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1 #ifndef IMPLEMENTATION
2 CLASS(HeavyMachineGun, Weapon)
3 /* ammotype  */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails)
4 /* impulse   */ ATTRIB(HeavyMachineGun, impulse, int, 3)
5 /* flags     */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
6 /* rating    */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
8 /* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
13 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
15 /* refname   */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
16 /* wepname   */ ATTRIB(HeavyMachineGun, message, string, _("Heavy Machine Gun"));
17 ENDCLASS(HeavyMachineGun)
18 REGISTER_WEAPON(HMG, NEW(HeavyMachineGun));
19
20 #define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
21 #define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22         w_cvar(id, sn, NONE, spread_min) \
23         w_cvar(id, sn, NONE, spread_max) \
24         w_cvar(id, sn, NONE, spread_add) \
25         w_cvar(id, sn, NONE, solidpenetration) \
26         w_cvar(id, sn, NONE, damage) \
27         w_cvar(id, sn, NONE, force) \
28         w_cvar(id, sn, NONE, refire) \
29         w_cvar(id, sn, NONE, ammo) \
30         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
31         w_prop(id, sn, float,  reloading_time, reload_time) \
32         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
33         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
34         w_prop(id, sn, string, weaponreplace, weaponreplace) \
35         w_prop(id, sn, float,  weaponstart, weaponstart) \
36         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
37         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
38
39 #ifdef SVQC
40 HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
41 #endif
42 #endif
43 #ifdef IMPLEMENTATION
44 #ifdef SVQC
45
46 void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
47
48 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, bool fire1, bool fire2)
49 {SELFPARAM();
50         if (!self.BUTTON_ATCK)
51         {
52                 w_ready(thiswep, fire1, fire2);
53                 return;
54         }
55
56         Weapon w = get_weaponinfo(self.weapon);
57         if(!w.wr_checkammo1(w))
58         if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
59         {
60                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
61                 w_ready(thiswep, fire1, fire2);
62                 return;
63         }
64
65         W_DecreaseAmmo(WEP_HMG, WEP_CVAR(hmg, ammo));
66
67         W_SetupShot (self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
68
69         if(!autocvar_g_norecoil)
70         {
71                 self.punchangle_x = random () - 0.5;
72                 self.punchangle_y = random () - 0.5;
73         }
74
75         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));
76         fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
77
78         self.misc_bulletcounter = self.misc_bulletcounter + 1;
79
80         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
81
82         W_MachineGun_MuzzleFlash();
83         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
84
85         if (autocvar_g_casings >= 2) // casing code
86                 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);
87
88         ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
89         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
90 }
91
92                 METHOD(HeavyMachineGun, wr_aim, bool(entity thiswep))
93                 {
94                         if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
95                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
96                         else
97                                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
98
99                         return true;
100                 }
101                 METHOD(HeavyMachineGun, wr_think, bool(entity thiswep, bool fire1, bool fire2))
102                 {
103                         if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
104                                 Weapon w = get_weaponinfo(self.weapon);
105                                 w.wr_reload(w);
106                         } else
107                         {
108                                 if (fire1)
109                                 if (weapon_prepareattack(false, 0))
110                                 {
111                                         self.misc_bulletcounter = 0;
112                                         W_HeavyMachineGun_Attack_Auto(thiswep, fire1, fire2);
113                                 }
114                         }
115
116                         return true;
117                 }
118                 METHOD(HeavyMachineGun, wr_init, bool(entity thiswep))
119                 {
120                         HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
121                         return true;
122                 }
123                 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
124                 {
125                         float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
126
127                         if(autocvar_g_balance_hmg_reload_ammo)
128                                 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
129
130                         return ammo_amount;
131                 }
132                 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
133                 {
134                         float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
135
136                         if(autocvar_g_balance_hmg_reload_ammo)
137                                 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
138
139                         return ammo_amount;
140                 }
141                 METHOD(HeavyMachineGun, wr_config, bool(entity thiswep))
142                 {
143                         HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
144                         return true;
145                 }
146                 METHOD(HeavyMachineGun, wr_reload, bool(entity thiswep))
147                 {
148                         W_Reload(WEP_CVAR(hmg, ammo), SND(RELOAD));
149                         return true;
150                 }
151                 METHOD(HeavyMachineGun, wr_suicidemessage, bool(entity thiswep))
152                 {
153                         return WEAPON_THINKING_WITH_PORTALS;
154                 }
155                 METHOD(HeavyMachineGun, wr_killmessage, bool(entity thiswep))
156                 {
157                         if(w_deathtype & HITTYPE_SECONDARY)
158                                 return WEAPON_HMG_MURDER_SNIPE;
159                         else
160                                 return WEAPON_HMG_MURDER_SPRAY;
161                 }
162
163 #endif
164 #ifdef CSQC
165
166                 METHOD(HeavyMachineGun, wr_impacteffect, bool(entity thiswep))
167                 {
168                         vector org2;
169                         org2 = w_org + w_backoff * 2;
170                         pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
171                         if(!w_issilent)
172                                 if(w_random < 0.05)
173                                         sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM);
174                                 else if(w_random < 0.1)
175                                         sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
176                                 else if(w_random < 0.2)
177                                         sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
178
179                         return true;
180                 }
181                 METHOD(HeavyMachineGun, wr_init, bool(entity thiswep))
182                 {
183                         return true;
184                 }
185                 METHOD(HeavyMachineGun, wr_zoomreticle, bool(entity thiswep))
186                 {
187                         // no weapon specific image for this weapon
188                         return false;
189                 }
190
191 #endif
192 #endif