_CONFIG:
148                 {
149                         HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
150                         return true;
151                 }
152                 case WR_RELOAD:
153                 {
154                         W_Reload(WEP_CVAR(hmg, ammo), W_Sound("reload"));
155                         return true;
156                 }
157                 case WR_SUICIDEMESSAGE:
158                 {
159                         return WEAPON_THINKING_WITH_PORTALS;
160                 }
161                 case WR_KILLMESSAGE:
162                 {
163                         if(w_deathtype & HITTYPE_SECONDARY)
164                                 return WEAPON_HMG_MURDER_SNIPE;
165                         else
166                                 return WEAPON_HMG_MURDER_SPRAY;
167                 }
168         }
169         return false;
170 }
171 #endif
172 #ifdef CSQC
173 bool W_HeavyMachineGun(int req)
174 {
175         switch(req)
176         {
177                 case WR_IMPACTEFFECT:
178                 {
179                         vector org2;
180                         org2 = w_org + w_backoff * 2;
181                         pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
182                         if(!w_issilent)
183                                 if(w_random < 0.05)
184                                         sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTEN_NORM);
185                                 else if(w_random < 0.1)
186                                         sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTEN_NORM);
187                                 else if(w_random < 0.2)
188                                         sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM);
189
190                         return true;
191                 }
192                 case WR_INIT:
193                 {
194                         precache_sound(W_Sound("ric1"));
195                         precache_sound(W_Sound("ric2"));
196                         precache_sound(W_Sound("ric3"));
197                         return true;
198                 }
199                 case WR_ZOOMRETICLE:
200                 {
201                         // no weapon specific image for this weapon
202                         return false;
203                 }
204         }
205         return false;
206 }
207 #endif
208 #endif